Bomb Project Spring 2017 “Superhero Landing”

This is my animation for the Bomb project Spring 2017, with the theme being “Superhero landing” I came up with a few ideas like Venom jumping through a plane and landing with a superhero landing. Or have like Doctor strange or Dr fate come out of a portal and land, but I decided to go with the Flash as I thought I could do a speed animation and have some lightening effects behind him as he runs and lands. But I only managed to add some lightening on the land because the camera positions I had in the scene made it a little too difficult for me to track the lightening onto the character rig so that it would follow. Therefore I stuck with the lightening at the end, but the use of Mental ray in Maya for the render helped make the scene look a lot more appealing and the character stands out nicely.

Superhero landing: Spline and polish

Previously I have splined the animation, making the leap and land as natural as possible. Below is the development and changes I have made to the animation forming a natural looking jump and leap. However looking at the animation I can see that I need to add some additions to the polish and change the camera view to make it more appealing and dramatic.

This playblast shows my production in the polish pass where I have added some eye and mouth movement to give the animation some more interesting features. Furthermore as you can see I have added the camera movement to the animation to help give the target audience some different views on the character as he leaps and lands.

Below I have refined the arm movement by using the rotate tool to fix the wavy arms when the character goes to land. Using the perspective view I have edited the curve in the leap towards the land to help me get a natural movement. Looking at the animation I can see that the movement is very interesting and fits the idea that I wanted to have.

Now I need to render the animation so using the camera and perspective view I added the mental ray sun and sky lighting. So using the outliner I moved and scaled the sun directional light to help position the sun’s shadows on the ground. Using the camera view I watched the playblast carefully learning from the leap animation to make sure that there was no unusual jumps in the camera.

Now I shall render the animation using mental ray to help make a more appealing entry for the competition. Looking at the animation through carefully I think that the animation looks very appealing, matching the idea I had originally. Finally I like how the animation came out, but the issue is I think I could of come up with a more interesting idea, as I have seem to go for the more typical approach to the superhero landing, so I could of made it more different that a typical superhero landing. Now I shall render the animation and put this render into after effects and add some yellow and red lightening to make a more interesting animation that matches the flash’s power.

Splining the Superhero landing

Previously I have blocked out the animation, applying the key poses to the animation. I am now starting the spline pass for the superhero landing, where I have changed the graph in the graph editor by changing the stepped graph to a spline graph. Looking at the animation below I have edited the animation to spline to see how the blocking has helped to get a natural looking movement. But now I need to go through the animation and edit the key poses using the graph editor.

Below is a zoomed in playblast to get a look on the beginning of the animation to see how the main throw action looks. The issue I have seen in the swing is there is no anticipation in the throw. Acting out the throw multiple times in real life, I realised the character needs to swing the opposite way before throwing in the opposing direction. However I think I need to continue working on the throw as the base in the swing seems to go out of place, moving out of the hands of the character so I need to change that.

Looking at the animation I have seen a major issue as noticed below which is the base that is thrown by the flash does not move naturally it seems to jump around, in and out of the character’s hands. Therefore using the graph editor my aim is to go through and apply some more inbetween frames to help get the natural swing motion.

As seen in the playblast below I have tried to have the action really quick like the flash to show the character’s super speed, but because of focusing on this I have lost the key motion and it looks unnatural. Now I going through each of the frames and using the reference footage will allow me to re position the key elements in the motion. Furthermore I will need to develop the anticipation of the kneel down to help give that leap some more energy.

I have implemented the changes that I have discussed I have added those anticipations in the kneel and jumps to help express the leaps in the animation to make a more appealing animation. However further development of the main actions needs to be addressed as some of the moments seem to be a little off in terms of timing. So perhaps moving the key frames will help to change that.

Therefore the next step is to continue with the spline pass and then polish the animation, my aim is to make sure the polish is completed before early Thursday to give me enough time to render the animation.

Superhero landing Blocking

Today the bomb project was announced and it’s “Superhero landing” Deadpool ¬†this task is to animate a 5 second or less animation for a superhero landing and complete the animation bu the deadline Friday 24th March 2017 I came up with a few ideas before hand but I decided to go with the flash as I thought it could challenge my sense of timing and key movements. So the main animation idea is going to be the flash throwing a base and then jumping on it landing with a superhero landing as seen in the reference footage from deadpool. I thought about after making the animation adding some effects in after effects to make a flash like lightening which can help to form the speed and superhero landing. Below is the first playblast for the blocking stage of the animation where I have thought about the key poses for the animation.

Below is another playblast with a bit of difference, as you can see there is an additional character in the animation. Because the Flash throws a base to jump on I thought about throwing that base into a robot, to make it almost like a fight sequence as well as a superhero landing. So using the Cyborg rig from Creative crash which is where the flash rig came from too I decided to plan out some ideas for the robot.

I decided to continue with the idea of having the robot in the scene so I decided to plot out the key poses for the robot character. But the issue I have with the robot in the scene is that the robot runs towards the flash from behind after dodging the base from hitting it in the eye. However moving the robot around I think that perhaps I should focus more on the superhero landing before adding any additions.

Here I have continued with the robot to have some quick reactions to the flash to show a robot that is the match for the flash’s speed. To get some sort of timing I quickly acted out the robot movement and plotted the key poses. However I thought about it carefully and due to the time I have for the project I decided to stick with the flash movement. Therefore next stage is to remove the robot from the scene and add it back if I have time.

As you can see below I have removed the robot and continued my concentration on the Flash’s superhero landing as that is the whole purpose of the project. As you can see I have added some inbetweens into the scene to help plot out the arc for the jump and land. The issue I have with the landing though is the timing seems to be a little off as the character floats in the air before landing. I thought about possibly making a slow motion action but I think it might be better to edit later.

In this playblast I have edited some of the movement at the beginning to help get the anticipation for the throw and leap before landing. Looking at this animation I will need to edit the project further by adding some more inbetweens and possibly looking at the animation in the spline view as a quick view to see how it looks.

Below I have made a quick playblast for the spline mode to help see where the issues lie with the animation. Looking at this though I can see I defiantly need to edit the land timing and add some more inbetween frames to help build the animation up adding that natural arc in the leap and land.

Looking at this playblast I have edited the start of the animation, as I’m trying to build the anticipation in the jump before the main leap to help show the build up in the power the flash will have, showing the impact of the height the flash will have before landing on the base.

This playblast shows my development by editing the base in the hands of the flash before throwing it, trying to get those natural arcs in the swing and throw, helping to make the animation look natural and appealing to the eye.

Looking at the animation I realised that the jump had some unnatural timing, so I have tried to make the character fall quicker than the jump up as it seems to be the opposite way around, which is not natural. Therefore my next idea is to develop the animation to get a better sense of timing.

Getting feedback from Luke, he told me that the timing needs to be 12 frames for the leap up and the land. So as soon as the character jumps up from the base the flash needs to land on the ground within the 12 frames making that quick land. Looking at the animation I can see thanks to the feedback that the animation looks a lot more natural and visually appealing, which will help me to go onto the spline.

The next stage of this project is to start splining tomorrow, allowing me to get on track with the animation to meet the deadline.