For this project, I struggled a lot with the character rigging. It was difficult because of the way the automatic weight was applied. The arm initially deformed the body too much, and I couldn’t get weight painting to pop up on my blender. I also found that building the scene took quite a bit of time because of the elements that needed to be added, so I focused on manually making the bed and window. Then, I used Meshy as I had initially planned for the vanity and flower. Also, lighting was tricky because the way I imported the illumination from my first project didn’t work for the scene. I had to readjust the lighting many times because of the different angles of the camera for some of the clips. Another thing that made me sad was that I could not keep the jelly clear since the rendered version appeared too dark, even with the original lighting and position. It was exciting animating and adding the keyframes for the camera angles because I hadn’t realized I needed to add them to ensure the angle was correct. I feel like this project pushed me, especially in Blender, because even though there were some parts where I couldn’t fix the weightpainting, I managed to create a decent short clip. With further practice, I could add even more life to her and maybe even work on the face a little more and look into the facial rigging some blender animators use. I feel like I learned a lot, and although it was challenging for me, I finished it with three clips I am proud of.
Project 2 Jelly girl animation
sofiafernadez
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