Digital Art Zone

 
   
2 of 2
2
Animation Project - Blender vs Carrara
Posted: 23 October 2012 02:59 PM   [ Ignore ]   [ # 16 ]
Active Member
RankRank
Total Posts:  340
Joined  2011-05-15
swordvisions - 22 October 2012 06:46 PM

The main purpose is to tell a story using animation and to learn as much as possible especially in the area of character animation.  This is strictly a personal project to push my 3d knowledge. 

Carrara, Blender, DS Studio and Poser 7 are the 3d apps that I own and I am not planning on buying anything else, but I want to get decent results using these products.

I currently teach graphics design and animation in a public high school, so I have access to the entire Adobe suite through adobe creative cloud ($30 a month)

So your learning process is primarily about telling your own stories, not to utilize it as a reel in order to get a job animating in the studio system? If that’s the case, then I say go forth and use the products at your disposal. No need to invest in anything further.

But I’d reiterate the focus on compositing.

I look at something like Star Trek: Aurora which is just such a massive achievement by a single animator. It took him 5 years to finish it, he used motion capture for a lot of the animation, and while the animation is not distracting, it’s still limited in some areas as are some of the aesthetics. Aurora is a MUCH larger feat than was Rosa, but because Rosa had layer upon layer (upon layer) of composited effects, to me they’re not even in the same league—which doesn’t take anything away from the accomplishment of Aurora (it inspires me frequently), but it certainly speaks to the importance of compositing.

I’d even take the Rosa/Aurora comparison a step further and point out that the characters in Rosa were android-esque while the characters in Aurora were human folk.

Even with motion capture and a devout focus to a project, I still think that a single animator animating a CG rig is going to have struggles selling the humanity of the character. Especially if you’re not working with something like Maya. There’s just so many hours upon hours of tweaking that goes into a single moment to sell *life*. Traditional animation has it much easier because it’s organic from beginning to end. The rig is a rig is a rig no matter what it’s posed as.

So just some food for thought. Any opportunity for your characters to not be *alive*, I think, takes an incredible (possibly insurmountable) burden off the individual animator, especially when using inferior animation software. I personally refuse to animate living things unless it’s motion capture, and even then the project I’m working on now is meshed with a lot of compositing to disguise the fact that I’m using less-than-stellar animation software and am a single animator doing it all myself.

 Signature 

Patron the creation of Outstanding Pajamas: http://www.patreon.com/BCRice

 

Profile
 
 
Posted: 25 October 2012 04:55 AM   [ Ignore ]   [ # 17 ]
Member
Avatar
Rank
Total Posts:  86
Joined  2004-09-21

Blender cookie has a new animation course with a custom rig

Animation Course for Blender

A little snippet from their page
In this Blender training series you will learn body animation, facial animation, lip syncing, and a complete workflow for animating your character scenes in Blender using our new Cookie Flex Rig. Through the series you will be walked through the complete process of animating two scenes, from story-boarding to layout to blocking to polishing the animation.

$38 for the pre-order. 

90% of my blender knowledge comes from these guys so I will probably invest in this course

 Signature 

Master the Muse - Journeys into Creativity
http://www.masterthemuse.com/

Profile
 
 
Posted: 25 October 2012 06:04 AM   [ Ignore ]   [ # 18 ]
New Member
Avatar
Total Posts:  17
Joined  2009-04-24
swordvisions - 22 October 2012 06:46 PM

The main purpose is to tell a story using animation and to learn as much as possible especially in the area of character animation.  This is strictly a personal project to push my 3d knowledge. 
.............

If you want to learn character animation from scratch, Carrara is not so bad.

Especially the clearly arranged timeline in Carrara is a great advantage.
Maybe the fully automated animation tools in some other programs are very helpfull, but if you can use Poser and DAZ Studio for create for example walkcycles for DAZ content characters, you can save many time, because the modelling of characters is very time-consuming.

Some helpfully tools for character animation in Carrara are Sparrowhawkes “The Jiggle Deformer” plugin and Fenrics “Pose Helper” and “Carrara Enhanced Remote Control”.

If you want to use BVH-Data for animation, you should watch this video:
http://vimeo.com/13777422

 

 Signature 

my animations on vimeo:
http://vimeo.com/tinyworld/videos
my homepage:
http://www.tiny-world.de/Index.html

Profile
 
 
Posted: 26 October 2012 09:43 AM   [ Ignore ]   [ # 19 ]
Member
Avatar
Rank
Total Posts:  86
Joined  2004-09-21
LamaGeli - 25 October 2012 06:04 AM

If you want to use BVH-Data for animation, you should watch this video:
http://vimeo.com/13777422

I have not decided if I want to use bvh data or not but thanks for the link.  It was helpful

 Signature 

Master the Muse - Journeys into Creativity
http://www.masterthemuse.com/

Profile
 
 
Posted: 26 October 2012 04:52 PM   [ Ignore ]   [ # 20 ]
Power Member
Avatar
RankRankRank
Total Posts:  1828
Joined  2004-08-24

HI Swordvisions smile

BVH is “still” probably the most abundant animation format available,. most motion capture systems kick out BVH, as does Poser and DS
and with Fenrics plugin .... so does Carrara,. smile

You can get BVH editors but,... using something like DS / animate2 to Edit down “chunks” of animation from the Carnegie Mellon collection can be an interesting way to build more useful animations from what are essentially a bunch of (free) “test” motion capture files.

I also agree with LamaGeli that posers Walk designer is really useful for making basic walks to use in other programs , whether you save them as Animated poses PZ2, or export them out as BVH.

with poser (or DS) you can also import the BVH onto a figure,and save as PZ2 to use in Carrara.

I also use Fenrics BVH/PZ2 exporter to export walks (which I’ve made in poser),. then brought into Carrara, to add the forward motion, ..then export them out again,.. so that I can use them in Endorphin to make more complex animations using endorphin’s dynamic physics.

You can obviously convert any of the animations to Carrara NLA then you have the ability to use several in different tracks and limit what clip animates which figure part.

smile

Profile
 
 
   
2 of 2
2