I’m really sad because there will be no more class from Nick next Term. I learned so much from him.
FINAL ANIMATION DEMO
DOCUMENTING
This week I did the shooting for the compositing. I bought a green gloves on amazon and shoot the video myself.
I filmed the video and used premiere pro to take out the green gloves. I used the “Ultra Key” effect and selected the colour to remove the gloves.
Instead of exporting the video from the alpha channel, I used the luma key to take out the black background.
Process:
I also shoot a blank background for the final compositing:
Final work:
From past weeks of learning, I really gained a lot understanding about rigging.
I learned that Rigging is composed of three parts: geometry, curves, and joints. Geometry is controlled by joints. Joints are controlled by Controllers. Organization in Rigging is essential. Something that’s named wrongly, something that’s not properly aligned, or something that’s not in the right place all of those things will break the rig.
Final render and animation
Story in one sentence:
This week I did my first draft previz. Though the concept part is hard but I had fun doing it. I really want the story to present a cheerful feeling: though life is hard, there is always nice people there cheering and support you as long as you believe there is a way out. Locking yourself inside only leads to inappropriate behaviour which cause a emotionally weak person. Like the devil in the story, who locked his feeling and believed in that. He even put small monkeys in his mental garden as a defensive mechanism. However, the friendly and nice doggie is a savour that come to make his life better. Again though everything is very abstract and filled with metaphor, that is just the way I choose to tell the story.
NEW STORYBOARD:
This is just a storyboard I did on how can I develop the story further in the future.
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I decided to use the story of the dog and demon as the final previz and keep the magician’s hand in the beginning. The hand is crucial If it is really going to be a story, so I’ll keep it. Also I will keep some parts with little keyframe because I want to just keep the crucial shot.
Idea: Naturalistic mech arm
I want to create a naturalistic looking for my mechanical arm because I think it is interesting to blend the idea of nature and machines together. A lot of design in life actually comes from nature. One example is the sharkskin swimsuit. Shark skin has a texture that can reduce drag in the water, allowing swimmers to move more quickly.
Design the robot arm in Procreate:
Modelling process:
Final model
Introduction
Stage1:
Sketches on circus performers
Rendered image of the rough set
Stage2:
Posing in the set
Rendered image of the set
Development on the character and story
Example 1: The viewer is working, but in the next second he loses awareness of his own appearance, such as dislocation of facial features, increased number of eyes, et.
Work on the idea of the set (with assets I made before)
Rendered image of the set
Example 2:
last second, the viewer thinks he/she is standing in the corridor. The next second he/she got lifted and floated in the air like a marionette somehow
This week I rework on a few shots from before to make it have more depth. I change the focal length of the camera in the software to achieve that affect.
The focal length of a lens is determined when the lens is focused at infinity. Lens focal length tells us how much of the scene will be captured and how large individual elements will be. So it is important to pay attention to it while doing previz.
UV MAPPING:
Open the UV first, then in maya, there will be a messy UV, then sew it and then unfold it to organize it. Then cut it the way it makes (the default square map on the UV has to be even). Keep doing the process until the UV map is tidy and the square is even.
Texturing:
There are two ways to do the texture here. One is using Substance Painter to paint it following the UV map. The second way is using a node to do the texture. For this project, I think it is better to use nodes for texturing.
I did some experiments on the texture as well to find the best visual I wanted:
Rendering process:
Final: