We're getting to the end of production in a couple weeks here, so I've been cranking out shots to try to meet the deadline. I've been primarily focused on the ending sequence, but have gone back and cleaned up animation for my shots in the intro! There isn't a ton to discuss, just been animating, lighting, rendering, and compositing my shots, as well as helping some team members with compositing/lighting!
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Since the last review I've been doing more of the same. Lots of animation, and some rigging. I've been reworking the ending sequence and cleaning up some shots in there, as well as rendering/compositing some previously splined shots. I also made a model with textures and rig for a shot of our characters eating takeout. Over the past two weeks I've still been sticking to animation. I animated/rendered/comped a few shots, as well as adjusting animation for the lab shots to fit the updated set. Beyond that I got a rig started for Emily's new model, and while I still have some weights to paint, the rig is at the very least functional. In the coming weeks I have lots of animation to do!! Output:
Over the past couple weeks I've still been working on animation. I was quite a bit busier than usual so I didn't get as many shots animated as I was hoping, but it was still a productive 2 weeks. In the coming weeks most of the team is going to be working on animation, so I sent over a couple tips I've picked up on for facial animation over the years to hopefully help some people out if they need it. Moving forward I have a few shots to work on and more pressingly rigs to update! Over the past 2 weeks almost all of my work has been on splining animation that we had previously stepped. My shots have been in the flashback sequence, and I have 1 to finish up at the start of this coming week before moving into animation for the opening scene! After some notes from our instructors, we decided to get our entire story to a basic, stepped 3D Animatic state with the new environment and whatnot. I was in charge of shots 80-101, the entire ending sequence, so I stepped that out and even did some splined animation for some of the more important shots I wanted a head start on. Over the next couple weeks I will be getting into the early stages of animation with some other team members! A lot of my work the past two weeks was working with Sharah to get a 3D version of the reworked opening in place, opening with the clock and pictures of Xander. I also worked on getting the textures Lindsey made for Xander onto the rig, and did a test to see how it looked in scene/render. I also took a little bit of time to start texturing some environment assets I've previously modeled.
This week our rendered scene is due, so most of my efforts has been to doing animation, lighting, rendering, and compositing on our shots. I personally animated 5 shots (shots 3-8), although I was also in charge of compositing for all of the shots, as well as putting them all together into one video file. Just like with the 3D Animatic, I don't have a ton of concrete output, just some smaller time consuming tasks In the couple weeks after the first animatic, most of my work has been in updating and refining the rigs, after gathering feedback from the team on what needs changing. Now that our Emily model is mostly finalized, I added a facial rig, and have begun the lengthy process of finalizing weights. I've also gone back and fixed a number of issues with the Xander rig, although there's still a ways to go with both rigs! Not a ton of concrete output this time, since almost everything I've worked on has been a large work in progress.
Animatic time! Most of my work the past two weeks has been on our 3D animatic. For the time being we're just doing rough, stepped keyframe animation, but we're planning on doing a motion capture pass to get timing right immediately after this. I also made a living document where team members can submit problems they're having with the rigs so I can more easily and quickly clean them up. |
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