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Wednesday, January 31st

Wednesday, January 31st

Class hours: 10:05 – 2:45
Mr. Bohmann | wbohmann@ewsd.org

10:05 Today’s Notes & Attendance

Today is a Wacky Wednesday

Call Backs:

Today before lunch we are going to go over information for Skills. We’ll meet in Mr. Cronin’s room at 11:40am


10:10 Mise en Scene

  1. the arrangement of scenery and stage properties in a play
  2. the setting or surroundings of an event or action.

Parenting your character to your swing:

We’ve created a bird, We set up the swing and we have some animation of the swing to clean up and take care of. We’ll use two types of rotations:

  • Median Point
  • Individual Origins

Let’s review and clean up some keyframes. Let’s also add some drag.

Lastly, we’ll set up the rest of the scene, add some lights and render as EEVEE for a nice finish to our class project animation. I have a folder in CAWD2 Public Folders called: BirdSwing.

Name your files Bird_On_A_Swing.mp4 Put your render there.

10:50 Break

11:00 Let’s Rig

tpose

Let’s tackle armatures and put together a basic rig. We’ll start with the character above which should be a simple character we can deform with an armature. This model is in the T-Pose position. This is a classic standard model pose. When modeling your own character, your standard starting point and vanilla pose should be the T-Pose position.

To make our work “workable” let’s practice as if Pixar execs were watching us work. We’ll use good naming practices and keep our collections clean. Using a special naming convention in Blender will allow us to use Symmetrize to quickly build out the entire rig.

We’ll add Inverse Kinematics to our model to improve our rig too.

Pose Mode is Blender’s special mode for animation. You can enable it by adding an armature. Pose Mode unlocks a host of tools for animation.

Weight Painting is used for rigging meshes, where the vertex groups are used to
define the relative bone influences on the mesh. When we turn on weight painting we can see the influence per bone and paint on or off influence

Forward Kinematics – is the concept of manipulating each bone individually
Inverse Kinematics – the last bone controls the ones above in hierarchy. We’ll tackle this part today. Setting up various controls and looking at how to use the controls to move and animate your project.

Let’s all start with the same file together. You can download it here

Activity after rigging: Create a pose library

  • T-pose
  • neutral stance
  • crouch
  • jump
  • kick
  • dead

Save your rig as TposePractice_Lastname

You do not need to turn in.

11:40 Mr. Cronin’s Room – SkillsUSA Week Two KickOff Info

11:55 Lunch

tacos

12:25 Independent Reading

book covers

12:50 Break

1:00 Production Time and Guided Support

Asset Pack – Pre-Production drawings only

Past Due work –

Help with Swing / Ball Animations

1:50 Dailies

Dailies can be placed in the CAWD2 Dailies Folder on the CAWD2 Public Folders drive

1:55 Dismissal

GAWD Instructors:

Matt Cronin

Will Bohmann

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A little about GAWD:

Serving high school students interested in Gaming, Animation, and Web Development in North Western Vermont.

Students continue at:

University of Vermont Ringling School of Art and Design Northeastern University Rochester Institute of Technology Concordia University

Students find careers at:

Dealer.com Union Street Media Rovers North Prudential Investments DockYard
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