Breathing Animation
This week was a workshop week, and the class was held remotely due to the tube strike on this week. During the workshop, I created an animation shot focusing on a character breathing cycle. The character had a unique design that resembled a snake, with a long tail, a long tongue, and spikes along its back. Because of these features, it was an interesting character to animate.
During the session, our tutor demonstrated the workflow for creating a breathing animation step by step. The clear explanation helped me understand the process much better and gave me a deeper understanding of how to approach this type of animation. What I found most exciting was seeing how much life a simple breathing motion could add to a character. At the beginning, the character was completely still and felt lifeless, almost like a statue. However, after adding the breathing animation, the character suddenly felt alive and believable. It was fascinating to see how such a subtle movement could have such a strong impact.
From a technical perspective, I also applied overlapping action to different parts of the character, including the spine, tail, arms, and the spikes on its back. By creating slight delays between these elements, the movement appeared more natural and organic. This helped make the character feel more vivid and realistic. Another useful technique I learned was the use of Animation Layers in Maya. The tutor explained that it can be helpful to create the breathing motion on one animation layer and then add other actions, such as body movement or acting, on separate layers. This makes the animation process more flexible and easier to manage. I would like to use this workflow in future projects.
Overall, I really enjoyed this workshop. It gave me new technical knowledge, practical skills, and a fresh perspective on character animation. Looking back, I can see my progress, and I feel motivated to continue improving my animation skills in the future.
Dialogue Shot Blocking
This week, I also polished my audio animation shot. Although it is still in the blocking stage, I added camera angles to improve the storytelling and visual clarity of the scene. When deciding on the camera angles, I considered how to guide the viewer’s attention toward the character’s movement, rather than distracting them with unnecessary complexity. I used two simple camera setups, from a side view and a front view. This allowed the audience to clearly focus on the character’s performance.
The animation shows one character expressing a message similar to “go live your life” to another character. Because of this, I initially included both characters in the same shot. However, after that moment, I shifted the focus more toward the main character in order to emphasise facial expressions, different angles, and emotional changes. To be honest, I feel that camera work and composition are still my weak points. Because of this, I plan to study camera angles and layout more deeply. I have found that library resources are especially helpful for this, so I would like to use them more actively for self-study in the future.
