I created this animation as the final project for the 3D animation class I took earlier this year. I started off by using the ornate door I made in 3D modeling class the year before as the base. I then refined the model by adding textures and updated parts, such as the demon skull on top of the door. I also made an attempt at putting particle effects on the torches to create a fire, which I have still yet to learn. I made the animation in five stages:
1) The camera observing the door with the two security cameras swerving back and forth.
2) The camera switching to a hand model pressing the numbers on the keypad, mimicking someone entering a security code.
3) The camera switching back to the door which begins to open.
4) After a few seconds, the door closes.
5) After the door closes, the lower jaw of the demon skull starts moving up and down, as if the demon skull itself was laughing.
This animation was conceived during a group project which I was a part of during a college course in intermediate game design: an on-rails shooter similar to the classic Star Fox games titled Zwing. The model itself, based on the concept I came up with, was made by another student using Maya, commercial 3D modeling software. I was responsible for making and applying the model's texture. We thought about having the player execute a special attack that would destroying incoming enemies while spinning for a few seconds. While we ran out of time to actually incorporate it into the final build, I did a little experiment with the idea using Maya's animation tools. By parenting the wings to the wing support and parenting that to the ship's main body, I was able to make a convincing spin animation. Had this been incorporated into the final build of the group project earlier, it would have given the gameplay a bit more spice.
This animation was created in a college 3D animation class as a test of anticipation, follow-through, overlapping action, secondary action, and easing. Utilizing mimics featured in popular RPGs like Dungeons and Dragons and Dark Souls as reference, created a fairly basic treasure chest model with teeth inside. I then animated it in a way that a mimic would behave if, say, it was waiting for, and launched, an attack on some unsuspecting prey. It should be noted that the texture I applied to the model (with a few modifications) was a pre-made one which I found on Google Images; the original maker of that texture deserves credit.