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project 2

Week12: Animation & Shelter

Sessions with George

Shelter

Advanced Body Mechanics

This week:

  1. Continue to finish blocking
  2. Based on last week’s feedback, I revised the back of my storyboard.
  3. And gave the character character a personality that could be leaned towards MEAN since she was laughing at someone.

When she was having the most fun laughing, a pillow from outside the field hit her, causing her to fall to the ground.

This pillow could have been thrown by the mocker, or it could have been a coincidence of justice from heaven.

In any case, the pillow flew at her face with some speed.

4. Secondly, I re-recorded the reference to my own rendition of the video and changed the angle a bit.

The angle was changed from the original frontal to a three-quarter side.

Advantages of the three-quarter side:

Both the pure side and the three-quarter side are intended to better reflect the fractal shape of the figure’s edges. With a frontal view, there is only the basic shape of the face, whereas the three-quarter side has both the shape of the face and the features, as well as perspective. With the addition of the figure’s demeanour, the image can be instantly enriched.

Feedback:
1. This week’s blocking needs attention to the standing pose at the beginning, adding variation to the upper body pose.
2. And delete the middle section of the leg shot, pay attention to the speed of the pillow flying over and the arc of the fall, and the character falling pose.
3. While falling, the face still needs to face the camera so that more can be done to show.
4. The key frames of the reference video are pointed out and can be referred to when modifying.


Shelter

This week:

This week was spent preparing for PRESENTATION by consolidating everyone’s existing assets. As well as organising the materials needed for the follow up, and assigning what each person should do.

During the holidays members completed further work on the storyboard, refinement of the spaceship materials, robot bindings and the addition of expressions, boy bindings testing, redrawing of the boy’s three views, and scene simulation in 3d.

Holiday

What I’ve done?

During the holiday I briefly mocked up the initial binding of the boy to see if there were any problems with the model and the movement‘s effect.
And redrew the three views of the little boy as well as testing the feel of the scene simulation in 3d.
And added expressions to the robot.

Boy:
Using mixamo Quick Bone Binding and ADV for an effect test.

boy design

Testing scene maps to 3d:

Use the depth map as a replacement map in blender to create a 3d effect scene map.

robot:

Presentation:

group work whole

This week & next week

Done & Will do

During the meeting last Sunday, a secondary division of labour took place.
The current distribution of tasks afterwards is:

  1. Jiaruo: character clothes design modifications, three view modifications (2d); complete scene of the shelter to match the size of the character and ship; create tree and water models; character’s rigging and painting weights (3d)
  2. Tang: character clothing modifications; completion of the tree scene follow-up; desert scene production (3d)
  3. Yuhan: modifying the ship; completing the materials for the shelter scene (3d)

Done:

This week I finished modifying the model of the shelter scene, preliminary modifications to the boy’s costume and preliminary modelling of the tree.

The boys’ outfit.
I mainly modified the bottom half of the body, I felt that the original layers of trousers, socks and shoes were a little too redundant.
I changed the trousers towards space trousers and the shoes to look like moon shoes, more in line with what a boy would wear if he was flying to a planet.
The sides of the upper body armour have been thickened to a darker colour to add thickness.
The original decorations on the arms have been changed to darker pockets to match the suit and make it more integral.
Velcro details were added to the cuffs and pockets and stitching were added to the trousers.

I feel that after this revision the figure will be more integrated and thicker than the original. Of course, due to time issues, there were still a lot of details that could have been changed.

I used speed tree to build the trunk of the tree, referring to the scene I designed before, and tried to recreate the original effect.

Members:

Yuhan: scene UV, enter sp for material

Tang: character UV, character material (change)

Yuhan

Tang

Will do:

Conference feedback
Next week:

Yuhan: sp make material, follow 2D design, door is a little bit paste
(Tang’s suggestion: matte the material a bit)
(Jiaruo’s suggestion: differentiate the material of the door and the wall)

Jiaruo: 1. Add leaves to the tree model 2. Start rigging

Tang:

  1. Modify the dirt on the sleeve
  2. Import into maya to see the effect
  3. Do the desert scene

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