Friday 4 March 2011

Character Research

The first thing to consider is what type of character to make. Firstly there is human (or animals made to behave like humans):

Characteristics

  • Walks on 2 legs
  • Has 2 arms for interaction
  • wide range of possible facial expressions
  • body language is possible

Modelling notes

  • Use either biped or bones to animate movement
  • Create model first then use skin or physique modifier to attach to bones
  • Possibly use morph modifier to create facial expressions
  • Probably hardest to model, one of the easiest to animate using built in biped tools

As it is very important for people in the public spotlight to convey their body language, here is an example of a US president:

And an example of a cartoon version:

 

The next type of character is an animal that walks on four(or more) legs:

Characteristics

  • Varying possibilities for body language
  • Mainly facial expressions
  • Usually don’t speak
  • Purposely un-human

Modelling notes

  • Probably use a bone structure to animate
  • Create model then use skin or physique modifier to attach to bones
  • Probably use morph tool to animate facial expressions
  • Probably moderately hard to model, and harder to animate than using a biped

Various examples of animals:

In cartoon form:

 

The next type is robotic that moves using tracks or wheels, and has human features.

Characteristics

  • Non-bipedal movement
  • limited range of movement
  • Sharp, programmed movements
  • Limited body language
  • Limited facial expressions
  • Wide range of possible animations
  • Futuristic feel
  • Mechanical sounds

Modelling notes

  • Animations mainly through use of human features
  • Metallic textures throughout
  • Will require some sort of eyes and arms
  • Possibly control tracks using pathdeform modifier
  • Limited bone structure (if any)
  • Fairly simple to model
  • Should be simple to animate

Real-life robot movement:

Animated equivalent:

 

The next type is flying/hovering robotic:

Characteristics

  • No legs
  • Possibly arms (maybe hidden until used)
  • Can fly or hover above the ground
  • Must have a way to land
  • Extremely limited body language
  • Possibly very limited facial expression
  • Emotions will most likely have to be displayed through actions and on-screen images (possibly a LCD screen that shows emoticons)

Modelling notes

  • Must be constantly moving to create image of flying/hovering rather than “sitting” in air
  • Mainly metallic or carbon fibre textures
  • Movement can be made by following a path, using roll for banking
  • Should be fairly simple to model
  • Simple animations can be done easily, although more advanced animations would be required to show “life”

Real-life version:

3D animated:

 

The next type is a terrestrial creature that doesn’t rely on bones:

Characteristics

  • No bones
  • Slides on/under the ground
  • Usually leaves a slime trail
  • No arms or legs
  • Limited range of facial expressions

Modelling notes

  • Could use bones to create movement
  • Very limited body language
  • Some potential for facial expressions
  • Should be simple to model
  • Once rigged, animating should be pretty simple

Real-life example:

Animated version:

 

The next type is an extra-terrestrial being that has no bones (That isn’t present in real-life)

Characteristics

  • Jelly-like substance
  • Can either slide or bounce
  • Can transform into various shapes
  • Possible slime trail
  • Other-worldly traits
  • Must have some form of solid eyes
  • Possibly semi-transparent
  • Potentially limited/unlimited body language
  • very limited facial expressions

Modelling notes

  • Initial shape probably a blob, or undefinable body
  • Animation can be done using bones
  • Animation could also be done using the Deformable FFD (Box) SpaceWarp
  • Modelling should be fairly simple, and transparency can be given using textures
  • Animation will vary depending on realism

Real-life example:

3D animation:

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