For those that are interested I have a new blog set up for this year’s work. (2016/2017)
For those that are interested I have a new blog set up for this year’s work. (2016/2017)
So after all the mess ups and glitches that happened this week we got the animation done with the appropriate changes made to the new animation. This was our animation before making the changes:
For sound we told to make the following changes:
For this we added new dialogue and sound effects. The new piece of dialogue “this is shocking” we used to create a punchline.
For camera we were advised to:
For the intro we changed the camera to a lateral tracking shot using the influence of Stanley Kubrick whilst in scene 2 we just zoom out the camera back to the way it was previous and like in our animatic. By fixing the light in scene one we were also able to establish which light was broken.
For Effects we were advised to:
For this we cut out the effects in scene two , keeping with the Ambient Occlusion inverted effect. We added the AO inverted to the bed as well to show the she has touched it swell. For the comedic zap we added some special effects in After Effects.
Lighting is a major thing i wanted to fix in scene 1. However you can see there had been many challenges trying to fix the lighting and then having to fix them in AE. It was fixed to a degree however if it was me I would spend an eternity on it.
We also were advised to fix:
For this we redid the curtain scene and changed the pose in the outro, hopefully these scenes will have made our animation better.
This is the Animation after these changes:
After posting this online Michael Bass commented on the eyes in the intro scene; saying the glow is too strong and doesn’t make sense before she electrocutes herself. We tried our best to fix this however there was difficulties. We were able to fix the eyes a little bit and there is some different between the eyes in scene 1 & 2. We decided before making a mess of it to just stop and say we tried.
Here is our FINAL (I mean it) animation:
I am so proud of everyone involved and it’s so good to see an end product to three months work.
Okay I left this post the end because the past two weeks have been gradual fuck ups.
So while we were rendering are most longest and complicated scene, I had put on final gather, little did I know 240 frames across two computers would take two days because of it. Thats not all when we finally got it rendered days before it came out like this.
Camera on Acid
I don’t know how this happened, I checked the frames… I thought it I did and this pieces of shit came out. At this point I had enough we realised we didn’t have an extra two days to again because we planned for editing over the weekend. We did what we never wanted to do.
Yes I know we were desperate, we tried to render farm the intro scene. We installed the programme but because the character was textured using PSD files, the render farm wouldn’t send it through. Render farm kept crashing and when I finally got it. My laptop crashed and corrupted the file, you can learn something from this. Don’t try to render farm on a laptop!
With that not working and moments of panicking I went to every machine possibly and rendered out intro again. Took a few hours, considerably less time. If only this was done a few days ago without final gather on or the camera messing up. I wouldn’t have wrote this.
The one thing I wanted to fix was the lighting but the light fog decided not to work after much frustration we decided to render on anyways. In the end myself and Lorna fixed the go in After Effects but it can be very annoying when things at the last minutes decide to fail.
Now i’m not proud of what I did but I decided to tap out for the weekend where more mess ups were happening. For that I’m gonna pass the torch to Lorna who had a whole range of stuff to deal with. However she and Beccaa did a fantastic job if it wasn’t for them we wouldn’t have finished the animation.
For data and imaging visualisation, not know what to expect of the module to start off with. For floating city there was a degree of fear that came up with it. When it comes to Maya Having no confidence in it whats so ever with my previous animations not assignments not being amazing to any standard! This was heavily reflected in floating city. If you were to look at the amount I try to do the with software compared to others. I clearly didn’t want to touch it! However once it got the head model where I could focus on it myself and spent two months with it and the software; I finally got to the stage with the software where i could appreciate it for what it was.
My time management with the overall module was okay to begin with. For floating city there was an even enough balance between this project and other projects. However this was due to some of my team members being in my group in both modules so there our group was understanding when things needed to be done in other projects. For my head model initially however due to my poor time management after the Easter break,the head model was finished a day before the deadline. Honestly this should have been finished earlier.
Through the module, there were lesson to be learned. Thinking of the head model, learning that all models need a great deal of planning and the topology of the mesh is important. It’s not just how it looks instead of worrying over the details I’m gonna sort out my time management because at the moment there isn’t one! Thinking back to floating city, what is to be taken from it is to take more risks and dive in a lot more. I wouldn’t have learnt what I did by staying with research and drawings in my book. That was definitely a big flaw in my approach to the module.
So as you can see , there is a lot to learn but to finish off because I feel like I should show more of the topology of my head model. Heres more of the head model…UNSMOOTHED AHHHHHHH!
So the head model is “finished” Overall I think I am happy, I could have spent a lot longer sculpting it but then it would never get done in time. I was so happy that at least it looks like a face and the topology is somewhat organised. To show the how it looks smoothed and in it’s raw form here is a comparison:
Here it is a playblast of the model, just doing a rotation show show all parts.
Definitely looking at it now I would work a lot more on the eyes and lips and possibly retouch or remodelled the bottom of the nose however since its about the topology I think its okay to say job done.
So at last the finishing touches, Where I left off was finishing the ears. At this point I flipped over the head and it looked like this:
Now clearly it doesn’t look like me, my chin is too pointed and i seem to be missing a jaw. My nose is wrong, there are various reasons but we will settle with just wrong. The lips seem too stretched and the eyes look sunken in; so as you can see I have some work to do.
I looked into the sculpting tools to be my saviour, I found some of them to be too extreme or just not helpful (with my workflow) so I just used the general sculpt tool where I increase/decrease the size of the vertices and smooth all in one tool. Attempted to fix the nose and trying to fix the mesh along the way I got to this point. It looked to me pretty decent on an angle, using my other reference photos to help however one I went to the front view I was disappointed.
The back of the head and eyes were a mess at the nose was not working for me, I’ve mentioned a few times that my nose is really annoying because it s not aligned with my face and trying to replicate it on this model has been very frustrating. So the smooth tool definitely was my friend when I was trying to balance the mesh out.
At this point I thought I was finally getting somewhere and by asking my dad was much needed advice here was the things I need to tackle.
I wish I took more screenshots but if that was the case you would see the head model change every few minutes. A lot of tweaking and undoing what I was tweaking on loop.
I found not only using my reference images helpful but my drawings as well to feature out particular nose and lip shapes. At this point and I felt as if the top of my head and the jawline were forming. The eyes still looks weird and the theres wrinnkles around the top lips that are a no but continuing to fix them as I go.
After a lot more re working I think i felt the end draw near! Doing the last tweaks and touches ups before I just give up and call it a day! [I would like to point out i’m not working on the smoothed view, i’m constantly flicking between smooth and unsmoothed but for the screenshots I went for smooth. ]
And here it is, I think it looks like me. The nose has improved from the first image a lot so that’s a plus and I like my jaw line. The topology looks a lot more clean that it was two days ago so overall I’m pleased!
So one of critiques or pieces of advice if you will was to make the zap of electricity like a comedic zap for that we looked into videos of lightning. You would actually be surprised how little videos there are of this when initially googling I found this and shown the group and the animation and subject of all just kept making me laugh.
Electrical Work Safety Awareness Training – Accessed 6th May 2016
Yea I did not take research seriously at all. We talked to Ryan and he reminded us of the Green Mile scene where one of the inmates on death row is in the electrocution chair and is caught on fire. One of the great things about Ryan is that he remembers references I forget and then I end up kicking myself after.
Green Mille Execution scene- Accessed 6th May 2016
After looking at these Beccaa actually found some good research on the electrocution for scene 3. So I’m gonna let you go over to Beccaa’s post because as Tubbs & Edward say “Theres nothing for you here.” (League of Gentlemen reference, no…okay then.)