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2.1 Maya with Ting

WEEK 13

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2.1 Maya with Ting

WEEK 12

Workshop: Breathing Animation After the teacher’s explanation, I understood the main movement logic for creating a breathing animation. The head should follow the chest, and the chest should follow the COG movement. After that, smaller details can be added, such as the shoulders moving up and backward, the hands moving slightly upward, and the accessories […]

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1.1 Maya

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1.1 Maya

WEEK 12

Body Mechanics Polish In the body mechanics polish stage, I refined secondary motion such as arms, hands, head, and spine to enhance balance and weight without introducing acting.Subtle offsets and follow-through were added to improve realism while preserving the original timing and mechanics.” Body Mechanics Polish – Key Points Focus Area Polish Notes Arms & […]

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1.1 Maya

WEEK 11

Body Mechanics Spline& Camera Setup In the spline stage, I refined the motion by cleaning the root curves first and adjusting spacing rather than adding extra keys.The camera was placed in a fixed side/three-quarter view to clearly showcase the character’s weight shifts, jump arc, and landing compression. Spline Stage Focus Area Key Points Stepped → […]

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1.1 Maya

WEEK 10

I evaluated my blocking by checking the clarity of the root trajectory, ensuring a single explosive take-off, a readable airborne arc, and a strong sense of weight during landing. The motion reads clearly in stepped mode without relying on interpolation Blocking refined Summary Focus Area Self-Check & Refinement Root / Weight Adjusted the root to […]

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1.1 Maya

WEEK 9

Body Mechanics Blocking I planned the standing long jump with 100 frames at 24fps, focusing on clear weight shifts.The anticipation and landing take longer to show mass and gravity, while the take-off is faster to emphasize explosive force. The airborne section follows a clean arc based on real-world reference. Standing Long Jump – Key Pose […]

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1.1 Maya

WEEK 8

Body Mechanics Planning Body mechanics refer to the mechanical actions of the body, such as: The first layer of animation is always solid body mechanics, and only after that comes acting and emotion.This assignment focuses only on the physical action of moving from point A to point B, without acting elements. About my work Standing […]

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1.1 Maya

WEEK 7

For George Polishing Walk cycle In the polish stage, I refined foot contact, hip motion, and arm swing while preserving the original weight shift and timing.The walk remains neutral and readable, with clean curves and stable contact throughout the cycle. Focus Area Polish Requirements Weight Shift Preserve the original blocking logic; fully transfer weight onto […]

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1.1 Maya

WEEK 6

For George Planning walk cycle  1. Topic of the Class This week’s class focuses on creating a Vanilla Walk Cycle, with an emphasis on: 2. What Makes a Walk Although a walk may seem simple, it reveals a great deal about realism and believability.A strong walk cycle is built on three core pose types: Together, […]