Bison Animation Project
Introduction
Project Overview: At the beginning of this year, I was assigned to animate a quadruped, specifically a bison. Quadrupeds, such as horses, bulls, dogs, or cats, have different weight distributions at their front and hind legs, making their locomotion look and feel different.
Objectives:
- Crop out the Atlases and reassemble the assets to import into Spine.
- Animate the bison by referencing in-game footage of various win scenarios and special features.
Process
Step 1: Cropping and Assembling Atlas into Usable Spine Image Assets
- Extracted individual images from the atlas.
- Reassembled them into the correct order and structure for Spine.
Assembling images in Photoshop.
Step 2: Rigging and Animating the Bison's Head
- Began with the head animation, which felt more manageable.
- Focused on facial expressions and head movements.
Rig attempt 1: head movements as main focus.
Rig attempt 2: remove excessive bones for easier limb controls.
Step 3: Animating the Bison's Gait
- This was the most challenging part due to the complexity of the limb movements.
- Used real-life references from animation groups and online resources.
Yellowstone Bison running (source: Youtube).
- Sketched out the side view walk cycle first to better understand the movement.
Walk cycle sketches observed from real footage.
Bison animation separated into different events: Idle, Pawing Ground, Charge.
Step 4: Animating a Wild West Background
- Created a Wild West-themed background to enhance the animation.
Level 1 Background.
Level 2 Background.
Animated with the game UI in consideration.
Step 5: Animating the Hoof's Impact on the Sand
- Added secondary motion and effects to make the hoof impacts more realistic.
Sketches to study on hoof impact on sand (Image source: shuttlestock video).
Final animated sequence.
Challenges and Solutions
NG (Not Good) Scenes.
1. Fumbling with Meshes in Spine:
- Initially struggled with using bones and weights on the meshes.
- Solution: Focused on facial expressions first to build confidence before tackling limb movements.
2. Understanding Limb Movement Patterns:
- Difficulty in recognizing the pattern of limb, head, chest, and back movements, especially from the front view.
- Solution: Used side view sketches to extrapolate front view movements and emphasized clear arcs in the animation.
3. Ensuring Clarity and Realism:
- Struggled with making the hooves’ front and back positions clear from the front view.
- Solution: Utilized color shading and size adjustments to convey movement direction.
4. Looping and Transitions:
- Ensured that looping animations had smooth transitions by matching the first and last frames.
5. Impact Realism:
- Realized that the hoof lacked impact on the ground.
- Solution: Added sand effects





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