Mark Gillard
Programmer.Gamer.

SCME2202: 3D Animation

Final Render, Part 2 - May 27, 2013

The next sitting of work on my "Final Render" covered these points from the prac document:

  1. Parenting the spine and feet to the unicycle animation;
  2. Correcting unwanted distortions;
  3. Weight which groups of polygons are affected when the animation executes.

You may remember from having read my entry in Practical 8 I talked about being unhappy with the unnatural way the pedals looked during wheel rotation. Well, today I fixed that. Initially I tried working out rotation offsets to apply every 360 degrees, and probably spent a good hour tinkering with this until deciding that the non-geometric appearance of the character model still makes it look unnatural when animated this way. Instead, I resolved to keying the pedals individually on a basis of aesthetics, not mathematics. In trying to find an intuitive way of doing this, I learned of the ability to create custom Cameras (Create » Camera). By parenting a camera to the frame of the unicycle, switching to that camera in the perspective view, and rotating the camera so that it is facing the unicycle wheel side-on, I could step through the animation in relatively small increments, rotating the pedals just enough so that the feet and pedals stayed consistent with one another.

Rotate, rinse, repeat.
Rotate, rinse, repeat.

As serendipitous circumstance would have it, once I'd 'naturalized' the pedal rotations the character model animated practically perfectly, with no perceptable distortion anywhere. I'd like to say it's because I'm amazing, but I'm inclined to believe I just dodged a bullet accidentally. Either way, I'm pretty happy with how that turned out.

Supporting materials

Prac 9117 KB