CAGD 493 Week 14 Reflection - Christopher Coombs

     Hello again! My name is Christopher Coombs, and welcome back to my blog! The end of the year is approaching, and my work is coming to a close. This current animation is more than likely my final one for the semester. In the previous week, I decided to work section by section, since this was one of my longer animations. My goal for that week was to finish the AT-ST's turnaround animation. Here was the result of that previous week's work:


    Although it needs just a bit more refinement, it wasn't half bad, being that it was my first biped turnaround. For this week's goal, I was primarily focused on pushing all tangents into spline and retiming the entire animation. I also took the time to refine some areas and even weave a few new small animations into the scene. Here is what I have accomplished by the end of this week:


    At first glance, the most noticable change between these animations is how I incorporated my camera angles. I decided that if I wanted to hyperbolize the size difference between these two characters, I would need more exaggerated camera angles. Therefore, I sacrificed the single continuous shot for some new ones. The animation process went very well, and I was able to fix a lot of problems with Wall-E. At the beginning, he was looking pretty stiff, so I added some head movement. This far better emphasized how unaware Wall-E was moments before colliding with the AT-ST. As for the collision, the challenge I encountered was primarily due to Wall-E's unique, mostly inflexible geometry. Lifting up the body from Wall-E's tank treads and having the trash cube wedge open his internal compartments allowed Wall-E just enough wrap-around to sell the impact of the crash. As the AT-ST slowly turned around, I made Wall-E back up slowly and get thrown into the air with every stomp. 
    After all this, I splined out the remaining half of Wall-E's animation and significantly sped up the timing for the getaway so that it looked like Wall-E was peeling out. Splining this part of the animation helped majorly in getting rid of unnecessary keyframes that threw off its initial movements. Speaking more on the movements in this part, I wanted to emphasize the sudden, sharp turn by tilting the body and lifting up one of his tank treads as if he were about to lose balance. Of course, there is plenty more I want to refine with Wall-E's animation, as I see quite a few areas that need to lose their stiffness, especially in the arms. I might also do a bit more retiming for the impact and the moments Wall-E gets launched into the air. This will be next week's goal. As for the AT-ST animation, a large portion of the work this week was resyncing the timing to Wall-E's. However, I also adjusted a few things, such as lowering the height of each heavy step and adding a deploy animation for the AT-ST's guns the moment they point down at Wall-E. I also animated the barrels to look like they were firing during the runaway sequence. It's subtle and a little difficult to see because of the distance from the camera. However, I think that adding a projectile could help show this far better, so I'm thinking of modeling one around the start of next week and playing around with the emissives. 

    That's all for now! Thank you, as always, for checking in on my progress. I'll be sure to keep you up to date on the progress of this animation as our time together soon comes to an end. 
                                                                                                                    
                                                                                                                     - Christopher Coombs


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