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3.6 Week 6 Advanced & Experimental Project 1

Week 6: Working on our Previs Shots

Introduction

This week, George went over our previs shots and we had personalized feedback on our work.

Challenge of the Week: Playblast Animations

I had a hard time showcasing my previs shots as my playblast option was not working properly. For this reason, I had to render some of my shots, which was extremely time consuming. However, I managed to fix that problem in class, when George installed Quicktime Player onto my laptop.

Previs-Shots

Part 1: Character Introduction

For the first part of my animation, I wanted to introduce my character and give more background information about him (that he is a hard worker).

Part 1: Feedback

Instead of showcasing how Skullchaser arrives home, he should be already sitting extremely tired by his desk.

Part 2: Establishing Shot

For the second part of my animation, I focused specifically on showcasing the environment and setting.

Part 2: Feedback

I should watch some reference videos on how to introduce landscapes so that I can focus on showcasing the gothic aesthetic I want to communicate. One suggestion was to watch the introduction scene of Beetlejuice.

Part 3: Hero Introduction

For this part I wanted to introduce my hero, while showcasing his logo in the background.

Part 3: Feedback

I should consider how the character steps into the scene. So instead of having him already standing, he should take a step into the camera.

Part 4: Action

In this part, the character is supposed to run and face the obstacles while approaching the pumpkin.

Part 4: Feedback

I must reconsider how to connect all the scenes and also, it is advisable to avoid many run cycles. I should try changing the camera view and showing in the background the coffin.

Part 5: Defeating the Bats

Here my character defeats the bats and puts his gun into his pocket. However, I had some issues with the hierarchies of my elements, which I will fix for next week.

Part 5: Feedback

My character changes position when he is about to put away his gun, so I should reflect on the screen.

Part 6: Saving the Pumpkin

The last part showcases how Skullchaser finds the pumpkin and how his workcycle begins again.

Part 6: Feedback

The close-ups on the pumpkin is not necessary at the end of my animation and I should also rethink how my character lifts the object.

Further Thoughts

Skullchaser: Even though I need to rethink my introduction and final scene, I found it interesting to add some backstory to my character, and reveal more about what his relationship with his work is.

Transitions: I definitely need to rethink how to connect my animation sequence. Even though many of my shots are clear, it would be better to create smoother transitions.

Playblast Animations: For next week, I should be able to deliver my previs shots more effectively since I can now use the playblast option properly and I no longer have to render my animations at this stage.

Categories
3.6 Week 6 Advanced & Experimental Project 1

Week 6: Arm Modelling

Introduction

This week, we modelled the upper arm and created another piston to connect it with the forearm.

Modelling the Upper Arm

Basic Volumes

In order to model the upper arm, we created basic volumes (cylinders) to resemble the bone structure.

Forearm & Upper Arm

On top of the bone structure, we modelled more cylinders and edited the vertex points to create the rough shape of the forearm and upperarm.

Adding Controllers

Controllers

We added some controllers to our mechanical arm by creating some NURBS curves.

These controllers enabled us to control our mechanical arm more effectively.

Modelling a Piston

Creating a Piston

We created another piston in order to connect the upper arm and forearm.

We used locators and constraints to attach the movement of the arm to the piston.