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escuela 3D Animacion

La animación es un proceso utilizado para dar la sensación de movimiento a imágenes o dibujos. Para realizar animación existen numerosas técnicas que van más allá de los familiares dibujos animados. Los cuadros se pueden generar dibujando, pintando, o fotografiando los minúsculos cambios hechos repetidamente a un modelo de la realidad o a un modelo tridimensional virtual; también es posible animar objetos de la realidad y actores.

Concebir una animación tiende a ser un trabajo muy intensivo y tedioso. Por esto la mayor parte de la producción proviene de compañías de animación que se han encargado de organizar esta labor. Aun así existe la animación de autor (que tiene relación con la animación independiente), en general más cercana a las artes plásticas. Ésta surge del trabajo personal de uno o de unos pocos artistas. Algunos se valen de las nuevas tecnologías para simplificar la tarea. Se comienza el proceso de animación al hacer un modelo del personaje o la cosa que se va a animar. Este modelo puede ser un dibujo, o puede ser también en plastilina.



   

ANIMATION TIPS & TRICKS, VOLUME I

ILM Animator Shawn Kelly provides animation advice in Animation Tips & Tricks, Volume I

      ANIMATION TIPS & TRICKS, VOLUME II

ILM Animator Shawn Kelly and other veteran animators including Keith Sintay, Aaron Gilman and Wayne Gilbert provide Animation Tips & Tricks, Volume II

 By Jean-Denis Haas

This post is exploring an area where keep alive is taken a step further into a messier realm and where even normal movements, which traditionally follow beautiful arcs, get the occasional hiccup. I can't think of a formal name for this, I usually just say "Dirty up the animation", or "Add some dirt...". Adding "dirt" to your animation is basically the license to be sloppy, but it's controlled sloppiness. It doesn't mean you can now stop cleaning up your animation or forgo polish. Even in chaos there is logic, so think of "dirt" as another layer of polish. Adding "dirt" doesn't change your animation dramatically, there won't be a wow effect once you apply it. It's more of a subtle addition to your animation, but it can make a difference style wise. Speaking of layers, the latest version of Maya allows you to add animation layers, which can make this process a lot easier. If you don't have layers, or extra controllers above your main controllers, etc. don't worry about it, the principles are the same, regardless of the tools.

This is by no means a definite how-to, but more of an insight into how I go about it. It's probably all wrong and backwards, so feel free to leave comments if you have any questions or suggestions.

In the world of realism, I find diving in is the best way to go. Block in some strong poses as quickly as possible and define the most important actions in the shot. You want to make sure you lead the audience‚Äôs eye to the focal points, otherwise the shot becomes unclear and muddy. So, for a shot on Spider-Man 2 where Spider-Man and Doc Ock are falling and fighting, I choreographed the shot so it revolved around three or four very specific events. I knew for instance that they were in the midst of a battle to the death and it had to be violent.   But if I‚Äôm not careful, the punches and kicks could all get lost if I don‚Äôt highlight them with clear silhouettes. So step number one was make sure the big moments of the fight were clear. I animated a simple translation as they fell down the building and animated some very clean poses along the way. I made use of contrasting poses as much as possible. So a reverse C shape on Spider-Man rearing back for his punch, then a C curve for the strike. Those shapes were posed to camera to get the most impact. 
 

Otro punto importante en la animación es el dotar a los personajes de vida. No solo basta con el movimiento físico del cuerpo, o la vocalización de los sonidos. Ahi que dotarlos de su propia personalidad.

Para definir la personalidad y la expresividad de un personaje contamos con:

  1- Ilustración:

 

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