This class is about understanding human and animal anatomy and how that internal structure relates to external movement. Increasing demands for realism place a greater emphasis on accurately recreating the subtle details of motion and skin deformation. To recreate anything accurately, we first need to understand it. In this class, we explore foundation concepts of movement from an anatomical perspective. What are the different tissue types that are involved in movement and what are their properties? What forces are involved in moving and how do anatomical structures relate to these forces? What are the limitations of different parts of the body and how does all of this relate to what the viewer accepts as feeling real? Though mainly conceptual, this class also goes into specifics about creature design, topology layout, joint placement, and more. This class is not specific to any software package but is designed to be directly relevant to those who have an interest in animation, modeling, and rigging.
- Apply a new understanding of anatomy and how it relates to movement
- Describe the forces that act on the body to create movement and distribute weight
- Create more realistic animation of creatures or characters
- Design characters and build geometry and rigs that are better suited to realistic movement
Over the past 14 years Fred has developed a specialism in supporting fellow artists to create realism in the movement of creatures and characters, from a variety of creatures on several films in the Harry Potter franchise to transforming humans in The Thing and R.I.P.D to the Elysium droids amongst many others. He is currently Creature FX and Rigging Supervisor at Image Engine in Vancouver, overseeing the rigging, technical animation and related aspects of the geometry pipeline. He believes that the boundaries of both quality and efficiency are pushed by collaboration with those in related disciplines, thinking out of the box and not being constrained by conventions and existing approaches. This comes from a clear idea of the goals to be achieved, a thorough understanding of core principles and calling on a wide range of knowledge and experience. As such, he has committed much time and effort over the years to understanding anatomy, the mechanics of movement and how this can be of benefit to 3D artists.His interest and study of anatomy is not purely professional, it also comes from a lifetime spent exploring the boundaries of his own anatomy and recovering from related injuries! He spent over 10 years regularly practicing Ashtanga yoga including 5 months studying at the Ashtanga Yoga Research Institute in Mysore, India. More recently he turned his attention to triathlon and has competed at the age-group world championships for Great Britain in 2009 and for Canada in 2013 and has completed the Ironman Western Australia and Ironman Canada endurance races. He also holds a degree in marine biology and dynamical oceanography as well as a Masters in computer graphics.