Tuesday, 2 December 2014

Walk Cycle - Stop-Motion

I found that stop-motion was a completely different process to animating in comparison to the other two methods tried out in this project (hand-drawn and Maya). Where being able to create extremes to test how the movement is going to look is available in the other two, stop-motion requires you to know exactly what you're going to do and then embrace it. The process of stop-motion is that there's no going back to edit things and that if you wanted to make any changes, you have to do it all again.

After creating a simple armature from aluminium wire, masking tape, milliput, a nut and a bolt, and a paper ball, I tried out doing some tests with it:

12.5 fps Walk Cycle Attempt
This cycle has a few inconsistencies (speed of arms, head that has a little life of its own). However, I was happy with the flamboyant wrists as I wanted to exaggerate their movement. 


I'm not entirely sure what the following was. It started off being a silly, swaying walk that would turn into a trip forward. I ended up making the trip go backwards and before you know it, my wee guy was being yanked by an invisible force and was tumbling into the abyss.


Trip/Fall/Being sucked into a Blackhole
25fps, with rig


Trip/Fall/Being sucked into a Blackhole
25fps, with Rig Removal

...It was quite fun though. 

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