Showing posts with label Progression. Show all posts
Showing posts with label Progression. Show all posts

Monday, April 2, 2018

Run Away Trailer - In Progress

This piece of animation I was doing for a upcoming Indie Game The Run Away run by Motion Miracles.

Sunday, March 18, 2018

Munchee Savories TVC


Recently worked on this character with 5 moving Arms. I only took about 3 days to complete this.

Tuesday, December 13, 2016

"Eating the car" Acting shot

These are my Co-curricular activities in addition to my job 😫, So Took few days to finish the clip, by blocking to spline.
 

Tuesday, September 6, 2016

Chronos Rig test

Design & Crafted(Mesh Modeled) by Shamod Chanuka, Programmed & Structured(Rigged) by J.C.Nuwan, The Rig was a success & all controls are in ready to roll.

Friday, October 23, 2015

Jump Cycle



This is a very old jump cycle I was did when I started animation, actually this is my first character animation clip you wouldn't believe me.. So I decided to add some polishing to this scene, & this is the refined one.  

Sunday, November 2, 2014

Run cycle Blocking

Keyed only Contacts & Extreme up & down positions in this blocking. Moom runs in 4's in here, after splining stage he'll be running on 8's.

  

Tuesday, October 21, 2014

Jog cycle Final spline

Cleaned all knee pops, reduced the arm swing a bit and cleared the exaggerated breaking joints in arms. Can't speed up the run cycle because I planned the Goon running like a little bit exhausted. Run is in 10f per step bit more like a speed of a jog.

Tuesday, October 14, 2014

Jog Cycle Spline

After many spline passes I came up with this. Had no time for lighting & rendering to preview this animation, just Playblasted the scene in viewport 2.0.  

Here's the orthographic views of the run cycle. Need to reduce the arm swing, because too much arm swing representing a fast run.

Monday, October 13, 2014

Jog cycle Blocking


Blocked all contact positions & up & down positions in stepped key mode. In this animation Goon rig moves in 10f per step. 

Wednesday, September 24, 2014

Character walk cycle spline 2

Critiques I have got for this walk was to tween the arm swing a bit to match torso & legs, and have to twist the foot a little bit. 

Monday, September 22, 2014

Character walk cycle Spline

After splining process, I think that the feminine walk mood has came a bit, that's what i wanted in this scene. Need to tween the foot flop, and have to find a Female mode of Norman to transfer these animation to it, for more appeal. 

Sunday, September 21, 2014

Character walk cycle Blocking

Blocked all contact positions & extreme up & down positions in stepped key mode, I was trying to add a feminine type walk to this character. Need to spline this up soon.

Sunday, August 10, 2014

Stylized walk animation sequence


Finally Finished all the staging & animation in every single shot of this sequence, now working on the lighting & Rendering the most painful part. I don't know how many hours or days that i would have to pass for render this one.  

Wednesday, August 6, 2014

Stylized Walk Extra 10%

Added a Exaggerated Jump to the previous stylized walk. Spent Lots of hours on that so far to polish the stuff. Grazie'a for my 3D mentor Neil who gave me this Jack In the Box Idea & the Jack box, & my fellow colleague JZ Nuwan who troubleshooted the Rig.

Saturday, August 2, 2014

Energized Walk Spline


After many spline passes this is the final spline of the previous Energized Walk blocking.

Friday, August 1, 2014

Energized Walk Blocking

After many Block passes This is what i got. I Think Splining stage would be more terrific. I have to Hold my breath & close my eyes when I click the "Spline" in theGraph Editor.


This is the previous block pass, cleaned all the unwanted keys & Breakdowns in this one & got some improvements in some poses.