warframe was a game developed by the company "Digital Extremes". the game originally started as " dark sector" a dark sci-fi game created around 2005, but during the development of the game that budget ran out. so a directional change in the change of the art and game had to happen. so after many adjustments, warframe was introduced in 2013 also with concept and art style that I whole hearty love/ in a form of a sci-fi fantasy with animation quests and trailers for models known as "prime warframes" the prime trailer while short, present a new slicker model to the game known as "prime-warframe" even though theses frames don't have that much significance in the overall game. these animated trailers reveal more to this universe then what originally knew before and add some depth to existing characters "warframe's attempt at a horror quest" the story quests that warframe offer are stunning the animation flow i...
In this session were asked to animate 4 different types of animation of ball physics, the first being a short animation of a cartoon ball bouncing which required to draw to draw stretched circles throughout which from my prospective was fairly hard as my circles are not brilliant compared to drawing a normal circle. then for the second animation we were required to animate to real psychics of a bowling ball( black )/ a ping pong ball( yellow ) and a tennis ball( purple ). with this animation real physics were required and it took a quite a few attempts to make some form of realistic animation that was expected.
this session follows the same fundamentals as we did for the mushroom the method of stretch and squash. The image below displayed in the node editor is the structure of what we have to do for this particular task, as maths wasn't one of my strong suits and this little bit difficult mathematical side when taking information the entirety of spine feeding it into its three separate joints that control how the character would be posed.
Interesting... there's a Beetlejuice-vibe in these designs, Coyle :)
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