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Showing posts from July, 2023

Attack Combo

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  l Design The plan is to simulate the straight punch and continuous hook strikes of boxing to hit a sandbag. Before hitting the straight punch, the character has a preparatory movement of body undulation.       l Process 1.  P reparatory movement : Hands clench fists and put hanging in front of the chest, the whole body will have a process of backward, raise, lean forward and return to the initial movement with the waist movement, and the eyes look straight ahead. The frame is from frame 1 to frame 28.   2.  S traight punch : Do the final movement of sw inging a straight punch at frame 53 and set it as a key frame. Then, make adjustments in the transition action that don't fit or adjust appropriately and set the key frame. At the same time, adjust the position of the key frame according to the speed and time of the swing. Closing on frame 62. Prepare with a power move on frame 5.   3.  Hook in loop: At frame 70, the entire arm is bent at nea...

Facial Expression

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  l Design This project involves creating five expressions of surprise, anger, sadness, fear and doubt for the character and the movement within these expressions. l  Process 1.  Select a cylinder and resize it, then place the character model on it in a sitting position. 1.  Key   frame the character's original expression and movement at frame 0. Set the character's surprise expression at frame 18. 2.  Select the appropriate transition expression at frames 0-18 for fine-tuning and set it as a key   frame. At the same time according to the change rule of expression to adjust the position between each frame. 3.  Do the same setup for the Anger, Sadness, Fear & Doubt emojis according to steps 2&3. 4.  Take the controller associated with the expression and curve it in Graphic Editor. 5.  Make movements associated with changes in expression, including hands, legs and feet, waist, and hairstyle.   6.  Set a camera and choose ...

Walking Cycle

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  l Design The problem with make keys poses according to walk cycle breakdown was that either the transformation of the movement was drastically shifted between two key poses, or the movement changed too fast due to the short interval between each two key frames. Hence, the way of walk cycle is set 3 character start action as key pose with key frames, the first pose is same as the last pose while the second pose is opposite to them . After the transition motion making automatically, choose frames to make pose and set it as a key frame. When a complete walking course finished, the course will be set as a loop.   l Process 1.  I added textures to character model   2.  Split the character model into three layers, head, body and legs by selecting -> layering. Also, set the head and body layers to invisible.   3.  At frame 0, set up the starting movement. Then, at frame 16, the setup parameters for the left and right legs of the start are switched and ad...