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Late for work
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Late for work

In this animation, our friend the Spider Knight is getting ready for work, when he checks the time and sees that he's got none left!!

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Update - 20 Dec 2021

The submission deadline for my character animation has been and gone, and as such I have another update to show. There has been a fair amount of work since the last update, though it's mainly been fine-tuning things to make sure everything feels as I want it to.

I tried my best to refine the timings of everything, and to make it seem more believable in terms of the movements. For example, I tried to offset the head with the up and down of a heavy breath, to make the chest feel like it carried a little more weight. There's also a lot of detail that went into the hands and fingers (made more difficult by the fact that there are 6 of them to keep track of). I think what I am the most proud of, however, is the exaggeration of the take. All in all, I'm very happy with the outcome of this. I may yet continue working on it, however.


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Update - 29 Nov 2021

So, it's been over a week since my last update so I ought to show some progress. First and foremost, I moved from the stepped curves to spline curves. I'll show what the first attempt at that looked like, because it was when I realised just how much animation information I did not have. Once I realised that I wasn't doing the breakdowns, I kept it mostly in spline, just so that I'd be able to see what the final animation would look like anyway.

Parenting and un-parenting things worried me, so I initially tried to just have the objects share position keyframes using a locator to switch between the two. Because the hands are, themselves, controlled and influenced by other controls on the rig, this didn't work. So, I spent an entire day making sure everything was parenting and unparenting correctly!

After the week, fixing the spline and parenting, this is what I have:

However, the first time I turned it to spline, it looked like this:

I need to learn more about breakdowns.

I'll have another update soon!


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Update - 17 Nov 2021

I'm very excited to do this contest! I've taken today to start blocking out my poses. While it's not as detailed as I know I'm going to need to make it, I think this is a solid start. I've taken the time to model a toothbrush (which turned out far too big) and a sink, and grabbed the rest of the props from substance assets (as per the rulings)


Tomorrow, I'll be improving this blockout as well as modelling a doorframe to walk through, and another wall. There are some poses in here which aren't the best, I'll touch them up tomorrow as well.  See you tomorrow with an update!!