Tuesday, 22 April 2014

Burglar and Facial animating.

I have created a burglar for my story, as I am going to create a 'cops and robbers' themed animation, based on the target audience of children. I researched again using an image search to get a sterotypical idea of what a burglar should look like, and this was the result.


I concluded from the search that my character should have a striped black and white top, with jeans and a mask, I simply created these materials in Photoshop and applied them to a clone of my character. If I get a chance I was thinking of removing the definition from the character and making the burglar fat, however this is the last thing on my list of things to do at the moment.


The next thing I started looking at was animation of facial expressions, I watched a few tutorials on YouTube to get a better understanding of how to animate the face. There were a several tutorials which offered different methods for moving the facial features, however I opted for using the 'Morpher' method, this means cloning the head of the character several times, and moving the features of the face to create different poses, once I had the poses I could then select the original head and apply the morpher modifier, this then allowed me to select an object which I want the initial object to morph into, which in this case is the different heads with the posing facial expressions. Unfortunately I had a lot of issues with this method, when it came to selecting a morpher for some reason it wouldn't allow me to choose the heads I created, I managed to get it working once, but I still cannot put my finger on it, as to why it isn't working. 


I am hoping to get this method to work again when I revisit it, as I spent a lot of time trying to get it to work, and I felt the best option was to leave it and come back as it was beginning to get very frustrating. From what I have seen on existing videos this technique will be very good for facial animation, as I can create a variety of different facial expressions by adjusting the percentage of each morphers applied, and simply key frame them to create the animation.


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