ONLINE DEBUT OF CONCEPT ART
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| Walk Cycles are one of the most difficult tasks for an animator. This is because both mechanics of motion and character AND personality must be infused into that walk through your timing, spacing and poses. A solid understand of technical shifts in weight and acting choices are key to making a successful walk cycle.
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MECHANICS OF A WALK CYCLE: Walk cycles encapsulate all of the principles of animation. They also deal with complex issues of weight and timing, in order to be convincing. Offsets, Overlap and Follow Through on every joint are what will keep the motion natural and prevent it from looking robotic. |
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TIMING AND PACING OF A WALK CYCLE: The timing or pacing of the walk can define the character and personality of the walk. The posing of the body and what part of the body that leads the walk also defines the character. Timing, Weight, Posing and Mechanics of Motion all factor into a good walk cycle and this is why it is a great exercise for learning these principles. To illustrate the difference in timing and pacing think about a mosquito on the surface of a lake flitting across the water. Now think about the timing and poses in an elephant's walk across the sierra. The weight and body construction will define whether or not you could tap the object with your finger to knock it over or if it would take much more effort to do this. Timing and Poses will define the weight and construction of your character and even add elements of character as well. There are plenty of tutorials online and in books on how to create a good walk cycle. There is a comprehensive list of walk cycle explanations at the bottom of this page for you to check out. Since the mechanics of the movement has been covered most everywhere, let's talk about something more difficult to infuse into a walk cycle than the believable mechanics of motion. |
CHARACTER, STATE OF MIND, AND PERSONALITY: Character and personality are what make the walk real and make the audience identify with it on an emotional level. Disney always said "the mind is the pilot" and that is where every motion you create must start. Before even drawing a pose, you need to establish in your mind where your character's head is at. The lead is one quick way to establish this through the posing of your walk cycle. Remember this is a very simplified approach is not the "end-all be-all"...only a stepping stone to understanding how to infuse character into your animation. There is one little trick that can help you find your way inside the character. This is just one little trick, there are many other facets to a walk that also contribute to a personality, this is just one suggestion. THE LEAD tells the audience where you character's head is at and how they view themselves and their place in the world. Actor/Actress/Musician/Personality examples below illustrate how the lead in motion can define a character and state of mind. After you familiarize you with the lead of a walk, try walking around the room aware of what part of the body is leading. Observe how this changes your attitude and sense of self. |
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Chris Farley, Roseanne Barr |
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John Wayne, Jeneane Garafalo |
MORE ON WALK CYCLES:
In closing, below is a list of sites that all explain the walk cycle and how to create a good one - step-by-step.
Idleworm Tutorials - How to Animate a Walk
3D Animation Tip: Walking the Walk
Learning to Walk
Animating a walk cycle in Anim8or
Animating a walk cycle for Animals
These site are good for reference of mechanics of motion. Remember these are strictly to understand the actual locomotion of a walk and not adding character.
As a follow-up to the successful project Orange’s “Elephants Dream”, the Blender Foundation initiated another open movie project. Again a small team (7) of the best 3D artists and developers in the Blender community have been invited to come together to work in Amsterdam from October 2007 until April 2008 on completing a short 3D animation movie. The team members will get a great studio facility and housing in Amsterdam, all travel costs reimbursed, and a fee sufficient to cover all expenses during the period.
The creative concept of “Peach” was completely different as for “Orange”. This time it is “funny and furry”!
The Blender Foundation and Blender community have been the main financiers for Peach. As for the previous open movie, a pre-sale campaign to purchase the DVD set in advance will be organized.
Additional support from sponsors and subsidy funds has been realized as well.
Peach also was the first Open Project hosted by the new Blender Institute in Amsterdam. This will make the project more independent, without much involvement of production partners, and also will ensure continuity.