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Advanced and Experimental 3D Computer Animation Techniques Previs Term 2

Submission Post: Adv&Exp – Previs

Previs Development:

Same as last week, mostly small fixes. I did swap out the tall guy with the main character in Shot 0110/0120/0125, and adjusted the animation accordingly. While there’s a lot of things I want to fix/improve on/add to my previs, I did really enjoy this project and it feels good to already have a good visual plan for my FMP. I do wish I had delved more into previsualising transitions between shots and such, but I’m planning to do this once I am able to come back to the development of the previs along with adding additional shots I didn’t have time for.

Previs Feedback:

  • In opening shots, the main character’s pose is too visually boring. Have hips and shoulders angled, head tilted, elbow more out, etc
  • Consider cutting Shot 0060, and have previous and next shot meld together instead (camera just getting closer). Something to play around with
  • Lots of character in Shot 0120. If buff guy was more stoic it would feel like a power struggle between him and the main character, with hyper kid just on the side doing his own thing. Instead there’s a nice contrast between stoic main character and hyper kid, with the buff guy acting as the big friendly giant trope bringing everyone together. These character’s feel like a team
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3D Computer Animation Fundamentals Animation Term 1

Week 10: Animation

This week we’ll be blocking our body mechanics shot using our reference and planning from last week.

Body Mechanics Planning Feedback:

Reference collection:

Extra reference (from similar jump but new camera angle)

Pose sketches:

Animatic using poses (overlayed on Maya background set up):

Sphere animation (roughly matched to the head, hips, hands, and feet of the reference footage):

Feedback from George:

  • Some of the arcs feel slow, make them more punchy
  • Don’t forget to switch hands and feet between IK and FK depending on if they have made contact with the wall or not
  • Towards the end of the reference shot when the guy stands up and his hands lift off the wall, the screen right hand peels off nicely because of the angle. Make sure to include and push this in anim
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3D Computer Animation Fundamentals Immersion Term 1

Week 10: Immersion

This week I blocked animation for shot 0190. I also imported the alembic cache for shot 0180 (0170 and 0180 combined) and shot 0190 to UE5 and set them up in the sequencer.

Shot 0190 Blocking:

I also saw that the creator of the Artemis & Apollo rigs, Ramon Arango, is going to be releasing a new rig pack this week of 6 human character rigs. I want to buy them anyway for my personal use, but I realised I could use some of the rigs as the secondary characters for this project. I do wish I had them sooner as I would have liked to maybe use one of them as the main character also, purely for style matching sake as the new rigs look a little different to the Apollo rig. However I think since the Apollo rig is the only main character, I’m happy with the rig for him looking different.