Through this area we covered the main basis of timing and block passing.
This included getting the spacing right in terms of how an object like a ball should move from shortening the length on movement at the start and end to show its slowing down or stretching the length to describe the speed in velocity . This technique help make it feel real and more believable especially when its adapted to the 3d development of characters and other more complex objects that might show movement.
For the block passing, the basis of this is to show the main movements within the animation before filling in the blanks. To do I basically go onto the script editor, highlight all the parts of the rig with shift button which is shown on my script's listing of controls I've used then press 'S' to result the highlights. After, I save the highlighted parts and the result into the shelf editor as a MEL file. So when I key frame movements, it won't flow the rig from one shape to the next but flip straight to the next one.
4th March: modelling in maya
Personally, I thought this task was quite challenging and sometimes difficult to do as this technique in maya is completely new to me but it also gave me a deeper insight into how modelling is done 3d rather than just moving a rig around the screen.
This would be a hard method to learn but with the help of what I've gathered from my lecturer and the informative videos from YouTube, I think I'll be able to fully acknowledge another process of maya.
This screenshot shows my first attempt in maya modelling.
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