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Self-Reflective-Journal: Week Nine: 26/09/24

This week I started by trimming the body performance intervals. First we would have to retain our key pose which in the video is negative ten but for me is zero. I opened graph editor and in display I selected all my controls by going to select, all by type and NURBS Curves. I added NURBS curves and graph editor to my custom shelf by holding down control and shift for easier access. I selected all the data in the non-highlighted parts in graph editor and kept frame zero and deleting the rest. I selected frame zero and middle mouse clicked and dragged the selection to a frame before where my data starts in it's highlighted region, I made sure in stats that the number was 2338 a frame before my allocate frame range. I then deleted the non-highlighted region in the end part of my animation in graph editor. I hid the body controls, head and body geometry in display tab (or using alt-1/2)  so I could only see the joints. I selected the joints from the feet to leg, hands backwards to arm then head to torso. I followed the same process in graph editor deleting the non-highlighted animation excluding frame zero and then changing the stats to 2338. Now my frame range was isolated in the highlighted region. Now I would have to move my animation to correspond with my frame range. 2339 minus 1941 is 398. I selected all my curves for the joints and in the stats I typed in '-=398' which moved the curves. With this changed I changed my timeline numeric to 1941 to 2200. But my body geometry was still not set as we didn't change the stats for that. So I did the same process of -=398 for our NURBS curves and then saved the file as a new version.

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Then I started the body clean-up by fixing the knees. First I selected the hips joint in the outliner. In the display layers I made a new layer called 'Body_MocCap_Joints_layer'. â€‹I then fixed my knees again in the animation layers, by selecting the 'knees' layer and then setting a new key with 'S' at my start frame 941. I then moved the knee controllers forward, in front of the body instead aligned straight. I then made a feet layer and selected both my feet controllers and selected the right-cam view perspective. I turned on the grid and made a poly cube plane as my floor so I could see the feet on a solid surface and were it's penetrates the surface. I set the feet to be aligned with the grid looking through an orthographic front view. I got the Fred rig controls (yellow line) and positioned the feet to be on the main black line by moving the yellow-line with the arrow tool (W). In graph editor I selected my feet controllers and made selected each translate and rotate and in stats bar rounding it's number a whole number i.e. 107.687 to 107. Since my feet didn't move in the reference footage I knew I couldn't just zero out the hole pose so I cleaned each line in graph editor to be linear with no jitter or bumps. This kept the feet from moving when it shouldn't. Now only the top half of the body was moving or jittering around.

 

This was fairly easy to follow. I always made sure to have my Fred reference footage of the body on the side to know what the feet is doing and how the overall body is. This was luckily easy to fix as the feet didn't move at all. Making the process easy to clean in graph editor. I'm quite happy with this weeks process I hope to continue to power through the content to the best of my abilities. But I learnt a lot from Dr Kennedy's tutorials so far! I think the most frustrating part was my own mistake of  freaking out over not having minus 10 in my graph editor when we were trimming the body performance, I decided I would keep zero and not overthink the process as I kept fumbling around whether or not to delete the unwanted animation in the non-highlighted regions.

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← Allocated Frame Range

← Moving allocated data -=398 backwards

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← Timeline fixed to start at my frame range

Fred's Skeleton →

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← Animation Layers

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← Feet Controllers

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Body with ground plane →

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Feet controller clean up in graph editor →

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