Project 2, Pt 4 – Perspective Camera and Star Jump Loop

Correspondence:

Admittedly, there hasn’t been a lot of progress on my part since the last presentation, although this is due to my having already completed a large portion of my work. Although I have offered to take over one of my partner’s tasks in order to reduce the strain on him, at this point in time he is determined to complete his tasks. He is working hard to have them completed by the deadline. It will be decided this morning as to whether or not he believes he will be able to complete both tasks in time, with me being willing and able to step in to help finish the tasks.

Individual Progress:

Perspective Camera

The perspective camera angle has been finalised and will be used to produce a single playblast with all the animations. This will be in addition to the separate playblast for each action showing the orthogonal angles. Thanks to the generic pose my partner and I established at the beginning of the project, our animations are able to run smoothly after each other.

Currently the angle of the perspective camera may be altered to a produce a slight low shot of the character as this may be more visually appealing.

Star Jump Loop

When adding the perspective camera to the star jump animation, I realised that hadn’t produced an animation where the star jumps run consecutively without stopping in between the jump cycles. This was of course a simple fix, where the end of one cycle and the start of the next were removed to have the jumps blend into each other.

The only major amendments that had to be overcome were adjusting the pose between each jump and replicating the sense of weight being forced upon the character, and following the timing between jumps in our original video reference.

Project 2, Pt 4 – Perspective Camera and Star Jump Loop

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