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Flight Demo Part 1 - Anim Dojo

I watched a recoded livestream by Brendan Body a professional animator who works a lot with birds. In the video he talked through a lot of key elements to consider whilst animating a bird with I have wrote down in my notes photographed below. He also showed us how to make a  basic bird flight cycle. Below is the animation I created whilst watching the tutorial using the rig they provided. Overall I found this tutorial very interesting as I like to watch nature documentaries and learn about animals so found learning about how birds use their wings to fly interesting. I also found it beneficial to watch Brendons workflow, I liked his use of animating in the graph editor and liked to see his thought process particularly about timing as timing is something I struggle with. Timing was the first thing he taped out, placing his moving holds and figuring out how the birds wings take a longer time to flap downwards then they do to flap upwards. It made me realise when I begin an animation to always try and map out my timing before hand. 

Overall I am happy with my final outcome as I feel the animation looks smooth and feel I have got my timing correct. However to improve I would add drag to the feathers as I have only animated the feathers on the tip of the wings rather than all of them. I will also animate the tail feathers in more detail possible looking at times they may be spread out more in the air. I would also like to take this further once I finish the flight cycle to show the bird flying around the screen. I think it would be cool to use this animation of a bird flying past the screen in possibly a bigger animation I create later down the line. I could use it to add more detail to the piece. 

Dinosaur Walk Cycle Version 1

I watched the Dinosaur walk cycle and weight part 1 and 2 video on Animation Dojo hear I watched a professional go through Jurassic Park clips and analyse them this was a big help as it showed me what Should be looking out for and analysing in my references. The professional also picked out some valid points such as it took half a second for a T Rex to bring their foot down showing how large and heavy they are. I then found a clip from one of the end scenes in Jurassic World where the Indominus Rex is walking and as my rig is of the same dinosaur I decided to reference the scene. I made some changes adding more fluidity and movement to the Dinosaurs hands to help make him seem a little less stiff. 

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One useful tip I learned through watching these video tutorials was that the professional looped the movement of the part he was working on as he went along meaning all the movements were constantly being looped and checked they move properly witch was a big help to me and is a way if working I want to incorporate in my workflow from now on as I find it a lot easier and less confusing. 

Industry feedback

Take 2  After industry feedback

New Industry feedback

Final Animation

Overall I really enjoyed animating this and thought it was one of the most enjoyable rigs I have found to animate. I loved bringing a mythical creature to life and feel I would defiantly like to continue with this animation.

 

I took the footstep noises from my reference 'https://youtu.be/vF0lzxxqjlo'

I also used a Jungle sound file I got from BBC sounds.  I feel the sound helps add a sense of weight and the subtle Raw/ grunt noise helps to add a  slightly more intense, creepy feel.

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To develop this animation further I would like to experiment with making him raw and maybe even jump. I also would like to work more with the facial features as I have added one blink but feel it is not noticeable. I feel it would look nice to have him looking around as he is walking and adding more smaller details such as I could move his nostrils to make it look like the Dinosaur is breathing. I would also Add a night sky and lighting.

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I feel one of the main things I had to think about whilst animating A T-Rex was the weight they are such large heavy creatures I also struggled with over animating and had to go back to the graph editor a lot to limit the movements as from my references I saw Dinosaurs move in a rigid way.

Dragon Flight Cycle And Landing 

Dragon Flight Cycle Youtube Tutorial - Work In Progress First Playblast

I used the following YouTube tutorial 'https://youtu.be/O2BAhlYO-F0' to help me create this cycle. I am animating a dragon as part of a animation I am working on for the October 11 second club competition. The main thing that needs to be fixed is my play blasting problem The footage playblasts a lot slower then it plays in the timeline even though I have set to 32fps. This is something I am working on resolving hence how it is playing a lot slower than it should. 

In addition I found this tutorial very helpful as it taught me about layering my animations so now I know how to have a flight cycle, then animate over that so that the Dragon is tilting and moving side to side. This concept can be used to add a lot more details to my animations and is something I will defiantly use more whilst I progress this animation and also for other animations. 

To carrie on working on this I will add more layers and detail to show the dragon flying around the screen, along side adding more detail to the creatures face to give more character. 

Once I have animated the dragon I will then animate the second character to this piece with will be a Troll whom thinks he will have to fight this dragon whom is terrorising his village and add a background.

My layers so far;

Teacher Feedback

To Improve; Body is too stiff. More fluidity thought body and tail. Ofset the wings so they are not the same. Have one wing stronger than the other just like how humans have one arm the tend to use more than the other e.g, I'm right handed. 

Research;  Chiara Porri Brake Down Of A Dragon Animation blog

https://www.iamag.co/breakdown-of-a-dragon-animation/

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Found this sight very Interesting as the animator went through her thought process when making her dragon animation in which was very stylised. I liked the way she referenced her dog  to create a more playful, fun personality to the dragon. I also really like the way she thought of the dragons body as being bouncing balls witch are never in line to each other there is always an arc.

Below are some screenshots I took on this page of her work.

My teacher suggested I have a look at this sight;

http://www.timrudder.com/animationmentor/animation-master-studies/

I found this interesting as it showed how a 3D animator sketches out shots from famous animations and uses them to help him think more about timing and posing. This is a very fast exercise I wish to do and take into consideration to help improve my animations and posing for my dragon. Below are some shots I sketched out/ copied from dragon film clips. 

From analysing these stills from Harry Potter and How To train your dragon I noticed The dragons wings are never mirroring each other. I noticed that Toothless (name of the black dragon shown above) left wing is always tilted slightly down or more curved than the other this could possible indicate that this wing is the dragons stronger wing many the dragon is left handed?I also noticed some of the wonderful curves created by the dragons body and wings all of the shots even of the ones where the dragon is gliding have curve to them. I plan on adding more curve to my dragon.

Video References; 

How To train Your dragon;

https://youtu.be/ZDyEERuK31Y

https://youtu.be/A_xvOsXavKQ

Harry Potter Dragon

https://youtu.be/O0HQ6u3vias

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Game Of Thrones Dragons; 

https://youtu.be/xdven7VvKsg

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The Hobbit Dragon; 

https://youtu.be/UkOsL0YLQ-g

From watching my references despite the dragons all having different personalities and being in different styles. I feel there are elements from all of them I wish to incorporate into my final animation. One thing in common all the dragons have witch I noticed is that they spend most their time in the air gliding. their wings are so massive they don't need to flap them much. I also noticed the subtle wind resistance with was on them all and that is a layer I feel I can work on adding into my animation. 

I feel the scene that I felt was the most engaging was the Harry Potter scene. I felt you could really feel the heaviness and size of the dragon. It was also very freeing watching the dragon escape and their were subtle moments such as when the dragon stoped for a minute to breath and take in their surroundings with I felt were very effective.

Play Blast 2 -Flight Cycle Updated  (Two Different Speeds)

This is the improved flight cycle I created after researching more into how dragons fly. I slightly changed the left wing so that it is a little out of time with the other and forms slightly different shapes. I wanted it to look like the stronger wing. I also lowered the head and neck of the dragon, created more of a arch in its back and made its tail look more loose and curve more. 

Final Flight Cycle

After showing the flight cycle above to my teacher they pointed out, my dragon's feet were at a similar angle. To add the finishing touches to my animation, I  added more detail to the feet and also animated the dragons belly so it looks although he is breathing in as he raises his wings and out when he pushes them down. I also animated the nostrils and upper mouth to add more breathing detail. In addition I also animated the dragons mouth. 

Step 2- Gliding Layer, Plus noise Layer

Gliding Pose. Beside my pose is the pose I referenced it from. This pose is from one of my references linked above, from a scene in 'Harry Potter'. I tried to make sure the wings were not the same, the left wing in my flight cycle misaimed slightly lower and lifts higher, therefor, for the glide I wanted this wing to be slightly more curved and angled to the other. 

 I wanted to emphasise the arc along the dragons back that flows into its tail and kept the dragons head low down below its body, to emphasise the wings are caring it. To improve I will now add a wind resistance layer. 

Layering

This was my first time layering. I feel it is a really nice way to animate and think it would be good to use for other animations. I created a layer called placement for moving my character around. A layer called left for having my character turn around a tight corner this pose is seen below. The side to side layer was used in my flight cycle and the noise layer was added to help add some wind resistance to my glide pose.  I learned it was important to prioritise certain layers e.g my flight cycle (flap layer) I set to override against my glide layer so I could merge them together better.

Final Glide

Hear I have toned down the noise  layer by 50% and feel it works nicely.  I have also added a little flap. I feel happy with the way this turned out as it makes the glide look more realistic and adds wind resistance. To improve I would animate the tale however I plan on using this as an additive layer to merge it with my flight cycle.  The main area I would improve on this animation is the neck I feel I over animated the wind resistance on it a little.  

I tried to make the dragon look although air was hitting it by adding a noise layer overall I am not too sure how I feel about this layer. I think I may get rid of it depending on how it looks when the glide is in action.

Landing 

Reference Videos; https://youtu.be/oudH-9FuLVQ

https://youtu.be/ALKYEBKy1ts

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I tried out a new work flow, I took screenshots of key poses from dragon landing scene from 'Game Of Thrones', made them into a image sequence and imported them to Maya, where I began to copy those key poses. Once I have done all my key poses I will begin to think more about my timing and in-between poses. 

First Pass

First Pass playlist. I have focused mainly on my key poses. I now need to go back in and add detail by favouring some poses and working on my timing.

Second Pass

I I feel the animation is looking a lot smoother and the timing is working better, however to improve I need to focus more on the tail as I see moments it is not looking right and I also feel the actual landing still looks a bit off.

Third Pass

Overall I found this animation difficult as the dragon rig was very high Poly meaning my Maya  struggled to process the large file, playing the animation back not in real time, but slower. This made it hard to animate the timing as I had to play blast every time I wanted to see the animation in real time. For my next animation I will use a lower poly rig to prevent this issue from happening again. 

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Industry Feedback On my Dragon Scenes

have been paired with a mentor from industry called Toby, whom gave me some very interesting feedback on my dragon. 

Toby said; 

"I think these are great ideas for shots/tests. My overall feeling is that your tending to make a large creature feel small and weightless. Looking at your timing and spacing as well as arc will really help with this. 

For the dragon stuff, try to look at bats and large birds for reference. Also dont neglect vfx films that had dragons. Try to compare what they did to make theirs seem heavy."

In response to his feedback I am going to work further to polish of my animations. Toby said he will give me a workshop on weight to help me with this by going back to the basics with a  simple pendulum and bouncing balls. I think it will be helpful to return to these to help refresh my mind and get me thinking more about how to incorporate them into my animations e.g, seeing the dragons body as a heavy ball?

Landing Redo With Industry Feedback Take 1

I found my mentors help incredibly helpful for this redo I focused a lot with my arcs and timing. Overall I feel there is still a lot of improvements to be made, such as adding more weight to the dragons landing, adding more detail to the legs and feet. 

Take 2

For this take I imported a arc tracer to help me get my arcs right. This was a big help for me and is a plug in I will defiantly continue to use in the future. I also focused more on the wing flaps. I still feel however that the last flap does not look right. 

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Mentors Feedback;

Take 3 with new mentors Notes

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I was paired with a new mentor called ollie who gave me some very useful feedback alongside sharing a helpful blog with me. 

My notes from his feedback;

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Start further away.
Look at bats.
Chnge siloette more. Head comes up first as hes slowinmg down. Head leading boady follows like a eal. 
Head and chest slow down then follow through of legs and hips. Frame 18

Add more drag in legs.

Hold top hover persition longer faver positionfrom 47 add more frames. 

Sqash and streth in land. drop hips more when lands. Have a bounce. 

Make body rise with every down flap with secondary boady control.

Think of things in turms of simple shapes. 

Look at blog.

85 onwards body rotates but head and neck stays the same.Want neck to look longer from frame 85.

End turn get sholders more involved add more weight shift. Push pff more. 
As neck and vchesat twist more at end move hips other way.
 

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-As birds wings move downwards they are pushed forward and rotate back as they turn to the opposite position
 

-A slower a bird fly's the further it'll push its wings. 

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-The wings take longer to rotate down than they do up.

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-As wings move down it pushes body up.

-There is an offset in the up and down of the body to the wings. At the body's highest point, the wings have already started to rotate up, at the bird's lowest point the wings are already in the process of rotating down.

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Hips;

"The hips counter the wings movement - dropping down when the wings are up and then raising up as the wings come down and forward."

Head;

-"A bird's head is gyroscopic - it counters the roll of the body and will always try to keep itself straight to avoid getting disorientated in flight. "

Bat Research

My mentor suggested to me to look at the way bats move as a reference to my dragon as a dragon moves similar to that of a scaled up bat. Their wings are both very similar.

 

YouTube videos I watched;

  https://youtu.be/Ni_mS4cKPXY

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https://youtu.be/BNNAxCuaYoc

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Difference between bird flight to bat flight; Bats have a hand in their wing allowing them to change the shape of their wing easier. Making their wings look less stiff.

Notes I made annotating the bay reference videos;

Bat flight cycle drawing I found online;

I found looking at these references interesting as it made me learn more about how bats fly their wings work in a very unique way and move a lot more then expected in terms of twisting them as they come down and using their hands to really extend certain shapes. I also notice their wings move differently one often slightly faster then the other. 

Mentors feedback;

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-Moves into frame too quick. Spacing at beginning could be doubled add another second start much higher and further away. This will help add weight. 

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-Legs follow through same time as body, this is because the negative space between legs are the same so delay one of the legs. Delay left leg experiment with it being further behind. 

-Frame 45-49 head moves with neck move head first like eel motion. 

Body leaning too far to the side head should be more upright. 

Frame 54 to 61 Moving body up too much. 

Check curves when he drops. More hang time slow out then drop quick. Bigger spacing at the middle. 

Take some frames out from frame 80 to 89 Try shaving at least 5 frames off. 

Watch tail make it follow more and slowly drop. To frame 20 have tail up. As tail drops straited out. 
Tail hits wall at frame 47 add more follow through. 

When body lifts back up make sure it doesn't move as one object. Check tail. 

Move upper arms to more of an extreme angle down. Especially on last flap. Fine on up focus on down. 

Bracking wrists before elbow. Make for arms go down then bend the elbows.  

Watch how wings land. Drag fingers/end of wing behind. Settle down to a more relaxed position. For both arms. 
 

To improve I want to being this into blender and put it in a nicer environment with better lighting. Also make body move after wings and correct the feet alongside making the wings smoother when he lands. 

Final Animation 

Elephant Animation

I want to animate a Elephant as I feel elephants are very majestic, animals whom move in a interesting way. Despite their large size, they are very loving, gentle animals whom are also very clever and tend to have large personalities. For my refrence video I found a video of an elephant pulling up a shrub to eat. 

I chose this video as I like the way the large elephant tries to pull the shrub out of the floor so carefully, eventually resorting to using their foot to get it out.  

I marked my main keyframes over the film and wont be using all of the refrance. I plan on only animating the section where the elephant is pulling up the shrub. 

I downloaded this video from BBC Getty images.

Teachers Notes

First Pass - Initial Block Out

My teacher said I should stick more to the original reference timing.Originally sped up my animation as I felt it was going too slow, however I realise an elephant is meant to be slow and heavy so to make my timing look better I will stick to the same timing as the video and add more keys. 

Second Pass 

Third Pass Pass 

Mentors nots;

Forth Pass 

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Frame 64- head hits a wall check curves in neck and chest motion. 

First step- head is moving same time as foot. 
Chest would go ever so slightly higher and then the head would drag and then come up ever so slightly. 

Frame 104 when head drops play with x axis more as heads is rotating back angle it more so it looks like it is dragging behind (chin is dragging). 

Frame 140 looks sticky should have more ease despite bum stopping in reference think more animation and add a little curve, have a longer ease. 

Final foot movement do a moving hold as it moved back and forth room much. Do a more extreme version of the pose then bring it back. 

Back foot sticks a little bit frame 102 accelerates too fast and foot looks like it sticks on ground too much. Have it slow out and slowly pick up speed. 

Last step When foot leaves floor their is a very small movement of bum dropping and rolling under a little. As foot takes the weight rock hips a little. 

Frame 84 Truck moves same time as head curve trunk mass a little so it is still favouring its last position as the head starts to pick up. 

Frame 90-91 spacing is too big for the tail. 

Add a little more drag to tail frame 175. 

Finished

Walk Cycle Practice

I decided to practice making a basic  walk cycle as I have not made one in a while. Overall I am happy with the outcome to improve I would animate the characters hands more.

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