BB-8 Animation question

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BB-8 Animation question

Postby Photomac on 08/11/2016, 11:35 pm

Hello, first Id like to say thanks to Andrew for providing some kick ass models in Star Pack, I'm getting some awesome lighting results but I am having a hell of a time trying to animate the little head wobble when he moves and the almost bobble head jerky movements when he starts and stops (its very subtle) . I thought this was something I could key frame out, and maybe it is, but I'm thinking maybe there is an expression that could be used for that. If anyone know about this I could sure use your advise.
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Re: BB-8 Animation question

Postby Benelement on 08/12/2016, 12:22 pm

I may be wrong, but i don't think there is something like an BB8-head-movement expression. Did you try to track your finger or something doing the subtle movement and parent the head to it?
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Re: BB-8 Animation question

Postby Photomac on 08/12/2016, 3:15 pm

No I didn't even think to do that, I will try it and get back to you. Thanks
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Re: BB-8 Animation question

Postby Photomac on 08/12/2016, 7:37 pm

Ok that seams to work but I am gonna try a random wiggle expression to see if that look better. The little guys rocking motion forward and back along its path Im having an issue with too. Any Idea's?
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Re: BB-8 Animation question

Postby Benelement on 08/13/2016, 5:21 am

I don't think there's a way around keyframing it with AE lacking any kind of physics simulation. Shouldn't be that big of a deal.
Are you familiar with editing the motion paths in curve view?
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Re: BB-8 Animation question

Postby Photomac on 08/13/2016, 6:13 am

Im not quite sure I know what you mean, I have created a path buy moving the object with the 3d noll and then pulling and pushing on the Vertex to shape the path, the problem I run into is the really abrupt stop when I do stop the object (was gonna try ease out, but it doest seam to have the effect I wanted of slowing to a gental stop. And for the rocking motion I tried to key frame his position back and forth but it doesn't look right either.
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Re: BB-8 Animation question

Postby Benelement on 08/13/2016, 7:28 am

Creating a path in the workspace will give you a nice looking path but it's only postion aware and won't tell you anything about the speed of your animation. As a keyframe tells you on wich position your object is on a certain time you have to bring position and time together in harmony (even between two keyframes) to create a smooth animation.

Here's how:

- Select the postion of your Null
- Click on "Graph Editor" (not curve view sorry lol)

curv.PNG
curv.PNG (20.17 KiB) Viewed 6986 times


What you are seeing now is the path you created (Y-Axis) in relation to time (X-Axis). I imagine your path looks pretty **** up in here and not nice an smooth how it should be.

- Now click on "Seperate Dimensions"

seperate.PNG
seperate.PNG (16.68 KiB) Viewed 6986 times


- This will seperate the X/Y/Z values of your path.
- Now apply Easy Ease (F9) on all keyframes of your path.

You will get handles on every keyframe of your path wich will allow you take make your animation smooth and nice at any time.

handle.PNG
handle.PNG (4.06 KiB) Viewed 6995 times


It takes some time to really get it right. To begin with, you should adjust the curves with every dimension (X/Y/Z) selected or it's likely to result in some strange movement.

Hope that helps..
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Re: BB-8 Animation question

Postby Photomac on 08/13/2016, 7:51 am

Thank you so much for your help! I will try all this and let you know how it turned out!
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Re: BB-8 Animation question

Postby Benelement on 08/13/2016, 7:59 am

No problem, can't wait to see it ;)
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Re: BB-8 Animation question

Postby hans123 on 08/13/2016, 10:46 am

Hello Photomac,

you can use a simple expression to transform the Z-Movement of the whole model to a Rotation of the Body.

d = 100;
c = -(2*Math.PI*d);
x = 360/c*effect("Element")("1. Position Z");

d is the diameter of the body. You cannot easily measure this value, so try it (i have used 100).
Use this expression for AUX-Channel1 X Rotation (BB8_Body).

You should also move the Anchor-Points from BB8_Head and Antena to the BB8_Body Center and use for booth
AUX-Channel 2.

If you now move the Body (Group1 >>Particle Replicator >>Position Z) the body will rotate.

The Head/Antena Rotations are simple animated with Keyframes.

See my Pictures and the little Preview Video. In the next Post you will find the AE-Project (CS6).

Hans

Hans
Attachments
bb8_1.jpg
bb8_2.jpg
bb8.gif
bb8.gif (922.81 KiB) Viewed 6820 times
Last edited by hans123 on 08/13/2016, 10:54 am, edited 3 times in total.
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Re: BB-8 Animation question

Postby hans123 on 08/13/2016, 10:48 am

Hello Photomac,

Attached is the AE Project (CS6).

Hans
Attachments
bb8.aep
BB8 Aftereffects CS6
(928.01 KiB) Downloaded 170 times
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Re: BB-8 Animation question

Postby hans123 on 08/13/2016, 5:50 pm

Hello again,

you can also use a Slider Control for the Diameter. So, you can adjust the value easy and/or
animate the diameter to give the movement a little bit dynamic.

Hans
Attachments
bb8_slider.jpg
bb8_1.gif
bb8_1.gif (928.68 KiB) Viewed 6784 times
bb8_1.aep
Aftereffests CS6 Projekt File
(975.68 KiB) Downloaded 153 times
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Re: BB-8 Animation question

Postby Photomac on 08/13/2016, 8:15 pm

Ok here is my test so far, I'm not having the results I want for the movement, I have tried curves, and I have tried easy ease for the end point of the path so it doesn't stop so abruptly. Also the body rotation is a bit to fast, I need to slow it down a bit. And that head bob you get when starting or stoping ERRGH!! This is a bit frustrating
Attachments

[ Play Quicktime file ] bbtest.mov [ 2.61 MiB | Viewed 6337 times ]

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Re: BB-8 Animation question

Postby Benelement on 08/14/2016, 6:03 pm

Okay, the main problem i see here is that the body is rotating waay to fast.
The faster an animation is, the harder it will be to end it smoothly.
I created a little example project with a smoothly rolling 2D BB-8.

BB-8-Movement.gif

(click)

Here's how your curves should look to end up with a smooth animation:


Head:
graph_head.PNG


Body:
graph_body.PNG



- You always want to have a completely flat ending to your curves to prevent an abrubt stop.
- When you transition one movement into another or change directions you have to eliminate any creases in your curves to make them look nice ;)

Here's the AE-Project:

https://drive.google.com/file/d/0B-2wgm ... JfdGM/view

Render looks nice btw ;)
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Re: BB-8 Animation question

Postby Photomac on 08/16/2016, 11:14 am

Thank you for pointing me in the right direction, both of you guys! I am exploring curves and think I might get it closer to what I want using those. I will post again when I finish this.
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