A Cheetah model I created and textured for my four legged animals project. Excuse the slight movement of the cheetah, (I think the camera wasn’t positioned properly, however I rendered them using a laptop so took along time so I couldn’t redo it all)
n a week or so there will be more videos of the Rigged versions. (Walk cycle and resting animations)
For the final part of our figurative project we had to create a lift animation.
The First part of our figurative project, we have to use the Norman rig to animate a walk cycle. This is only my second attempt ever at a walk cycle.
Second Part of the Animation and sound course work for which I got my first ever 1ST. This time we where put into groups, given a random thirty second music clip and told to create an animation that was in sync with the music, this is my ten second section of the animation.
Today I got marks back for my Animation and sound Course work.
pleased to say I got an over all 1st. This is the first video for that course work where I had to choose a painting and along with a piece of music I had to create an animation that expressed the moods and themes of that painting.
Timing Mechanics These animations are the second part of the Timing Mechanics project. We had to animate the SUPPLIED car model, again showing speed, change direction weight etc. But this time for each animation we did, we had to redo it again but with an Arial on top. The Aerial gives the car added secondary motion and also extra overlapping animation.
Timing Mechanics This is the first part of a two week project covering Timing Mechanics. In the first part we had to animate three objects falling down a set of stairs, tennis ball, cannon ball and a balloon. We had to use key frame animation no dynamics.
So first post in a while but will keep the page up to date from now on. This is a compilation my animations for a project which we where given a set of 3D Pacman characters and told to animate them, showing allot of different things. (speed, change direction, emotion etc)
(Left - Right / Highest polygons - Lowest)
Seem stupid, but really starting to get a hold of texture mapping now.
So I gave making stones with different number of polygons and normal map the highest model onto the others. This has helped me to realize the limits of texture mapping. Its really gonna help with my next project.