This week I continued refining my creature locomotion animation based on Ting’s feedback. While the overall motion was improving, I ran into several technical issues because the rig I was using was not actually designed for a horse but was instead a more generic quadruped. As a result, certain body parts would move in ways that did not feel natural for a horse, and I often had to create workarounds by counter-animating some controls to prevent unwanted motion. Although this was frustrating at times, it forced me to think more carefully about how different parts of the body relate to one another. It also reminded me that animation often involves adapting to imperfect tools rather than waiting for the ideal setup.
Alongside creature animation, Ting introduced our final project for the unit. She explained that we were free to choose any type of shot as long as it incorporated ideas and principles we had explored throughout the term. Rather than starting something completely new, I decided to recreate the famous hospital scene from the first season of The Walking Dead. I was drawn to this sequence because it combines several aspects I wanted to continue improving, particularly acting, body mechanics and cinematography. Since the scene is largely driven by physical performance and subtle character choices, I felt it would be a good opportunity to apply many of the concepts we had been studying.
Most of this week was dedicated to planning. I spent time gathering references, breaking down the original scene and thinking about how I could adapt it into an animation exercise. When I presented the idea to Ting, she approved it and encouraged me to move forward. Looking back, I appreciated having the freedom to choose my own project. Compared to earlier assignments where the focus was on specific principles, this project felt more personal and allowed me to think about how different aspects of animation come together to create a complete performance. It also made me realize how much my interests have shifted throughout the year, from simply trying to animate movement to wanting to tell stories through character and acting.