Saturday, 26 April 2014

Blend all

Here is an example of all my animations (apart from lipsync) blended in Trax editor.



CINEMATIC



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https://www.youtube.com/watch?v=Fnd9VVJJHr0&feature=youtu.be
LINK>>>>>>>>--------------------------------------------------------------


Video was put together by Aaron in Adobe After Effects.

Aniamtic + sounds + camera angles

ANIMATIC


Before Chris started doing animatic from the storyboard that I've made we had to find all requred sounds. We used freesounds.com for that. We got some ambient background music, as well as some rock,door,lock noises. I helped Chris to gather all the sounds and then he made this animatic.

While Chris was working on Animatic, Aaron finished building the scene, all its structure been finalised and we were able to star setting up the cameras.

Some of the angles were taken from the storyboard, so of them were changed at the spot to achieve better effect.

For example here we decided to capture character and the door to show viewer the distance. In storyboard shot was showing character next to the wall.



Here we used so call worm eye level to emphasize the scale of the boulder and create the atmosphere of more danger.

This shot stayed almost the same as it was on storyboard.



In this shot we set up the camera that was so the viewer will get a feeling of entering the room with our heroes.

This shot has the opposite effect to the shot with a boulder. In order to show how big something is we put camera down (on the floor). To show how small something is, in this case our characters in comparison to treasure hall, we put camera as high as we want.



Camera angles and lights are not the only things that guide viewer's eye, pointing fingers are still working pretty good. I really love how this shot came out, camera movement adds a lot.





Monday, 21 April 2014

Animations

When Storyboard was finished I already had my breath and walk idles done.

WALK


I had a lot of trouble with doing walk animation last year, but in the end I managed to do it. This year it was much easier, I quite like how it came out. I still used reference to help me.

BREATH

To produce my breathing animation I used relaxed pose that I previously made. I tried to make this pose a bit less symmetrical by offsetting the weight center a bit to the side.


Next animation to tackle was run animation. That was quite hard to do. At the beginning I thought that it would be something like walking, but it is actually quite different. There is much more stretching and energy in the run animation, and bit where character is off the ground changes a lot as you need to plan the landing as well.
RUN
From our plan we knew that we are going to have pit obstacle, there will be a plan across it, but it is going to break. That gave us opportunity to chose between balance on plan and jump animations. I decided to go with a jump. I crated the jump that way so it continues from run.


We also decided that we will need some sort of rest/ breath catching animation after boulder chase scene. So I went with a pretty stereotypical pose for this. I tried to exaggerate some movement to make animation read from the distance.

REST


 JUMP

Last year I've done jump animation from spot. But this time it was different as it was jump in movement. Unfortunately at first I failed to find any reference for running jump, and then I simply forgot about it. It was my big mistake, I realized that it looks not how I wanted only when we were half way done with our scene and I had no time to change anything. 

 PUSH

Next animation in plan was failed push. Failed - because it had to be a push animation of an object that can't be moved. Giant boulder in our case. I did't take any photo references for this animation but I've done tons of wall pushing myself to see how it works. I decided to do elbow push as I found that it is most comfortable.


The last quick animation was the celebration, we needed it to end our cinematic in somewhat meaningful way. I though that jump with a fist in the air would be appropriate.

CELEBRATION


We decided not to make any voice in our cinematic. So each of us done lipsync tasks separately.

LIPSYNC











Block-out + Storyboard

When our idea was solid we sketched a scheme/plan for our scene.


That scheme allowed us to plan what kind of animations we are going to do without having storyboard and actual block out in Maya. But that was also our starting point for storyboard and level building.

In the end we decided that we will need -
-run animation (while chased by a giant boulder)
-rest animation (after fast running)
-push animation ( of an object that can't be moved)
-walk animation
-balance or jump animation (to get through the pit trap)
-celebration anim ( when they get the reward)

We divided tasks among us: 
- Me: Storyboard
-Aaron: Level building
-Chris: Animatic (after storyboard is finished)

Storyboard

Board- part 1

Board- part 2



I had no previous experience in drawing storyboards,and after watching the animatic of Iron Man that Phil showed us,I went a bit too far with rendering. So I made my research and found out that storyboards for cartoons are mainly line drawings when storyboards for Movies are more rendered. On board-part 2 you can see that I experimented with the style a bit. 


First frames of the storyboard contain 4th character as our team consisted of 4 members in the beginning.
But as we didn't know if 4th member is going to contribute at all I decided not to paint his character after. Making of the storyboard took me some time, and painting 4th character would make it worse.

Animatic reference:







Monday, 3 March 2014

Idea


For our cinematic we decided to make some kind of abandon school with traps. Something in style of Indiana Jones. As a reason why 4 kinds end up in abandoned school with traps, I thought about quite popular movement called diggers. People who love adventures and old stuff, get in in old ruins and abandoned places to search for voices of the past, things that will tell the story of long gone days.

In order to include all idles we will make several stages. First our characters are getting in trap and running from the giant spherical rock, just like Jones on the picture above, they get saved because corridor ends, they pass the door but the rock get stuck. This is the first idle-running. Then a bit of space where character will need to walk their way to next obstacles. Here we are planning to make different things like swinging axes, holes with spikes etc.


Something like in First Knight Movie. Weird school, right?
But that will allow us to make idles such as jump, jump over, dodge, roll over or even something like character walking tightly next to the wall. Like in the movies where people get out of the window and try to walk to the next one to get away from bad guys.

Walk animation


When making walk animation I tried to make it show the personality of a character. I wanted this girl to be very confident, possibly a person who is an initiator of the ideas, person who always rush and love adventures. So the walk had to be confident as well. While making this animation I worked by looking what works best, without using numbers. I've been working that way last year so it kind of works for me. Animation is always hard for me because I understand how it must look, and it takes me tones of time to get there, hard to let it go when something is not coming out.

To avoid tic in cycled animation I had to adjust curves in first and last frames. To do that I first had to set it to post and pre infinity.


After that I had to turn on the infinity to see the curves