I’ve now brought the character into the set to try and begin animating scenes 7, 8 and 9 of our story.
Again I started with animating the anticipation of the jump, trying to create a smooth arc with the movement of the head.
A slight variation in the movement of the head however the clip above works much better than that below.
The beginning of the jump, to try and show that there is some weight in the character I created a delay with the lower body lifting from the branch, the lower half stays in place slightly longer than it should.
I then roughly blocked out the animation of the jump, the path it would take, in this clip there is no shift in weight during the jump.
The body follows through passing the position of the head, while the head twists slightly as he begins to look towards the ground.
The character has looked toward the ground and then back up directly at the camera, however i think this movement of the head is a bit too quick.
The clip below has a much better timing of the head movement
I felt that in the clip above the body looked somewhat twisted as it was hanging in the air, so with the clip below I have corrected that by adjusting the middle controller of the body.
I then moved on to animating the tail and trying to gain a sense of follow through, a delay between the action of the body and the action of the tail.
However my group felt that the character was stretching a little too much on the jump and he seemed to be jumping/ in the air for a rather long time, so the play blasts below show the adjustments I’ve made to the scene.
I began by reducing the stretch in the anticipation.
Then again I blocked out the movement of the jump, a few less frames were used this time around and the stretch of the jump was reduced.
As the character moves closer to the acorn the degree of rotation was increased.
Then I added in the follow through action of the body
The body completes it’s follow through arc and the character looks at the ground, then back up to the camera. However the action of the body moving is a little ‘bouncy’ but this is fixed later on.
adding in the expression
Now again it was time to animate the tail…
I also had to animate the bounce of the branch, similar to a diving board, i Started by lowering the branch during the anticipation of the character and then as he jumps it springs up and continues to move until it runs out of momentum.
Using blend shapes I’ve added the character’s expression as he jumps towards the nut, he’s wanting to eat it – he’s greedy – mouth is wide open…
Then to animate the swinging of the acorn as the character collides with it.
Adding in the drop of the character
There would be a slight delay between the fall of the body and then the tail
Slight adjustment, he now holds his expression a little longer before he falls juts to make sure it’s clear to the audience
Scene 7, 8 and 9 completed
Just a few different image sizes