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3.5 Week 5 Advanced & Experimental Project 1

Week 5: Creating our 3D Storyboard

Introduction

This week, we had personalized feedback on our 3D Storyboard and Previs Shots. The animation I decided to choose was the one with the Skullchaser, so what follows next are some pictures and videos of my progress so far.

3D Storyboard

3D Storyboard – Skullchaser Animation

3D Previs Shots

What follows next, are the previs shots I created for my animation and the corrections I received from George in class.

Previs Shot 1: Establishing Shot

In order to introduce the setting and environment to the audience, I decided to show Halloween Town and the graveyard.

Corrections

I should evaluate if the camera rotation is necessary.

Previs Shot 2: The Golden Pumpkin

I show the golden pumpkin from different perspectives.

Corrections

I should make the animation a little bit slower.

Previs Shot 3: Calendar

I wanted to add a calendar to my animation to highlight Halloween Day.

Corrections

Since I already have my establishing shot, it is not necessary to show the window. I can rotate the camera and have the window in the background. 

Previs Shot 4: Skullchaser Presentation

In order to present the hero, I wanted to show the character and create a 3D logo.

Corrections

I should make the animation slower and zoom in into the character.

Previs Shot 5: Destination Presentation

I wanted to show the obstacles my character must overcome to get the golden pumpkin.  

Correction

I could invert the direction of the camera. Instead of starting to display the pumpkin, I could first show the buildings.

Previs Shot 6: Skullchaser Close Up

I created a close-up of the hero.

Corrections

I could make the animation longer so that I can add a facial expression into the character.

Previs Shot 7: Skullchaser Running Down the Hill

The character starts his journey running down the hill in order to get back the golden pumpkin.

Corrections

I should stick to the perspective of my storyboard, where the character runs following a diagonal path.

Previs Shot 8: Bats Coming out of Coffin

My character needed to have some enemies on the way, so I decided to animate some bats coming out of a coffin.

Corrections

It would be better to first animate how the coffin opens and some seconds later the bats start flying out from it.

Previs Shot 9: Skullchaser running

My character is being chased by bats.

Corrections

I should add some tracking to the camera movement, so that it follows my character.

Previs Shot 10: Bat Attack

The bats attack my character, and he loses his gun.

Corrections

I should make the rotation of the camera more slower and add more frames into my animation.

Previs Shot 11: Gun Drop

I focus on how my character loses his gun.

Corrections

I should add more frames to my animation at the beginning and end. 

Previs Shot 12: Shooting Bats

My character confronts his enemy and manages to kill the bats

Corrections

It would be better if the bats surround my character before he kills them. I should also keep more space between them to see them better in the scene.

Previs Shot 13: Pumpkin Holding

My character gets the pumpkin and holds it.

Corrections

I should think of how the character enters the scene to create a smooth transition with the last scene. 

Previs Shot 14: Pumpkin Lifting

My character shows the pumpkin like a trophy to the audience and now Halloween is saved.

Corrections

I could combine the last animation with this one.

Further Comments

I need to keep working on the timing of my animations as I tend to create quick camera movements. In addition, I would also like to think of an alternative way of starting and ending my animation to reveal more information about the main character.

Categories
3.5 Week 5 Advanced & Experimental Project 1

Week 5: Piston Modelling & Driven Keys

Introduction

This week, we enhanced our design by adding a piston to our 3D model and we also learned how to set driven keys to automate the rotation of the fingers.

Creating a Piston

Piston Modelling

First, we modelled our piston by creating some cylinders.

Locators & Constraints

Then, we used locators to enable the piston to follow the rotation of the fingers.

Aim & Parent Constraints

We used aim and parent constraints to attach the movement of the piston to both locators (base & top).

Set Driven Keys

Set Driven Keys

The second part of our class consisted of learning how to set driven keys on the fingers.

This enabled us to automate the rotations of all the finger parts (tip and phalanges).

Finger Curl

For each finger, we set up a curl value from a scale from 1 to 10.

Instead of rotating each part of the finger individually, we now have one main controller that affects the entire movement of the finger.

Further Comments

Practicing how to set up locators and driven keys was essential in that these features will save us much time in the future by automating the movement of our models.