Wednesday 11 April 2012

Scene 19 [flight cycle] V1 — V5

Scene 19 [flight cycle]

Version 1


The first flight cycle test, with all its individual components, still quite "stiff" looking despite all attempts to loosen it up. Unfortunately all the individual wing layers caused the animation to look REALLY choppy (even with copious amounts of blurring) so for this version I decided just to use the one wing layer and rotate it on the 3D axis to get the flap. The first attempt was pretty unsuccessful — it's got this weird rotation going on that looks as if she's pushing backwards! 

Version 2


The second version I re-did the flapping a bit, so that it travels more in a straight line with none of the weird outward rotation. It looks distinctly more like a flap now, but the timing's all screwy and the motion is quite choppy — the wing comes to a very sudden stop at the top and bottom of the movement, and overall it just looks really stiff.

Initially I thought I would just be able to alter the speed and timings of each keyframe using After Effects' curve/graph editor and use that to get a bit of overshoot going on (have the wings travel "too far" before settling back into the intended position) but I encountered a pretty huge problem:


The rotation of the wings is handled by the "orientation" parameter rather than individual X, Y and Z rotation keyframes. I did try using individual values but it just doesn't handle the interpolation as well as the orientation does. The problem is that, because the X, Y and Z values are handled by one parameter, they're also locked together on the speed and value graphs:



Basically, what this means is that I couldn't alter the curves of each rotation value individually. Altering the X rotation keyframe, for example, would also change the Y and Z keyframes, leading to all sorts of problems with things getting rotated out of place. You also can't change the slope of the curves, either — notice how there are no bezier handles on any of the graphs shown above. This is a massive issue — I was able to alter the timings to a limited extent using the speed graph but would not have been able to add any of the overshoot that I wanted.

At this point I started toying with the idea of trying to get the flexibility I wanted another way...

Version 3


I'd previously considered using the puppet pin tool alone to animate the wing, which would have given us some great flexibility and bendiness, but it's terribly imprecise and difficult to control animation as much as I would like. 


The wing is its own pre-composition, meaning it's effectively one flat layer with keyframes applied to the orientation values to give the basic flap motion. I decided to see if I could somehow combine the use of the puppet pin with the basic animation I already had...


To my great surprise, it actually looks as if it will work!





Because the bulk of the animation is being driven by keyframes, all the puppet pin is doing is bending and warping the wing as it moves. It doesn't really interfere at all and you still get a great degree of control over the animation whilst allowing a great degree of flexibility in the joints.

Still a great deal of problems with it at this point — the wing, as it comes down, looks to me as if it's going forward too much. I feel that the base of the wing should come more directly downwards and the tip needs to drag behind a little. Same with the upstroke — the middle section of wing should move first, the tip dragging. 

Still, I think it might work, as long as I keep playing around with it.

Version 4 is REALLY similar to V3 so I won't bother with it... ;)

Version 5


It probably looks worse by itself, but once we get the head and body movement going I think it could work quite nicely!

Timing's getting there I think, still not totally happy with the upstroke. I think it the upmost position is perhaps rotated a little too far back — needs to be more vertical maybe?

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