Using both the Trax Editor and the Camera Editor, I was able to pull all of my scene into one animation. I created Character sets for each animation, which I then placed into the Trax Editor. From this, I was able to position my animations together in sequence, I was also able to loop the shimmy animation to give the effect of my character shimmying for longer than my actual animation was. Altogether, my animation reaches around 200 frames, this I feel is a good amount for a short showreel. Because I was not able to move my character once I had positioned all the different animations together, I kept his animations stationary (his feet always stayed on 0 on the X and Z axis) and simply moved the environment around him. This is a technique I was able to pull off because of my camera shots which faked the illusion of him moving. Below are three screen throughout the different sections of my animation, these show the character about to jump onto the ledge, shimmying and dismounting at the end.


I used the camera editor the create transitions between each camera shot. I started by creating five different cameras and sequencing them and animating them for the different sections of my animation. This I edited and corrected until I achieved the desired results I was after. I then created the Camera sequence. This allowed me to select how long each camera lasted and for what frames it played. I used this to my advantage throughout my shimmy animation. I set a camera to play what had already been played by another camera. This was to give the illusion that the character had been shimmying for a lot longer than he had actually been.
Camera 1: above fly over. This was to show the spikes the character was about to shimmy across and to give a sense of depth to the characters height above them.
Camera 2: Follow camera. This camera follows the character as he jumps up and grabs the ledge. This camera was used to get a full body shot of the jump to the ledge.
Camera 3: Behind shimmy camera angle. This angle follows the character from a static position from behind as he shimmies across the gap. this gives a sense of how far the character is moving.
Camera 4: Above shot. This camera angle reminds the viewer that there is spikes beneath the character to bring out the danger of what is happening. I wanted to emphasize how deadly it would be if the character falls.
Camera 5: Side shot of dismount. This camera shot was used to finish up the animation. I chose a side view as the whole character is in view, and the distance he has just covered is also included as a triumphant view of success.







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