06.01.2013 Views

Release. Pressure. Animate.

Release. Pressure. Animate.

Release. Pressure. Animate.

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

A library can grow and especially for a TV series or big production the amount of<br />

saved poses can become huge further into production. Therefore we need the ability to<br />

filter and search through the library so we can quickly find the pose we need. Also it‟s<br />

important to allow the creation of a personal library with your own poses and favorites<br />

instead of constantly working in the global production‟s library. This is all important to<br />

minimize unnecessary search times and limit, order and customize the data to your own<br />

needs. To organize and clearly separate parts of the character the aniPalette contains<br />

tabs and submenus. This is important for working layered and helps keeping focus on<br />

only a part of the character constantly. It‟s also very important that it supports both<br />

single poses and sequences of poses (animation.) The difference should be clearly visible<br />

(play icon above sequence) and the animator should be able to show only still poses or<br />

animated sequences so he‟ll only be looking at what he needs. This makes it more<br />

organized and reduces the amount of data he has to go through while effectively still<br />

showing all that he needs.<br />

For a pose library to „pose‟ effectively there‟s a couple of requirements for control<br />

needed by the animator when setting a pose. He should be able to blend in a pose, apply<br />

it interactively to test what looks best and tweak the result. This interactivity increases<br />

the directness of controlling the character and returns a faster response at the same<br />

time. This direct result provides instant gratification. Furthermore when selecting a pose<br />

it should be possible to apply it only to the selected controls to quickly adjust only a<br />

portion of the character and work directly on what we‟re currently actually working on,<br />

thus helps staying to work only on the parts you‟re actually changing. Also poses are<br />

often stored as absolute values, but you don‟t want the character to instantly move to<br />

totally somewhere else. The animator should have control about what stays where and<br />

let the pose be assigned to that current position, thus relatively. This way the pose will<br />

always fit and be at the position you intend it to be. For more information about the<br />

aniPalette and its functionality I recommend reading its documentation.<br />

One of the things we need as animators is a reliable way of testing out the animation,<br />

for traditional animation you had to master flipping/rolling. For computer animation you<br />

need to playback the scene in real-time. Maya‟s standard playback will not play with a<br />

constant frame rate and is thus not a reliable source of reference. Reliable playback of<br />

the animation is currently only possible by creating a so called playblast. This creates a<br />

preview file to be played back in a video player that supports the exported codec. Tools<br />

for creating clean playblasts are available to download from the internet, both against<br />

payment and free. (TragidiTools and ShotView both contain a playblast script for<br />

example, but there are also separate scripts for download.) Though many provide<br />

convenient options they always still need to export to a separated video player. Since<br />

previewing is a constant process it should be interweaved with the software so you can<br />

4. Developing a toolset<br />

1<br />

2<br />

2

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!