Sunday, 30 May 2010
Wednesday, 26 May 2010
HAND IN
Monday, 24 May 2010
WHAT A SHINER!
MelonDodge - Playblast v4
This is the altered playblast of the melon dodge sequence. The second and third melon shots now hit the ground more or less at the same time as the bottles now and I have increased the blast radius and initial blast speed for that more Joel Shumacher look. We need to add tyre and spring deformation now for added realism which I'll be doing once the final animation of the guard has been tweaked. Comments people - good and bad naturally!
Sunday, 23 May 2010
Final
Sorry for any troubles, but I just like to move on for now. I hope my leaving hasn't disrupted too much. Neither will I be on the showing day, it wouldn't be right.
Friday, 21 May 2010
For Lewis
SHOT 23
but as you can see the hip control poly dont render out because it has no texture or lambert to it. =)
v1
v2
v2 with texture
Thursday, 20 May 2010
Wednesday, 19 May 2010
shot 2 re hashed and patches in air touch up
new sip shot made it better today.
patches flying in air. any feedback much welcome
Shot 34
Made some more tweaks to the animation on this one. Fingers no longer look like they're playing Casio keyboard. The one below is the newer version.
UPDATE:
shot 2 re done
this top one is the shot before i made some minor tweaks.
this is the latest one. gunna try polish of some more of my shots now =)
Shot 70 and 34 redone
Tried to make that smile better. Since the guard has a black right eye, I didn't think it would make sense for him to open it as wide as his left one.
Also managed to manage that hat as well. No more crazy spacking out, that 'the hats got its own personality' excuse is gone now.'
UPDATE:
Tuesday, 18 May 2010
Today...
Cloud Lightening Sequence.
Monday, 17 May 2010
Sunday, 16 May 2010
Saturday, 15 May 2010
MAYA FILES AND PLAYBLASTS PLEASE
Also guys, please name you files after the shots eg. 'Shot_39'. I don't want to see 'breadbeard_angry_face_ver7'. Trust me it will make it so much easier when setting shots up to render too!
Friday, 14 May 2010
New Shots
Breadbeard 360
http://www.vimeo.com/11712501
Current Ammo
http://www.vimeo.com/11712877
Thursday, 13 May 2010
Melon Pick Up so far...
Just a review of what's taken place on the melon pick up since I left it. After looking at the animatic this animation is obviously too long. Put too much ephasis on the weight and him handling it. In the animatic he handles it with ease, so I guess I can show weight, just make it quicker.
Shot 34
I saw the Casper closet scene that Lewis mentioned, helped to get a really clear idea of what he was looking for. This is the first attempt. The eccentric spacking out must have been left over from the previous shot, by accident. I think this one is too frantic but here it is if you like it. Making the guard go off screen was annoying as hell, unable to parent it pproperly because of guard or scooter justgoes to another location, I had to do them seperately. One word, Grrrrr!!!!
This one is more believable. Believe it! Take your pick.
SHOT 22 COMPLETEISH....
ok added on my bit where the kart turns around and zooms of the screen. all the first stuff is toms work. gave this file to tom to add in twitching after he rats down on the chair. also tom will hopefully polish of my work with the arms and hands maybe.? but this shot is well funny tho. as you think hes dead lol but he not.
Rendering Results
Got this two frames from Tom this morning. The entire shot is not finished yet so we can't see it in motion. Its on about 85%.
Apart from a stupid mistake - got the wall turned off in layers - it looks fine. And I know how to fix it so STOP WHINING. Tom if you are looking at this, as we have discussed, in maya shift select all the light and the wall and nothing else, on the right where the layers are, click on renders and create new layer.(like creating a occulution layer but you dont change the attribute) That should do. It shouldn't take that long to render on a local machine. Then we can just compose that in.
Second thing is...In the 1st frame you can see the background is empty, we can fix that by either starting this shot at frame 10(ish) so that you dont see it OR we can render out another layer and compose them in. Which ever way? its up to Lewis.
Oh, the motion blur at frame 52 (second picture) may looks a bit over the top, but I'm holding on for all the render to be finished and see the whole thing before deciding whether we need to change that or not because it may looks better in motion.
So yeah.. http://www.youtube.com/watch?v=WL1lfSzgcAw
If there is anything else....the scooter handle...is black...due to the reason... you know..(still missing texturing OMG!) I think we should just keep it black. Looks alright in action.
GUUUUYSSS!
Dean, if you get the files and you are having problems with the textures just get the animations down. I will do the texturing for you next week if need be!
Wednesday, 12 May 2010
drive up progress 2
This is the drive close up I just did.I especially like the hat movement at the end, go me! (that was kinda gay) anyway let me know if y'all digs.
Tuesday, 11 May 2010
Shot 35
This one was a nightmare. Midday through the day it was going so badly, but I managed to pull it together. Not too bad eh?
Melon Dodge Sequence VidDiary 3
Some new RnD from the weekend. Progress is going well.....more soon....
Monday, 10 May 2010
Lightning sequence Timing for J.B!
Camera 2: 1 sec
Camera3: 2 sec
Camera4: 2 sec
Camera5: 2 sec
Camera 6: between 3-4 sec
Return to Camera 4 for ending: 3 sec
Sunday, 9 May 2010
Shot 51_breadbeard lands, Shot 31_listen Lad
Okay think i finished all my shots now, been combing through them and fixed a lot of the lil problems :)
little update of the listen lad line, just put Walker in, just did some real quick movement on him.
Shot overload!
this is my tweaking of Hayley's animation!
I did this one in between working at my job today, half done!
Shot 30 DONE!
Shot 50_ Final Summersault and Shot 51_in progress
Shot 50 Ver. 1.4, have been working on this a lot today, and this is all i can manage this weekend, will have to go with this cos i don't have any more time i can spend getting this any better :D
Im pretty happy with it, is headed in the right direction. :)
Right now
i got cracking on the shot of Bread Beards landing, so far i set up the shot and animated the guards reactions, will be working on his face, need to key frame bread beard landing, and i also made the claw rumble around, so the audience don't forget that its there.
Shot 51 ver. 1.0, Breadbeard's Landing.
work in progress, needs finishing.
Saturday, 8 May 2010
Shot 50 ver 1.3_ latest on BreadBeards Summersault
new work in progress for Breadbeards Bullet time summersault. Is looking better, smoother, I added his sword, am just correcting his elbow freaking out.
I will change the camera movement too, so its a little tighter. I think this 80% done, just needs minor tweeking.
Friday, 7 May 2010
Shot 55 Updated Again
Hey Guys, here's shot 55 I hope this looks better...
let me know if you want any changes made to it over the weekend :)
Hx
update on roll
This is the update....I know I'm gonna hate myself for saying this but, gimme your critisism.
Shot 50 ver 1.2 _Progress on Breadbeard's Bullet time summersault
this is a work in progress, will be working on this till i got it smooth.
i have been through afew different versions of this jump, this one looks pretty gymnast like, if you want it to look more "spider-man" like, him pirouetting through the air, spinning more i can have another go, but i may need the weekend to do it.
i think i will have this finished by tonight.
Melon-Dodge Sequence DevDiary Pt2
More Torch roll
Another test I did this morning. I think it needs a bit more momentum on the rolling. I'm trying to animate with the music in mind here. Make it faster?
UPDATE:
Melon-Dodge Sequence DevDiary Pt1
I've started work on the Melon Dodge Sequence for this animation. I've started by creating all the necessary melon styled geometry. Now the biggest problem in creating this scene is how to create a burstable object with fluid and internal gibs etc. I've opted to create the watermelon using an nCloth dynamic. However the biggest problem with this is that there is no way to move the nCloth watermelon without having a passive object in the middle of it. The passive object is keyframed and the nCloth dynamic is parented to it so that the keyframe animation drives the nCloth object. It also keeps the nCloth object inflated. I've also set the nCloth object to include a tearable constraint so that the object exterior tears and rips on impact. The nCloth object contains a fluid nDynamic. As you can see from the playblasts the object tears and interacts with other passive objects and rips open. Now I have the problem of how to get the passive object to switch off the so that the gooey fluid interior can splatter everywhere on impact. More soon guys!
Thursday, 6 May 2010
Cardboard
breadbeard fire!
this is the shot finished i think. i like it a lot. this small video dont do the vid justice tho. i spent 2 college working days on this. will need to show ya lewis tomorrow in a bigger version. hope u like it tho
Breadbeard Rises... 360 style
Shots 17 and 18 Update
I'm not quite sure about the angle for shot 18 because the stand is not as high and the Guard is positioned differently to the animatic. You may have to play around with that but I just positioned it here for now. Tom I havent changed your facial expressions I thought they were pretty good lol.
SHOT 28
Walker Shot 41
Hey Guys, here's my first attempt with Walker for shot 41, I'm not really sure what else to do with him?
Hx
Update: Following Tom's comments
Walker rig...
Sorry for the lateness
Wednesday, 5 May 2010
Shot 55 Update
After my discussions with Tom today, is this version of the Never scene (shot 55) better? In this one the Guard knocks the sword out of Breadbeard's hand and the sword flies to the top right.
Drive up progress 1
Since I haven't seen anyone animating the guard dropping his items, I decided to do it. Since the box is stationay on his tum-tum theres no way it can fall off. So when the guard swerves to his left before driving up, the force of it will make it fall off. I also decided to add a little pause on the whiskey bottle for a little Road Runner moment. The one up top is the first one I did.
This is the second one after looking at the animatic I and the first animating I did, it seems to plain to make him just go straight into awe. So I decided to have him squint first and then go in awe. Call it a personal preference of mine, but it ain't my call. You guys hit me up on what you think.
UPDATE:
Yeah I know it looks crappy, I need help to motion path this. The guard and the scooter just end up in different positions everytime I try to do so.
Shot 31_LISTEN LAD DIALOGUE VER 1.4
i started this shot over,
I personally think its a big improvement. more character. am getting the hang of changing the characters movements on the fly, so its getting quicker :)
Shot 56
Here's scene 56 where the sword is thrown through the air towards the ship.
I was wondering is Walker still left on the ship or is it being left blank? Because obviously the Captain is with the Guard and Patches has been shot out of the canon so that leaves Walker on the boat right?
Shot 17, 53 and 55 UPDATES
Hey Guys thought I would give you an update as to how my scenes are going.
All of my scenes are work in progress, especially the lightning and 'never' scenes.
Ive had a bit of a play around with Tom's version of the Lightning strike and this is how it looks so far for scenes 17 and 18, I think it looks better than the versions I did before.
Breadbeard unsheathing the Sword:
Finally the 'Neveeerrrrrrrrrrr' Scene with the Guard and Breadbeard. I am going to work on their heads and legs and more on the Guard's movement at the end tomorrow. And LOL at the Sword it will be thrown straight I promise.
Hope these are ok :) H
Walker's weighting finished
The file is called 'walker_weight_final.mb' under my name.
Tuesday, 4 May 2010
Guard and Breadbeard TOM!
Tom- can you change it so it is his left or have I got to change the scenes I have nearly finished?!
SHOT 31_LISTEN LAD DIALOGUE VER 1.2
just some progress on the captain starting to say listen lad..
is looking good, just gonna add the lip sync tonight,
Tom ill need to get the sword asset of f you cos the captains got it in his hand in one of my shots,
ok thanks :)
Torch rolls and guard accessories
I think that the speed needs altering a bit which is tricky, but I'll manage. Josh says the torch needed an extra bounce as it hit the floor before it rolls. I've done that, dunno if you can see that clearly though.
Oh yeah I also managed to input the items in this scene, thanks Ash. Right enough postings from me today, y'all gimme your critiscism.
Dodge Progress 5
Shot 56: Sword Clash
Click the link below to see a larger version of the footage...
http://www.vimeo.com/11461157
Lightening 2.0
Monday, 3 May 2010
SHOT 15_CLAW GRAB ver 1.3
hey guys, i added the plinth with the cereal on it and reanimated the claw, looks a lot more convincing this time, kay ,gonna move onto some lip sync now :)
Sunday, 2 May 2010
Dodge Progress 4
Today I was working on getting the hands to stay on the handles,no easy feat. here you can see him turning the front of the scooter, however I'm starting to wonder if I should of gone through the effort with the arms, you can't tell form behind. Oh well, facial expressions next.
Saturday, 1 May 2010
Walker
Dodge progress 2
Mate I've never worked on a more fustrating animaion in my life! Anyways, man the big movents are more or less done now, you can tell that the force of movement is effected on the guard as well as the scooter looks like it's pivoting on one wheel every time it rotates to cut across. Will be doing other pars such as the arms, elbows, legs etc. Let me know if y'all digs.
Claw grab shot 14
hey guys, i animated this at the same time index as the animatic, is this shot a little too fast?
i can redo it to make it a little slower, like hes trying to balance while reaching.
ok, ill do my best to get as many shots done today as i can.
hey guys, heres another stab at shot 15 with the claw, is a little slower, sorry i cant figure out the pincer claws, i moved the centre points to the end but when i try to move they whole thing it goofs and drifts apart, so i key framed them manually.
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