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Showing posts with label 3D Animation Effects. Show all posts
Showing posts with label 3D Animation Effects. Show all posts

Thursday, March 6, 2008

Keyframing or How can I make a Box jump?

If you are animating something, regardless if it is a character for a movie or a mesh for a computer game or anything else you usually use key frame animation. I will explain how to do that by using the simple example of a cube jumping over a wall.

First, we need of course our scene, in this case the cube and the wall.

The second thing we go is arrange our time slider to a appropriate length, I chose 300 frames, you may do however you like. Now you need to make sure that one of the first frames (it would be best is it actually was frame nr. 1, but it works anyway no matter what frame you begin with).

Now, select the object you want to animate, in this case the little box, and press the [S]-key. By doing that you are telling your computer that he is supposed to remember this position for the selected object at this frame, you are placing a so called keyframe. If you look closely at your time slider you notice a small red line on frame 1, indicating a keyframe there (I moved the selected frame so that the line is better visible).

Now, chose frame 20, move the cube right in front of the wall. If you hit the playback-button, you will see the box move in the first 20 frames and then suddenly stop . If it dowsn?t move you have not placed your keyframes (did you hit the [S]-Button?) correctly.

Now, let?s create a key frame at frame 40 where the box is on the other side of the wall already.

If you playback now, you will see the cube go straight through the wall, but this is not what we want at all ;-)

Go to frame 30. The cube should be right in the wall now. Just move the cube up until it is well over the wall and hit [S]. you have now placed a key frame in between two existing key frames. Maya automatically calculates the new route for you, and all you have to do now is hit ?Playback?.

And viola, your key frame animation is complete! Congratulations!

Although this may seem simple and the result may now be spectacular, this is basically the way movies like ?Ice Age? and ?Finding Nemo? were made! The best way to become really familiar with key framing is trying a lot of stuff. Why don?t you try rotating the cube or maybe even shrinking it? Basically all attributes can be key framed, even colors!

One last thing: It is easy to forget hitting the [S]-key and it is always annoying to notice that all your work is gone just because you forgot to key frame. There is a way to activate auto-keframing. Just click the key symbol right next to the time slider. If it has got a red background it is active, if not it is not? But be careful: All actions are going to be key framed, so make sure you only move the objects you want to move and at the right time! Good look trying!

Motion Path Animation

If you have a done a little bit of 3D animation you have probably come across keyframing. You can animate virtually anything with keyframes, but if it comes to vehicles moving around and especially around curves it is extremely hard to get the car or spacecraft or whatever all the time at the exact right position facing the right way all the time, so your object ends up sliding around… But there is a way to animate this, a very simple way actually. It’s called “Motion Path”-animation.

So, what do we need for this? Well, a spacecraft that we are going to animate of course:

(I am totally aware that it is a very bad one, but it will do the job ;-) and that’s all that counts …)

Next we need a few obstacles that the spacecraft is going to fly through, just to make it a bit mire interesting…

What we need to do now is create a curve along the way we want the spacecraft to move, meaning through the loops in this case. It would be best if you created the curve in the direction your spacecraft is going to fly already, but if you for some reason did it the wrong way around you can use [Edit Curves] -> [Reverse Curve Direction].

Now we need to select the Object(s) we want to an to animate first, and then the curve we want it/them to move along last (To select multiple Objects hold down the [Shift]-Key …). This order is very important for otherwise the whole thing won’t work!

Now, set your timeslider on the bottom to show exactly the amount of time you want the animation to be, so for example 1-300 or something.

Next, in the Animation-menu, go [Animate] -> [Motion Paths] -> [Attach to Motion Path].

Your Spacecraft is now following the curve you set up earlier.

If, just as in my case the spacecraft is facing the wrong direction, there is a simple way to fix this.

Click on your object and in the Attribute Editor there should be a tab called ?motionPath1?. Select it and now you can edit quite a few things

To fix the direction your object is facing just play around with the “Front Axis” and “Up Axis”-boxes until it is positioned right. But be careful: The two boxes should NOT both show the same letter, X for example, for it might look right when the animation is not running, but it you play back your scene, Maya suddenly gets confused and the result looks quite weird.

If your Object is positioned right but is upside down or looking back instead of looking the way it is flying you can check the “Inverse Up” and “Inverse Front”-boxes until everything is right. This last step is a lot of try and error actually ;-) Good luck animating! The result should look something like that:

3D Studio Max Tutorials : Effects

Create Fire in 3dsmax - Skymedias - Free CG Tutorials and 3D Models - Broken Link?
Easy way to create fire animation in 3dsmax.
December 12th, 2007 | Total Views: 1935 | This Month: 1935
Creating a Grass Field in 3DS Max - Oman3d.com - Broken Link?
This tutorial will teach you how to create a grass field in 3D Studio Max using the 'Scatter' Compound Modifier.
November 9th, 2007 | Total Views: 897 | This Month: 439
3d Scan & Skin Filling Like Effect in 3ds Studio Max - Quality 3d Models - Broken Link?
In this 3ds max tutorial we are going to discuss the basic of 3d scan like effects and skin filling effect.
November 5th, 2007 | Total Views: 674 | This Month: 357
My First Explosion Part 2(Final) - Gfxcube - Broken Link?
This is the second part of the previous explosion tutorial. The difference is in this tutorial we learn how to blow an object up.
August 27th, 2007 | Total Views: 669 | This Month: 224
Fire Tutorial - 3d Rockstar - Broken Link?
How to create a fire effect, from creating textures to particle, a step by step process
July 23rd, 2007 | Total Views: 1976 | This Month: 590
Glow Earth with night map - CG Files - Broken Link?
You will learn how to create some very nice Earth scene. We will create Glow Earth using nigh map..
June 29th, 2007 | Total Views: 1538 | This Month: 506
Bugs 3D - PhoenixBit - Broken Link?
In this tutorial will show you how to make small ant-like bugs run on a surface in a random manner
April 24th, 2007 | Total Views: 1330 | This Month: 346
Realistic Fire - PhoenixBit - Broken Link?
Make realistic fire in 3dsmax without using 3rd party plugins
April 24th, 2007 | Total Views: 2234 | This Month: 617
Making of Alien attack CKS gate - CG Taiwaner - Broken Link?
Continue of "Making of CKS gate", this time we are going to destroy it. In this video tutorial (DVD quality) you will learn to optimize CKS gate model mesh, demolish it with Cebas Thinkingparticles, use ky_trail 3.0 to create lazer effect and finally edit the video with SONY Vegas 7.
April 24th, 2007 | Total Views: 1396 | This Month: 336
Lighting Storm - PhoenixBit - Broken Link?
How to make lightings in 3d Studio Max using only Pflow
January 26th, 2007 | Total Views: 2133 | This Month: 311
Quick Explosion - Phoenix Bit - Broken Link?
Make a simple quick explosion video and and reuse it on heavy particle scenes to improve rendering times-all with the 3dsmax rendering alpha channel
December 6th, 2006 | Total Views: 2160 | This Month: 2160
Realistic Rain in Pflow - Phoenix Bit - Broken Link?
In this tutorial I'll show u step by step how to make realistic rain in Pflow
November 18th, 2006 | Total Views: 5101 | This Month: 4361
Make realistic Grass with VRay Fur - http://www.kontur.ro/blog - Broken Link?
In the next tutorial i will show you how to create realistic grass, using VRay Fur.
October 15th, 2006 | Total Views: 8886 | This Month: 6456
Creating grass land using pflow - www.3dmantra.com - Broken Link?
Using pflow to create a grass land
August 12th, 2006 | Total Views: 5153 | This Month: 2846
Inferno Special Effects (FX) - 3D Nuts - Broken Link?
This tutorial will show you how to create a Fiery Inferno Special Effect using Video Post, and apply it to an object.
April 28th, 2006 | Total Views: 3119 | This Month: 1189
Creating a Foggy Scene in 3D Studio MAX using "Fog" and "Volume Fog" - Oman3D - Broken Link?
Creating a Foggy Scene in 3D Studio MAX using "Fog" and "Volume Fog"
December 7th, 2005 | Total Views: 3641 | This Month: 1484
Explosions Tutorial - 3D-Resources - Broken Link?
Learn to make a simple explosion in 3D Studio Max
September 17th, 2005 | Total Views: 4503 | This Month: 2282
Bullet Time Matrix Effect Tutorial - 3D-Resources - Broken Link?
How to make effect of frozen time (like in Matrix film) in 3DS MAX?
September 17th, 2005 | Total Views: 6683 | This Month: 3860
Creating an Nuclear explosion - The123d - Broken Link?
Creating an Nuclear explosion effect in 3ds MAX
September 17th, 2005 | Total Views: 9664 | This Month: 4960
Object Explosion - BlueSfear - Broken Link?
Here you will be taught how to blow up an object.
September 15th, 2005 | Total Views: 3690 | This Month: 2107

Friday, February 15, 2008

Macromedia : 3D Flash Animator 4.0

The new version is faster and fixes the bugs from previous versions. It has an improved interface, full power of Flash MX Action Scripting and built-in support for velocity and acceleration. Create animations, build website interfaces and arcade-style games. Â

• Advanced set of painting and drawing tools. Brush options include 3D effects and automatic shadows.
• Wide range of special effects such as path animation, key framing, morphing, and motion blur.
• 3D support: Although Flash does not directly support 3D, 3D Flash Animator has the power to create 3D animations and export them as Flash files. 3D models can be imported or built within the interface. These can then be animated using a range of special effects.
• ActionScript support: use scripting to control every aspect of a movie. The programming interface is easy to use, and the user is provided with wizards and debugging tools.
• Game development: Unlike other Flash tools, 3D Flash Animator supports complex properties such as velocity and acceleration. These features and others such as scrolling backgrounds, easy keyboard detection, and collision detection, make 3D Flash Animator the ideal tool for website game development.

Read More : http://www.3dfa.com/

3D Link to the game trailer:

Click here to download the zipped movie

File size: 21.48 MB (zipped .wmv)
Publisher: UbiSoft
Homepage: http://www.princeofpersiagame.com
Duration: 2:58min
Format: 360×240

For more videos please visit the official homepage:
http://www.princeofpersiagame.com/uk/media/

3D Tutorial : Animation Rigging Tutorial

Feature Animation Series Dvd

Over 8 hours of videos takes you by step through the tools and techniques used to completely rig a character from head to toe. All of the lessons are geared toward creating a rig with the features and flexibility expected in most feature animation studios are detailed these lessons.

Having worked at DreamWorks Animation and currently Disney Feature Animation, Aaron Holly draws on this production experience to bring you the ideas, tools & techniques necessary to provide animators with the flexibility and control they absolutely require.

ABOUT RIGGING FOR FEATURE ANIMATION
Short rigging tutorials only showing you bits & pieces but not the complete process? We’re visual people, so wouldn’t you rather SEE how it’s done? Would you like to learn the tools & techniques to create a production-ready character typical of the major feature animation studios? If so, this tutorial was made just for you!

Rigging for Feature Animation is the first of a 3-part tutorial series covering every aspect of rigging a character for feature animation production. Using out-of-the-box Maya tools & techniques, these lessons walk you through a thorough and complete character rigging process in the fullest detail.

You will learn various unique, production-caliber techniques in these lessons. And because there is no one way to skin a cat (that’s a whole ‘nother set of tutorials!), more than one solution is often covered. For example, you are not only shown the steps in building a Stretchy Spline IK but also learn how to build a Stretchy "Ribbon" Spine, which gives animators greater control over their spine animation. Or you’ll learn how to build a Scapula with Conditional Rotations and then, having fully understood the process, learn procedural rig building through a thoroughly documented MEL script that will teach you how to automate this same rigging process.

Our goal is to provide you with the solutions & fundamental understanding to be able to build rigs to meet your own needs today and empower you to continue building your skills well into the future. Since no two pipelines are the same we believe it is best to roll up your sleeves and LEARN how to build and troubleshoot rigs in production. This tutorial was designed to do just that.

Rigging for Feature Animation will be available in early March. Two more tutorials in this series will follow shortly; Skinning for Feature Animation and Facial Rigging for Feature Animation.

Fahrenheit Digital is also working to bring additional tutorials with up to date & unique information, including a Mechanical Rigging tutorial and a 2-part Visual Effects Creature Rigging tutorial. Others will follow throughout the year.

For more detailed information about this and other upcoming tutorials visit:

http://www.fahrenheitdigital.com

3d Movie Trailer : Ice Age 2 , the Meltdown

Check out the Latest Trailer from the award winning 3D animated movie Ice Age now Melting Down.

Source : http://media.filmforce.ign.com/media/040/040605/vids_1.html

3D Animation :The little cow from Malibu had one football shoe

The little cow from Malibu had one football shoe

The statement may sound a bit awkward at first, but afer watching 3 mins 21 seconds of this video you’ll be convinced, too. According to the team at Soul Pix studio, producing the latest video clip for ‘Die kleine Kuh von Malibu’ temporarily changed the production house into Animal Farm. “The four-week production of this 3D-animated music video dealing with a funny animal football team was quite a lot of fun and a real challenge, for we all know even coping with 2 legs can drive some kickers insane, ­ let alone having 4.” Modeled and animated with Max, rendered with VRay.

Source : http://www.soulpix.de/muh

DX Studioâ„¢ Version 1.30 Released

We are pleased to announce that a major new version of DX Studio™ is now available for download.

New features in this version include…

  • A brand new user interface with faster viewports and better quality icons.
  • New demos demo_asteroids, demo_arkanoid and demo_waypoints show the power of script to create games. We’ve also added some user demos to show off what current DX Studio users are building and how it’s done.
  • A new fractal cloud system effect has been added.
  • Faster player - you should notice a performance boost in all of your documents.
  • You can now Freeze/Unfreeze objects so they don’t interfere with the editing process.
  • A new waypoint system - add ‘Waypoint’ objects, scale them up so the sphere covers the tolerance, then select and link them together. Use the object.path.createViaWaypoints function to then traverse them.
  • New events onCollisionBegin and onCollisionEnd notify just once about collisions.
  • You can now directly control an animation with object.animationSetPos("myanim", proportion, play); where proportion is between 0 and 1 of the whole animation, and play is true if it should play from this point or false if it should just hold the frame.
  • When you add the same mesh after modifying it, it should now just update the file and not create a new mesh entry.
  • Unicode support has been added throughout the product.

Download the new version 1.30 from here!

Many thanks for using DX Studio - please let us know if there’s anything you’d like to see in future versions.

DX Studio Team

Source : http://www.dxstudio.com/news_latestversion.aspx

Quest3D version 3.6 released

Quest3D version 3.6 released

November 17, Leiden, The Netherlands
, version 3.6 of Quest3D™ is now available from Quest3D resellers and the Quest3D website.

With the new version Act-3D™, the creators of Quest3D, introduce exciting features such as HDR rendering, water simulation, improved support for VR equipment, a better web plug-in and native export from 3D Studio MAX®

The new version is an exciting release for existing users or new users that are looking for a high quality real-time 3D solution. The new software further expands the possibilities for development of real-time 3D visualization, real-time 3D web pages, entertainment, architecture visualization, serious gaming and high end VR applications.

At a glance

“It’s safe to say this is the most stable release to date.” – says Remko Jacobs, Quest3D director and product manager. “We really took every effort to get as much information from the user community as we could and incorporated it in this new release.”

High dynamic range rendering allows for visual effects similar to a photograph or film. A post process effect simulates the effect of bright light sources interacting with the lens.

The water rendering system enables effects ranging from wild oceans to calm shallow puddles. The algorithms run almost entirely on the GPU which ensures optimal performance.

The 3D Studio MAX® plug-in provides a complete platform to export 3D scenes directly to Quest3D. Special effort has been taken to ensure smooth exporting of light maps and animations. For other applications users can use 3rd party export plug-ins but one of the goals of the platform is a future port to other applications like Maya®, AutoCAD®, MicroStation®, Sketchup® and other content creation tools.

The Quest3D web plug-in was redesigned from scratch to solve any issues with previous versions. The result is a rock solid system for running real-time 3D applications inside a browser.

The VR edition of Quest3D was enhanced to offer better support for stereo displays and it now includes native support for the most frequently used motion trackers and cyber gloves.

Availability

The new version is available for free for users that purchased 3.0 or above. New users will get the new version directly if they purchase it through the Quest3D web shop or through the Quest3D reseller network. Both web shop and a list of resellers is available on www.quest3d.com. Existing users can download the update here: http://www.quest3d.com/index.php?id=103

Abstract

Quest3D Version 3.6 is now available from the Quest3D website and reseller network. The new version is a major improvement because of exciting new features such as HDR rendering, water simulation, improved support for VR equipment, a better web plug-in and native export from 3D Studio MAX®. This news should be interesting for both existing and new users since it enhances the real-time 3D applications they can create.

About Quest3D™

Quest3D is a tool for real-time 3D application development. It is widely used for broadcasting, project visualization, entertainment, web, training, and virtual reality.

Recent projects include the broadcast of 2006 Italian elections, the ground breaking VR center of the Offshore Simulation Center in Norway and the Cult horror movie “Trapped Ashes” where Matrix special effects specialist and Academy Award winner John Gaeta used Quest3D for real-time 3D special effects.
More information available here: http://www.gamasutra.com/features/20061017/mcmaster_01.shtml

Quest3D is unique because it has extensive and deep functionality packaged in a graphically user interface. Quest3D provides a usable, flexible development environment for users that aren’t necessarily programmers but still want to create high-end real-time 3D applications.

Quest3D is compatible for any computer with a 3D card and Microsoft DirectX 9. It is available from local distributors or from the Quest3D.com web shop.

About ACT-3D™

Officially registered in January 2000, Act-3D is the company behind Quest3D. The company is completely devoted to development of Quest3D.

Source : http://quest3d.com/index.php?id=201

Speech Animator Pro for 3DS MAX & Maya

Speech Animator Pro is a Standalone Application which enables you to quickly convert your sound files into Speaking Characters. This is the 3rd new improved version of the Speech Animator Pro which have added functions such as
- 3DS MAX and MAYA import and user models animation.
- Speech mimicry automatic creation for one selected sound file.
- NONVERBAL animation generation
- Manual editing of a mimicry convenient mechanism
- Models personal settings
- MAX and MAYA export

TV Commercials using Blender in Brazil

Brazil based company ZQuatro has finally proved that Blender is capable of delivering high quality 3D TV Commercials. The artist responsible for the use of Blender on these productions is Lucio Cavalcanti. The post production of the commercials is made in After Effects and with the Blender Node system. You can check out Lucio`s Demo reel too, where he created a model of himself in Blender.

Pencil 2D Animation Software

Pencil allows you to create 2D animations in a traditional handrawing style. Well it would be most useful to sketch you storyboard in 2D and then try and achieve the quality for your 3D animations. Pencil is an easy to use 2D animation Software.

Download Pencil 2D animation Software

Free Craft Utilities from Craft Animations

Download the free set of Utilities plugins from Craft Animations.

Craft
CogWheels will allow you to rotate one wheel with the help of another. Anything can drive the cogs.

Craft RayCaster helps one object to move along the surface of another. Think of it as a magnet that holds objects together. Skis will follow the ground. Drops of water will roll down the side of a glass. You get the idea.

We also have five amazing new utilities for hooking things together. One of them is a plug-in for springs called Craft Suspension

The other three are Craft AngularPlay, Craft RectangularPlay and Craft SphericalPlay. These plug-ins connect two object so that there is a bit of wiggle. It’s yet another amazing level of realism that you wont find elsewhere

Read From Craft Animations

3D Animation by French Artists

Russian Nightmare 3D Animation by French 3D Artists Caroline Bugnet and Didier Won Shoo Tong.

russian nightmare 3d animation

The Short Story Narration is as below
"Christmas Eve time, Douchka is alone in her parents’ huge home. She’s playing as usual with her toys inventing her imaginary world. Catched by her delirium, the little girl doesn’t make any difference anymore between dream and reality."

Watch the Movie

DreamWorks now in India

dreamworks
According to a ‘Hollywood Reporter’ story over the past couple days, Technicolor has invested in Paprikaas, a Bangalore-based animation company that services clients in features, TV, commercials and video games.

In fact, Paprikaas was recently relocated to Thomson’s 100,000-square-foot digital content production facility in Bangalore. Thompson is the parent company of Technicolor and is clearly ramping up plans for extended production in the subcontinent.

DreamWorks‘ COO Ann Daly is reported to have said, "Our objective is to tap into and further develop the gifted talent base in India, with the potential to do the kind of feature-level work for which we are renowned worldwide."

Frank E. Dangeard, chairman and CEO of Technicolor parent Thomson, said: "We are committed to creating a center of animation excellence with DreamWorks in India. This strategic alliance is an important step for Thomson: animation represents a significant opportunity for us to expand our content services offering into the media and entertainment industries."

The agreement penned by the group signals that DreamWorks will assist Technicolor in the recruitment, training and development of animation talent for Paprikaas, with particular emphasis on created a dedicated team for DreamWorks projects for the next few years.

What is Gimbal Lock and why Does it Occur?

What is gimbal lock? Gimbal lock is the phenomenon of two rotational axis of an object pointing in the same direction. Simply put, it means your object won't rotate how you think it ought to rotate. Gimbal lock is frustrating problem that every CG artist will face sometime in their career and it always happens at the worst possible time. Gimbal lock occurs when animating an object with a rotational matrix known as Eular (pronounced Oiler) angles. It's a general limitation of that type of rotational matrix.

Any system that uses Eular angles (Maya, Max, Lightwave, Softimage) will have problems with gimbal lock. The reason for this is that Eular angles evaluate each axis independently in a set order. In the case of 3DS Max that order is generally X,Y,Z (you can change the order to whatever you'd like however) meaning ... first the object travels down the X axis. When that operation is complete it then travels down the Y axis, and finally the Z axis. The problem with gimbal lock occurs when you rotate the object down the Y axis, say 90 degrees. Since the X component has already been evaluated it doesn't get carried along with the other two axis. What winds up happening is the X and Z axis get pointed down the same axis.


Here's a sample of that phenomenon in 3DS Max. If you download and open the file, select the dummy and rotate it down it's local Y axis 90 degrees you will actually see it's matrix gimbal lock. If your going to use Eular angles (and every 3D package has them somewhere) your going to have problems with gimbal lock. The only advantage to using Eular angles is that they are much easier for an artist to read and conceptualize than a Quaternion Rotation.

Quaternion Rotations are far more powerful and robust. In Max, TCB controllers use Quaternion math to find their orientation. Quat rotations evaluate all three axis at the same time to find a direction to travel and a fourth value (the w component or up vector) to tell the matrix how far to travel. The advantage to using Quat rotation is that you never have to worry about Gimbal Lock. It simply can not happen because all three axis get updated at the same time. The down side to using Quats is they are far more complicated to read and conceptualize than an Eular angle. RotationScript controllers in Max are Quat rotations which makes them far more powerful than Eular angles and expressions but they are also much more difficult to use and understand.

I generally chose to use Eular angles on my puppets because they are easy to understand and animate with. You just have to keep in mind that an Eular angle, no matter what you call it (Local Eular, World Eular, XYZ Bezier) is still an Eular angle and as such, has severe limitations.

A few things to keep in mind when working with Eular angles to keep you from going Postal:

  1. If your object only needs to rotate along one axis, change the order of axis to match i.e.. if your rotating down the Y axis make the order of axis Y,Z,X.

  2. If your rotating down two axis, change the order of axis to correspond with the first and last axis i.e... if your rotating down the X and Y axis, change the order of axis to X,Z,Y

  3. If your rotating down all three axis be aware that there will be areas where gimbal lock will occur. Try to place those areas far enough out of the way that they won't be a problem or separate the axis with an additional node (even this isn't enough sometimes)

  4. In certain specific cases, the parent of an object can actually gimbal lock it's child (I won't go into the math involved here) Try placing an extra Quat node in the chain between these two nodes. You can see a good example of this in 3DS Max if you link anything using Eular angles to a Biped. Instant Gimbal Lock. One workaround is to link a dummy with TCB controllers (Quat) to the biped first, then link your chain to the dummy.

  5. The first axis evaluated will always happen in the objects local coordinate orientation

  6. The last axis evaluated will generally happen in a world coordinate orientation

With careful planning and a little fore thought you'll be able to keep gimbal lock to a minimum. Happy animating.

Drawing the Human Hand in 3D MAX

The hands, along with the face should recieve careful attention. for one thing, aside from the head, they are usually the only other exposed part of the body. Secondly, they are equally as expressive in gesture, emotion and action. Because of the complexity of joints, masses and planes, along with their expressive nature, the hands can, and usually are, the hardest thing to learn on the entire human form.

The first thing that most artists in training do wrong is they make the hands too small. Here is where the importance of head drawing comes in. If you know how to proportion the head into its proper units of measure, then you have also determined the units of measure for the hands. If you place your hand over your face, the tip of the fingers will start at the hair line, and the palm will end at the chin. This is your measuring device for the hand.

I hope the importance of figure drawing is really starting to sink in now. If you can draw the figure, you can essentially draw anything for two reasons; one, you have studied diligently in knowing that the human form consists of masses of solid shapes, and two, if you place a figure in a room full of things, you can use the figure as a measuring device to judge all of the objects in that room. You also know that these objects, like the figure, have mass.


Back to the point- Composing the hand The hand has two masses, that of the thumb part, and that of the hand proper, or, the rest of the hand. The double rows of the carpel bones, or wrist bones are fused to the hand, making one mass. The wrist is not a floating mass, or ball joint like those of the wooden art dummies. The hand always moves with the wrist. Twice as wide as it is thick, the wrist gets a bit smaller where it joins the arm. You can also think of the wrist as a universal joint because of its side-to-side and up and down motion as well as all of its rotary movement.


The center of the body of the hand is slightly below the body of the arm. For example, lay your arm and hand flat on a table, palm down, and notice that the wrist does not touch the table top. You will see the mass of the wrist rises from the hand at a slight angle where it joins the arm.

The thumb side of the hand is larger than the side of the little finger. The hand is broader at the fingers than at the wrist: however, at the wrist it is deeper. also notice on your own hand that the palm is longer than the back of the hand. The thumb is set into the palm by an independent and highly mobile "ball of the thumb", giving it a great range of movement independent from the rest of the hand. In the palm of the hand most of the modeling is caused by a system of cushions and pads, nicely "upholstered together. On the front of the thumbs and fingers, as well as a considerable area of the palm, the substance built upon the bony foundation is literally padding. The fingers all taper, with the middle finger, being the longest, forming the apex of the mass. Each finger itself tapers, with a tendency to converge toward the middle finger. Measured outside, the length of the thumb equals the length of the middle finger. The body of the thumb is heavier than the other fingers, but, but unlike them, only the last joint tapers. The sections of the fingers are more square than they would seem at first glance, with the last section containing the nail being quite triangular in shape, the nail with the flesh on either side forming its base. You will do well to memorize the anatomy of the hand and fingers for if you know the bone construction of the ahnd, you will never have trouble in drawing it with character and expression.


It is important to know the joints and their degree of limitation and movement. The first joint of the thumb and the first two joints of the fingers are hinge joints. Movement is limited to up and down, not side to side or rotational. Fully extended, the topmost joint of each finger is bent very slightly backwards. The lower joints of the fingers and the lower joint of the thumb will bend forward to an acute angle, while the upper joints or finger tips cannot bend even to a right angle. Review that really quickly the top two joints of all the fingers and the thumb are hinge joints, 90 degree motions only. The lower joint of the fingers and thumb, as well as the wrist are ball joints. You never need be at a loss for models of hands to study. Even when drawing, you have another hand to serve in that capacity at any time and as faithfully as you choose. The addition of a mirror in front of you in which to reflect your free hand will give you an infinite variety of poses to choose from.


1. To draw the hand in action the first step is spacing and placing. You want to sketch in the action and approximate location of the hand, fitting each part as it appears.

2. Next solidify, or construct the shapes-the block method of drawing the hand is of great assistence in defining the planes and surfaces of the hands and fingers.

3. Next start to add the details. Carefully add the details of the hand and fingers erasing the first two steps as you go, and as they are no longer necessary, or they have already served their purpose.

4. Finally, add the tones, or light and dark planes. Reflective light applies here, so long as the shot calls for it.


Memorize this stuff, get an anatomy book, and study. You will never stop studying the hand as you will probably never draw the same hands in the same pose twice. Every shot is a new lesson in hand construction, and a new journey or exploration into a great adventure of expression. Again, the hands are equally as important as the face. They require equal importance of attention and study as the head.

A Simple Method for Creating Walk Cycles

Animating a walk, where do we begin. Well first we need a character. For today's lesson we're going to use Mr.max. Next we need a clear and simple method of approaching walks in general. I didn't come up with the technique that follows. I gleaned most of this from Richard Williams book 'The Animator's Survival Kit'. If you find this tutorial useful I highly recommend you pick up a copy. We're going to use a pose to pose method to animate today's walk. At 24fps a walk will usually range anywhere from 8 frames per stride for a brisk pace, to 16 frames for a leisurely stroll. In order to be clear I'm going to animate at 24fps and make each stride 12 frames (march time). Let's begin animating a walk with the contact poses. This is basically mid stride where the heel strikes the ground. Contrary to what you might think, this is the part of a walk that has the least amount of weight. It's the pose directly after this, or the down pose that sells the weight. We'll get to that much later. For now let's concentrate on this pose. Go ahead and pose every part of your character on frame 1. Make sure the forward leg striking the ground is straight (knee is not bent) otherwise your character may look like he's carrying a load in the back of his pant's. Also make sure you add a little vertical torsion in the hips and shoulders (i.e., twist the torso slightly). Now advance the time 12 frames (frame13) and do the the next heel strike pose. Remember to key everything on your character. The final heel strike pose will happen 12 frames later on frame 25. It should look something like this.

Now that we have the contact poses set let's start breaking it down by adding the passing poses. Go to frame 7 and pose every part of your character in a passing pose. Make sure to keep the shoulders and hips in opposition to each other and drop the shoulder and hips laterally (i.e. curve the torso slightly, see below). It should look like this.


Now are walk is starting to take shape. Once you get this far the rest is a breeze. As long as the contact and passing poses work you can do just about anything you want with these break down poses and it'll work. For now we're just going to animate a generic walk. Let's break it down further by adding the actual weight bearing pose or down pose between the contact and passing poses (frame 4). The forwrd knee drops and bends, the head shifts forward and the Hips and shoulders tilt. It should be something like this (don't for get to key everything on you character or one pose might wind up affecting a pose you've already worked out).


Now we'll add the striding or up pose between the passing and contact poses (frame 10). This is where your character bounds upward and begins to fall farward. The hips begin moving back toward the centerline so the body will be ready to catch it self with the opposing foot.


We're almost finished. Now it's time to go back and inbetween everything. In your curve editor you'll want to smooth out any nasty bumps or ledges in your curves. You'll also want to make sure you've got a nice steep hard edged curve for the heel striking the ground. At this point the walk is pretty much finished. I like to go through and off set keys on overlapping joints to loosen up everything and give it a more natural feel. Also make sure frame 1 and frame 25 match up perfectly. When you're all done you should wind up with a nice looping walk cycle between frame 1 and 24 (frame 25 is a repeat). Here's what it looks like.


And this is what it looks like in motion.

image 6 image 7 image 8

Using this technique anyone can acheive convincing walk cycles of all types. Now that you've completed a faily generic walk why don't you try animating the following types of walks. A sneaky walk; a feminine walk; a Strut; a sad walk; a drunk walk; a goofy walk; ect

Good luck and Happy animating