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3.10 Week 10 Advanced & Experimental Project 1

Week 10: Previs-Shots – Final Draft

Introduction

This week, I worked on my final draft of my previs-shots for my Skullchaser animation. I am looking forward to using these preproduction videos as a reference for my final major animation project.

Previs-Shots

Part 1: Establishing Shot

My establishing shot consists of introducing the Halloween Town, its buildings and decorations.

By including some camera rotations, the animation seems to be more dynamic and playful.

Part 2: Character Intro

In this part, I used a Batman inspired Pumpkin signal to convey the idea that Skullchaser needs to find the stolen pumpkin to restore peace in Halloween Town.

Furthermore, I will also design a logo to introduce the character.

Part 3: Shooting & Running Sequence

The reference videos I recorded in the past weeks were crucial to create my running and shooting sequence.

In this part of the animation, Skullchaser faces some enemies and obstacles before finding the stolen pumpkin.

Part 4: Final Sequence

Skullchaser saves Halloween by finding the stolen pumpkin.

I included a low-angle shot to portray the idea that Skullchaser is strong and the hero of Halloween Town.

In addition, the character blinks an eye to communicate his self confidence in solving the case.

Further Comments

Learning how to create previs-shots was essential to understand the preproduction process of any animation. They are crucial to not only save resources but also time before working on the animation itself, as they give a rough overview of how the film is going to be structured.

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4.10 Week 10 Collaborative Unit

Week 10

The Lost World | Official Trailer

The Lost World | Official Trailer

Logline

An immersive experience that takes you on a journey through the dystopian environments of post climatic apocalyptic Earth inhabited by evolved creatures.

Hero Image

We created one Hero Image for each environment to feature their monument and creatures. In the future, it would be rewarding to see more environments, as our project can be expanded to more countries as climate change is a problem that affects us worldwide and we need to collaborate together to find a solution.

Obelisk – Buenos Aires, Argentina
Minar-E-Pakistan – Lahore, Pakistan

Work in Progress Presentation

https://www.youtube.com/watch?v=-G-xVkkDitE&ab_channel=DonatellaFlorenciaMikulasch
The Lost World | Behind the Scenes

Final Thoughts

The collaboration unit was a great opportunity to not only get to know people from different fields, but also become familiar with their workflows and software. This has helped me understand how to prepare my animations and assets in order to deliver my work to the VR team. 

Even though we faced some technical issues when it came to exporting the animations from Maya into Unity, we did manage to find a solution by being proactive and consulting different mentors. Learning from our mistakes has also been also essential to be more prepared in the future when we start working in the industry.    

In addition, having regular meetings and sharing our progress was essential in that we could receive feedback and share our opinions in view of enhancing our project.  

Furthermore, I have enjoyed bringing my personal knowledge from my previous job and applying my project management skills into our VR project. Although my background is in Graphic Design, I have felt confident organizing this collaborative project and enthusiastic about developing animation sequences.

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3.10 Week 10 Advanced & Experimental Project 1

Week 10: Mechanical Arm – Final Renders

Introduction

For this week, I focused on creating the final animated renders of my mechanical arm showcasing the details that I have modeled.

Animation Renders and Close-Ups

Mechanical Arm Animation

As opposed to character rigs, I wanted the mechanical arm to make robotic movements. For this reason, each part of the model moves in a sequential way.

Mechanical Arm Animation

Finger Animation

In the following animation, we can the flexion and extension of the fingers. In addition, we can appreciate in more detail the pads on the palm of the hand.

Mechanical Arm – Hand Close-Up

Elbow Animation

The following close-up showcases the details on the elbow and the screws that connect the different parts of the mechanical arm. Furthermore, in this render we can appreciate the variety of metallic materials in different colors.

Mechanical Arm – Elbow Close-Up

Final Thoughts

Over the past weeks, we have learned extremely useful tools and shortcuts to create our 3D models efficiently in Autodesk Maya. The main features I learned in this term are how to:

  • Extrude, bevel and insert edge loops to our surfaces.
  • Change, center and snap the pivot point to different vertex points.
  • Create locators and use parent and aim constraints on our models.
  • Use shortcuts to isolate selections and zoom in on a object.
  • Name our layers and control the hierarchy in an organized way.

We also got an overview of the compositing workflow and had the opportunity of filming a footage using a green screen sleeve. Even though my video edit did not turn out as I had expected, since the size of the mechanical arm and my actual arm were out of proportion, I enjoyed going through our modelling, rigging, animation and post-production process.

Even though at this point of my professional journey I would like to focus on character animation, getting an overview on some modelling skills is essential in that I can customize character rigs and props I use on my animations.

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3.9 Week 9 Advanced & Experimental Project 1

Week 9: Shooting & Running Sequence

Introduction

This week, I worked specifically on Skullchaser’s shooting and running sequence. I used the storyboard and reference videos I recorded last week to create my previs-shots.

Previs-Shots (Shooting & Running Sequence)

Shooting Sequence

The transitions of my running and shooting sequence are now clearer than my previous versions.

However, what I would like to polish for next week, are the rotations and movements of the rig itself as the controllers are not working as they should.

Process Breakdown

In order to create my previs-shots, I used my reference videos to help me pose the Skullchaser rig. On the left, there are some pictures of my previs-shots and on the right some shots of my reference videos.

Running Away from Bats

Aiming at Bats

Dropping the Pistol

Jumping off the Cliff

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3.9 Week 9 Advanced & Experimental Project 1

Week 9: Mechanical Arm Compositing

Introduction

For this week, I edited my mechanical arm onto my footage we recorded in class. Since it was my first attempt at editing a video of such nature, I encountered numerous challenges and difficulties.

Video Editing Attempt

Editing Process

In order to create the short film, I animated the mechanical arm in Maya.

I rotated the shoulder, elbow, wrist and finger controllers.

Then, I rendered the sequence and edited the video in Adobe Premiere.

Major Challenge

Proportions: The major problem I had was that the size of the mechanical arm was not the same as my actual arm. However, when I scaled the arm to cover the blank spaces, it looked out of proportion. For this reason, what I actually should have done was to use a tighter green sleeve to avoid this issue.

Further Comments

Even though the video editing did not turn out as I expected, it was important to learn the workflow of compositing. In the future, I will make sure to wear a tighter green screen suit to create more convincing animations.

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4.9 Week 9 Collaborative Unit

Week 9: Film Studies

Trailer Animation

For our submission, we decided to create a trailer to promote our VR experience. In this sense, at the collaboration fair we will showcase the trailer to engage people to come to our stand and the VR experience itself.

My Responsibilities

As the 3D animator in my team, it was my full responsibility to create the trailer. First, I came up with the script, then I established which camera shots we needed to include and finally I worked on the video editing.

Part 1: Creating the script

The picture on the left shows that I structured the trailer into five parts:

  • Part 1: The intro scene focuses on contextualizing the VR experience for the player.
  • Part 2: Invites the player to witness the rebirth of our world.
  • Part 3: Displays the dramatic consequences of the climate apocalypse.
  • Part 4: Focuses on featuring creature animations to emphasize the idea that life has evolved.
  • Part 5: The credits scene will show our names, and responsibilities.

Part 2: Setting Up Cameras in Unity

Apart from the recordings we made last week, I decided it was best to include some additional renders to showcase our environments. In this sense, our trailer would consist of both the recordings on the VR headset and some renders from Unity.

Cinematic Studio Package (Unity)
Recorder Package (Unity)

In order to record some shots in Unity, I had to download two packages: cinematic studio and recorder. Whereas the first one enabled me to establish a timeline for my camera animation, the second one rendered my shots and exported them into videos.

Establishing Shots

For our trailer, I wanted to include establishing shots as they are used to introduce the environment and context of an animation. For this reason, I rendered wide shots to showcase the two monuments: Obelisk and Minar-e-Pakistan.

Argentine Obelisk
Minar-e-Pakistan

Creature Animations

Since our idea is to focus on the rebirth of Earth and explore how life evolved into different creatures, it was essential to feature some creature animations.

Dolphin Animation (Argentina)
Dolphin Animation (Argentina)
Snail Animation (Pakistan)
Chameleon Animation (Pakistan)

Part 3: Video Editing in Premiere Pro

The software I used to edit the trailer was Adobe Premiere Pro.

First, I chose a background music and then I edited the different video clips so that they would align with the rhythms and beats of the song.

I wanted the background music to be sad (to showcase the consequences of the climate apocalypse), yet inspiring and motivational (to communicate the idea that life will always find new ways to evolve).

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4.8 Week 8 Collaborative Unit

Week 8: Real Time Technologies

Part 1: Our Last Meeting

Our Last Meeting

This week we had our final group meeting, so I booked a study room at the library. The aim was to:

  • Incorporate the UI interface into the Unity File.
  • Test that the entire VR experience is working.
  • Record the immersive experience using the VR headsets.

Part 2: VR Headset Recording

In order to create our VR recording, I first developed some camera directions and wrote them into a script. Then, I wore the VR Headsets and started recording the immersive experience. What follows next, are some examples of the shots I took based on my sketches.

Argentine Obelisk

Sketch 1: Argentine Obelisk
Recording 1: Sketch 1: Argentine Obelisk

Climate Apocalypse

Sketch 2: Climate Apocalypse
Recording 2: Climate Apocalypse

Minar-E-Pakistan

Sketch 3: Minar-E-Pakistan
Recording 3: Minar-E-Pakistan

Part 3: Creating the Hero Image

As regards the Hero Image, I wanted to maintain the centre composition from the concept art to highlight the monuments. We made the shots in Unity and then I edited the pictures in Photoshop to adjust the contrast levels and add a vignette to the lens.

Hero Image: Argentina
Hero Image: Argentina Sketch
Hero Image: Pakistan
Hero Image: Pakistan Sketch
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3.8 Week 8 Advanced & Experimental Project 1

Week 8: Storyboard Editing

Introduction

This week, I specifically worked on editing my running and shooting sequence. Before working on my Previs-Shots, I created a Storyboard to go over the camera movements and transitions with George.

Storyboard – Shooting Sequence

Storyboard – Part 1

Skullchaser starts running, gets chased by bats, aims at them, drops his gun, jumps of a cliff.

Feedback – Part 1

I should include a bat chewing at the pistol in frame 4.

Skullchaser should jump of the viewport in frame 5 and land on the ground in frame 6 to create a smooth transition.

Storyboard – Part 2

Skullchaser turns around, aims at the bats, kills some of them, gets attacked by a bat and kills it.

Feedback – Part 2

I should create a smooth transition between frames 11 and 12.

Skullchaser should not cover his face in frame 12 as it communicates the idea that he is frightend and he should be more brave instead.

Storyboard – Part 3

Skullchaser looks at the bat chewing at his pistol, kills it and recovers his pistol back.

Feedback – Part 3

After killing the final bat, George suggested to include a pistol rotation before putting it back into the pocket (frame 6).

Reference Shots – Shooting Sequence

After creating my storyboard, I recorded some reference videos from different perspectives as they will come in handy when I work on my previs-shots. I used a hair dryer and a splash spray cleaner to simulate the shape of Skullchaser’s pistols.

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3.8 Week 8 Advanced & Experimental Project 1

Week 8: Motion Capture

Introduction

This week, we used motion capture to record our background video footage for our mechanical arm animation.

Motion Capture

Nick helped me to record and edit my video footage using a motion capture suit. In the following weeks, I will use this video to animate my mechanical arm on top of it.

Mocap Suit

First, Nick provided us a green mocap suit and set up his equipment to start the recording.

Da Vinci Resolve

Then, he used Da Vinci Resolve to delete the green arm from the video footage. He exported the video file into frames, which we will import into our Maya file.

HDR Light

Finally, Nick captured with his HDR camera the environmental light, which we will also import into our Maya file.

Testing in Maya

I imported the frames of my video footage into Maya and placed the mechanical arm in front of them.

Even though I will have to scale the model and adjust the shape of it, I wanted to get a rough idea of how the video footage is going to look like.