Forward Kinematics

Forward kinematics is the kinematic equations that pivot object rotations in a sequence of a model, restricting measures are set to joint parameters creating end effectors  so when one piece torques past a certain value it manipulates other relative pieces to move into the correct position. This technique is used for robotics, animation and computer games.


Ascribing human characteristics to nonhuman things.

Luxo Jr.

What makes Luxo Jr. effective?

The personification of the larger desk parent lamp and smaller child desk lamp is a short skit by Pixar. The animation is meant to be a touching and cute 2 minutes narrative about how children find ways to keep doing what their parents have lost the ability to keep on telling them not to do and how their amusement can’t be contained. In the sketch the smaller desk lamp is pacing a ball it found between the parent lamp, during its reckless fun with the ball the lamp popped it by being too rough and bouncing on it. The larger lamp gestures a blaming and knowing nod to the smaller one as it looks to the ground to express its disappointed, this is clear from the larger lamp’s bulb facing over the smaller one. The next part is of the smaller lamp coming back into frame after it went off as it chases after a much larger ball and the parent lamp looking surprised, this you can tell from it staying still and quickly following the movements of the smaller lamp and new ball, then it faces us for a beat as if asking if we see this too which we’re supposed to interpret as funny before the larger lamp breaks eye contact to look down and nod side to side to suggest it being beat and done, you can tell because it faces away from the excited playing. This is effective because most people have been on one end of this situation since we’ve all been kids and to be children it means you’re likely to have a parent always telling you off, so the video also works for parents; it relates to them and they see themselves in the short’s characters, they feel they have a connection there and these are embodiments of them. What also allows people to see part of them in lifeless objects is that they have been given lifelike movements and personalities that react to things around them in time as they happen, this people seem to find a rapport with making them care for the inanimate animated lamps.

Tools and Processes Used During Animation on CINEMA 4D

We began by making the each section of our lamps from the bottom to top in order and after having all the pivots in the right spot giving the lamp decent mobility, we then reversed the order of our shapes so that the base was at the top of the all the other objects until the last shape (bulb and lamp cover) is the first instead. After we starting rigging the shapes together in a hierarchy to create the forward kinematics movement ability. To begin animating we would bring up the start up page layout and click on the piece we wanted to move and place a key frame before that piece moved by clicking on the left, red icon of 3 others (so the first), then as far along the timeline you wanted before that piece was to begin moving by placing another key frame there, then move the play head further along and use the move or rotation tool to move that object from its last position along to its next place remembering to place a key frame to tell CINEMA 4D that that’s how you want the object to move between that last position to the new one; after this is done you have to adjust the timing of your objects so they move realistically on the timeline. From here you can press the play button and look at the time it takes for your object to move to the correct position in real time, if it’s too fast you can grab your key frame and move it along the timeline, this will increase the frames it takes for that movement to happen and the same works for shortening the speed of it making it more sudden. If the video you make is too long and it takes up all your key frames then you can add in countless more frames by clicking on the frames box in the lower centre right of the start up page  and just typing in how many frames you would like that animation to have added on, or less.

When you’re happy with your animation you want to render it so it’s a video. To do this you want to set you’re setting to a HD quality, that’s 1280 by 720. Make it a QuickTime Movie format, and pick the place you want that file saved, make sure the video runs at 30 frames per second, change the filter to gauss, change the compression type to H.264 for the best quality, switch the anti-aliasing to best and pick a camera angle to film from, change he frame range to manual and type in how long you want that camera to be held in place and click the render to picture viewer icon to render that scene and you should have a video with that last thing you rendered, you can keep this process going from more angles just remember to keep returning to the frame range and adjusting from the last point you were at. When you have your videos done you want to bring all your files together into Premiere Pro and make them into a single, continues video by……..

The final animation was slightly different from the storyboard because I couldn’t figure out how to give movement to the camera during the animation so I used still cameras throughout the video at different angles to give a similar effect.


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