Thursday, 9 February 2012

Artefact 2 Evaluation - Creating believable characters through the key principles of animation : Secondary Action

My second artefact concentrated on secondary action. The aim of secondary action is to add an action that would create more life to the scene, without overpowering the primary action. I thought the best way to do this was with a simple walk cycle, with the secondary action being a few head turns, as though curious where he is or what is around him (even though I used a plain background - the focus is the actual animation!), with the addition of a hand wave towards the end - as though he has spotted someone he knew or someone called his name. To enhance this artefact, I think more facial animation could have been added, especially when he waves. However, due to this being an already rigged character, there was no animation available for his mouth.
The general outcome of the test edits for this artefact included pausing the hand wave for just a second or so longer, as it was a very vague wave. For my final edit I added in just a normal walk cycle at the beginning so it was clear to define the difference between what the secondary does to the scene.
For this artefact to become more successful, different passes could be created, so the secondary action is bought in slowly, and the action is noticed. Each pass could be a different action, such as a whistle, looking at the time or a scratch for example, to see how much this adds more life to the scene.
From feedback, it might be an idea to possibly add sound, so his actions are more readable. As I have been keeping the background plain so the concentration is purely focused on the animation, it was questionable as to why the character is waving as he is walking, as of course there is no other character in the scene. The sound could just quite simply be his name being yelled. However for the purpose of this project I feel it worked quite well and was a definite improvement from my previous artefact.

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