CAGD 493 Week 9 Reflection - Christopher Coombs
Hello, this is Christopher Coombs, and welcome back to my weekly blog! This week, I've decided to deviate a bit from working on my routine quadruped animations. Poetically, my laptop was also tired of working with the leopard rig, and it actually broke down just one day after reanimating my last leopard animation. After finally getting the new laptop delivered and set up for my classes during the latter half of this week, I started looking for something new to animate. Not only did I want my next project to be a brief respite from the many weeks spent animating nothing but quadrupeds, but I also wanted to experiment with the concept of weight. Therefore, I was on the hunt for a character that looked heavy.
Fortunately, it didn't take long to find something really cool:
My goal for this week was to get this heavy machine to do a walk cycle. Finding references from the original Star Wars trilogy was pretty difficult, as the AT-STs were either too close to the frame, too far away, or the animation looked generally stiff in certain shots. Fortunately, I found some excellent references from some YouTubeclips of a video game I grew up playing:
I was mostly satisfied with the blockout timing, so the remainder of my work focused on adding weight wherever I could. For many of the smaller moving parts, such as the weapons, eye flaps, and the big toe on each foot, I added some drag to make these parts feel lighter. The weapons on the AT-ST's arm also scan from left to right, searching for something to shoot. Another detail I added was making the fans on the back of the machine spin. To make the render extra pretty, I turned on shadows, anti-aliasing, and ambient occlusion, and set up some three-point lighting.
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