Sunday, 30 May 2010

Shot 46

Shot 42 re-animating part 2

Made the animation faster, still needs work. Any tips would be helpful.

Wednesday, 26 May 2010



I will need them to put into the animatic. If anyone does email me or put a post on adrive, shoot me a text so I can know immediately, or call me!


The animatic is on my blog guys!

Monday, 24 May 2010


Hi All, I've done the beaten up guard texture! I gave him a black eye and some scratches. What do you think?

MelonDodge - Playblast v4

Hi Everyone - ain't it awesome weather we're having at the moment - FRACKING AMAZING!

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


I just wanted to say good luck with the final film
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

Compositing Test

For Lewis

Hey Lewis, if you have the time you can Download the file ALLCUTOUT_FOR_LEWIS.mb under my name on Adrive and make the card board. because the previous one cant be used =( dont know how to explain but its difficult.. If you can add the textures on the characters and render from the camera: RENDERCUTOUT.. then photo shop it that be cool.. but its jus needed for post production i suppose.


Hey guys let me know what you think.. there is a green background because the character pulls backwards as well. so i thought i have a green block so we can key it out in post production.

but as you can see the hip control poly dont render out because it has no texture or lambert to it. =)


v2 with texture

Thursday, 20 May 2010

shot 36

This is the playblast for shot 36, also feast your eyes on the pics up above. Pretty pleased with the animating today.

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.


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.'


Tuesday, 18 May 2010


... at college the render farm completed the scenes from the Guard Duck scene. 2 of which didnt render but those can be done locally at any time. But anyway, Alec very kindly quickly threw together this short sample of the scene in After Effects...

Cloud Lightening Sequence.

The shot was submitted yesterday, but I've got to confess it doesn't please me yet. So a new version will be ready for tomorrow. It looks too flat, too sedentary, so I'm using the same basis but just doing some position and perspective changes to make it look less flat and a little more dynamic.

Monday, 17 May 2010

new animatic,

i put the new animatic on my blog, but dont look at it...just dont

shot 14

shot 14 lewis all done in time uploading to a drive now in my folder woooh.

Sunday, 16 May 2010

shots 67, 71 & 72

All my alocated shots are complete.

Shots 66, 68 and 70

Another batch. only 3 more to do, so let me know if y'all digg these.

Saturday, 15 May 2010


Guys I neeeeeed all of your Maya shots uploaded to Adrive tomorrow, I have to put them all together in premiere for Alan. When you have uploaded the files, text me and let me know, also tell me the file names and where you have put it.

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!

shot 63-65

Friday, 14 May 2010

New Shots

Heres some new shots, Breadbeard 360 still needs touching up and the lower one is just half of a single scene. (Due to Blogspot not uploading my videos at the moment i've put a link to the videos on

Breadbeard 360

Current Ammo

Thursday, 13 May 2010

Shot 49

This one was a pain guys, a real pain. We need turn down the ol' giggly wiggly in this one!

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.


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..

If there is anything else....the scooter black...due to the reason... you know..(still missing texturing OMG!) I think we should just keep it black. Looks alright in action.


I've been trying to upload the character texture jpegs on the adrvie for dean since 8 this morning. I keep getting errors. Can either Tom or Mu give it a go.

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

Sup guys, is it possible for whoever has the textures for the Pirates to upload them onto ADrive if possible.

Shot 25,27,32 & 34

Shot 25

Shot 27

Shot 34


Our very first shot is on render farm! WEEEEEEEEEEEE

lets hope it works.

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.

Cut-Outs Image

I've created all of the cardboard cut-outs and am now preparing for set dressing.

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!

Hey J.B, here are the times for the shots you asked for!

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

Torch Finish!

Finally, it is finished. Now on to the other shots.

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 28 update

Shot 28 from Mariluz Noto on Vimeo.

Here is an improved shot 28, nearly getting there

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 :)


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.

breadbeard fire (complete)

spent more time on this today. think its ready to be renderd now =)

Melon-Dodge Sequence DevDiary Pt2

Hot off the digital presses is a new advancement. After consultation with Alex Hulse on how to turn off the passive collider mid simulation I got pointed in the right direction and turned off the dynamic and set it as a keyframed event. It seems so insanely obvious now but at the time it wasn't. So now I'm going to work on the bottle interaction as an additional layer of dynamic awesomeness.

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?


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


Wow, this was supposed to be a small job, turned out much more time consuming. I was up till the early hours of this morning re-texturing walkers head. I thought i could simply copy paste what I had before, but the UV's had moved around so drastically that I pretty much had to do it over again. After a well earned rest I woke up to find, the work I had done on Walkers head looked terrible. I was clearly so tired that I thought it was fine. So I had to do it AGAIN! The re texturing took most of the day. After which I set about putting the characters in the poses for the cardboard cut outs in the scene. It took the remainder of the day. Urrrrgh. Never mind here they are, tell me what you think. I'm sure Mu Li has something to say about them!

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

Heres my current progress with the 360 spin of breadbeard when he comes to life. Its still not finished but please give your comments...

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.


right, here is what iv done so far. There are a few problems which iv noticed such as the elbows and general graph editor correction. Let me know what you think.

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?


Update: Following Tom's comments

Walker rig...

The walker rig is now up and ready for use... if you need it either send me an email or ask me personally or go onto the adrive, go into my folder and look for the file called walker_weight_final_02.mb

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.

SHOTS 57-58 Rope cut and fall

Shot 57_ sword cuts rope

shot 58 ver 1.1_rope falling

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.


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.


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?

guard reach part 2


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

Walker's rig is now finished and on adrive. I briefly tested it and everything seems to work OK except few control issues. Had to rush a little to get it done though its so much easier than breadbeard and the guard. If i'm late tomorrow can Tom please have a look at the clusters on his spine? none of them are working atm, but im sure its easy to fix. Also run some tests and we will get it ready tomorrow. Cheers

The file is called 'walker_weight_final.mb' under my name.

Tuesday, 4 May 2010

Guard and Breadbeard TOM!

Hey on the Animatic Breadbeard pulls his sword out with his left hand, so I have done this for my shots including when the Guards says Never and he is still fighting with Breadbeard... but Tom on your clash he is holding it with his right hand grrrrrrrrrrr

Tom- can you change it so it is his left or have I got to change the scenes I have nearly finished?!


Hey guys this is breadbeard's line for shot 30. Let me know what you think!


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

Up at top is the guards expression. I made the animation a bit faster, it finished at 120 frames and I brought it down to 110 frames the animation finishes at 3 seconds and the vid ends at approximately 4.1 seconds... I think. Anyway I need the ok so I can then post this up on A-Drive.

Shot 56: Sword Clash

Heres my current progress in animating the swordfight between Breadbeard and the Guard. Its not finished yet but please give comments on improvements...

Click the link below to see a larger version of the footage...

Lightening 2.0

Hi Everybody - over the weekend I've been hard at work reworking the entire shot in Maya 2010. A real pain in ma ass but its had some payoffs in as much as I've managed to fine tune my technique better now. All of the electricity is now keyframed and animated accordingly and on Wednesday we'll be going through and adjusting the lights as required. I've already added a subtle lighting setup to the scene as well to lift it more. I've also added sparks to the grabber when hit and will be adding sparks to the ceilling lights tonight. I will also be posting a complete 'Behind a Sequence' Tutorial on my own domain later this week for all those interested in the techincal crap behind this sequence and all the settings required.

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


Hey all. Finally I have finished Walker. I have been hard at work at him all day but he's done. I have to say, I find texturing a little bit of a pain. I mean I'm new to it so I'm a bit shaky. Anyway here he is, tell me what you think.
Mu! I noticed that the model's eyeballs a just a fraction too high, they poke through the mesh. When weighting, just lower his eyeballs appropriately!

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.