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Advanced and Experimental 3D computer Animation Techniques Project 1

Advanced Body Mechanics Final

The video above is a rough reconstruction of my animation progress so far. I’ve retargeted the original skeleton onto a mesh I previously developed for another module within the Experimental Animation unit. This allowed me to consolidate workflows across modules and experiment with character continuity between projects.

Retargeting & Rig Adjustments

  • I had to shorten the character’s arms slightly to align with the proportions of the imported rig.
  • The skeleton came from Autodesk Maya and included numerous deform bones, some of which caused unwanted mesh distortion.
  • To resolve this, I learned how to unbind specific bones, allowing for a cleaner, more intentional deformation across the mesh.

Environment & Composition

  • I initially considered using a more complex backdrop (like mountains, which featured in earlier iterations), but I felt this overcomplicated the composition.
  • I opted instead for a minimalist environment: a flat plane with light rock variation, and a simplified skyline in the background. This keeps the focus entirely on the character and their motion.

Camera Logic & Movement

  • The camera tracks the character dynamically, at first chasing them and then overtaking them as they reach the apex of their attack.
  • This final camera position, ending in front of the character, is symbolic — it subtly reinforces the character’s dominance over the crystal enemy they just defeated.
  • Throughout the animation, I focused on maintaining strong camera framing — ensuring the character remains in view for clarity, weight, and visual intent.

This version of the scene represents an important turning point in my project: it consolidates character performance, rig integration, and cinematic storytelling into one evolving sequence.

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