Through this unit I have vastly expanded my knowledge on rigging and animation, which was previously no knowledge whatsoever.
I have learned basic rigging techniques, through from the structure of a skeleton to more complex manipulations allowing for multiple movements to be applied to a foot using the input of basic numerical values.
I have also learned more of the technical features to character creation and rigging, such as weight painting, which allows me to select the degree of effect placed on each vertex via painting the mesh.
Whilst I know I still have a lot to work on to improve this avenue of 3D work, I am happy with the progress I have made through this unit, and though my animations are far from the best I feel as though I have competently produced 7 animations comprised of a piece of lip syncing work, an animated asset in the form of my own personal Gen 4 Glock model, for use in a future unit, and five character based animations, utilising the movement of more than one joint, resulting in both arms, legs or the neck moving together.
I am happy with my current progress and although this field of 3D is not ultimately where I want to focus my work and further my career. I plan on working more on my character based knowledge and expanding my abilities as I have ideas for potential independent projects in the future which will absolutely benefit further exploration into 3D character work and potentially manual rigging.
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