Sunday, 6 December 2020

Collaboration - Updated Script, Storyboards

 After some feedback and group discussions I have added some changes to the final script and added some story board frames to fit these changes. As a group we are comfortable with where we are in terms of story, however, I feel we are falling behind schedule in terms of modelling and animating. We need as much time as possible to animate in case of any mistakes or issues we may encounter. To do this we just need to pick up the pace. As we are all working on multiple projects at the same time, individual planning/ time management is key, I plan to make a time frame that I can stick to to make sure I get everything I need to do done on time. I think that my main concern is making sure that the comedy comes through in the final animation. A lot of the comedy in these skits is down to editing.

New Storyboard Frames

Updated Final Script by Alex on Scribd

Friday, 4 December 2020

Collaboration - End Screen

For each of our skits there are specific cuts. For the final scene we plan to end on a error screen. I have designed a cut screen and a glitch effect version to go between when editing the renders together. I also added a posed moom into the design using the facial rig. The pose is inspired by a character from the game Fallout. 

Fallout Character

First Design

Glitch Design 

Wednesday, 2 December 2020

Art Jam - Character Mash Up

 For this week's art jam Meg tasked us with morphing one video game character and one animation/film character together, as well as choosing a pose/ situation. I decided to choose spider-man as my video game, and Lydia Deetz from Beetlejuice as my film character - the character with a camera, swinging through a city. I used some different reference images from other pieces of art and game/ film stills to draw my character. 


Monday, 30 November 2020

Week 5- Force Trajectory

 

This sessions work looked at anticipating movements and how to add it into animation. For the Moom character lifting weights, it means him crouching down before lifting the weight and leaving his arms stretched longer to show that he is lifting something heavy. There are still some issues with the arm lengths and elbows as the arms are ever so slightly different in lengths.  


Maya - Lighting and Rendering 2 - Stand Ins (Proxies)

 Stand Ins, or Proxies, are an effective way to populate a render without slowing down the render view or the viewport. You can create a Stand in through a Arnold setting which results in a bounding box that represents the volume of your chosen object. You can then duplicate this box to create multiple versions of the same object. 


The viewport only shows the bounding box, which can sometimes hinder the process, for example, if the robot model faced a certain way you wouldn't be able to see where the robot is currently facing. A fix for this is using the viewport draw mode to insert a low res depiction of the object inside the box.

Final Render

Friday, 27 November 2020

Maya - Lighting and Rendering 2 - AOV's

AOV’s are essentially separate renders using different setting in Arnold Maya, which can be composited together in after effects to create a desired final image. The AOV’s are created in the render settings and saved as an .exr file so that all the layers are saved. In after effects the images are then composted together, in the image below the colour and shading is more effective than the normal render straight from maya.
Final Render 



Character Design - Week 5

 After last weeks session I started to develop my sidekick character further as well as looking into facial expressions and basic landscape designs. After looking at some of my sketches this week, Justin suggested that I add more thought into the silhouette of my Kaiju character, and that my sidekick still needs some more thought as she is a bit on the generic side at this point. 

Kaiju Sketches 

Quick Landscape Design

Sidekick Sketches