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2007 -
CGI Character Animation - Personal Project
I started this pet project with the intension of doing some four legged
animation, with a jump and some balance/weight issues to address. It
began with the dog jumping onto a seesaw with a weight on the other side
reacting to the seesaw tilting.
Then it occurred to me that the dog’s action wasn’t as interesting
as what the weight was doing as it flew up, bounced and rocked around.
So I thought it would be even more interesting to add a second sleeping
dog in the place of the weight. Then I focussed on what the second dog
had to do to deal with the shock and the continuing rocking action of
the seesaw. I decided to make them male and female dogs so that there
was an implication of separate character types. Admittedly this plays
into some stereotypical male/female dynamics but it worked as a short
hand to make the scene make sense quickly without any more explanation.
I added screen time to establish the scene and gave the female dog time
to show thought processes, and the rest of the timing was based on the
seesaw. I regret that once the seesaw starts going the timing of the
scene seems a little fast, but I was trying to stay true to the physics,
and I couldn’t add screen time to space it out.
By far the biggest issue I faced though for this shot was the dog rig. I
looked for a free four legged rig on the internet and found very few
available. This
was the least offensive looking one I could find, but it proved to have
a very simplistic rig that didn’t allow for everything I wanted to do
with it. So, after I started animating with it (using a reference
system), I started adding custom alterations to the dog. I added squash
and stretch to the body, head and neck. I give it switch-able IK/FK
legs. I improved the look of the character and made facial expressions.
I added so many additional custom solutions that it added significantly
to the time it took to get the shot finished! I also had to add numerous
controls to make things on the bending seesaw look good. Naturally in a
shot with so many moving contact points (and legs) the amount of
constraints I needed was astronomical, so that took a lot of planning to
get the desired look.
Ultimately I’m reasonably pleased with the result… but is any animator
ever happy with their work?
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