After splining the basic key poses for the animation I have gone through and edited the blocking pass for the Stewart rig character. However as you can see below some of the animations are not working properly, as due to some technical issue the arms keep flying around. I have tried to use the Euler filter to fix it but nothing is working. I did my best to fix what I could for this animation. So the playblast below shows my production process for the other side of the Stewart rig to find out what the arm issue is.
Using the graph editor I tried to fix the issues with the character by moving the x and y axis around but some of the arm poses where just not moving in the right place. Therefore I used the hypershade menu to add a rock texture (image) from the internet to make the rocks look more interesting.
The last four play blasts for this animation have made my frustrated as I have tried to fix the issues with the arms but they just are not working. So using the graph editor I did what I could to fix the issues but as you can see in each playblast below they get worse and worse every time.
The final playblast above has been edited so that the animation looks cleaner than the others, the issues I kept having are still in the final animation but some of them are less noticeable because I have used the graph editor to try and fix the issues with the animation. Below is the final render for the Plea animation, as you can see I have had some issues with some of the controls in the Stewart rig but although I did not fix them I have made them less unappealing than they were before. Furthermore there are still some glitches with the arms as they spazz out in some places. Plus the feet slide around which is a little off putting.
The final animation looks good with the mental ray lighting, but because of the animation it looks very rushed which makes the animation look quite unappealing in some areas, but I have done what I could to fix the issues before the deadline.
Hannah has drawn out some rough environment art with colour ans small details which look really appealing. The designs have a sci-fi look to them which could have been a animation suited for the Plea, but because I have already made the model I cannot change the design. But I could change the colour of the rock texture to be a purple for an alien planet.
As you can see Hannah has made a variety of environment art, which I can use to improve the textures of the model so that we have a alien like planet or a desert, or something else interesting for a cliff like environment. Having these environments I shall now use them as reference to texture the plea animation model.
Here Hannah has taken the final render for the Leap and added some footstep sound effects over the top of the animation. I think next time we should add sound while animating as could help to make the sound line up. Hannah has done a good job adding sound, but it is a little out of place in some places, but other than that I should add some other sounds into the animations.
Here are Robyn’s rough character designs for the plea, with the main character being an adventurer and another character being a intimidating thug, kind of like Indiana Jones. However we only have faces at the moment but having these will allow me to try and change the rigs that I am using for the plea animation to show the development of the characters.
After blocking the Stewart rig with the reference footage in the background, I filmed some separate reference footage for the Mery rig allowing me to get a simple walk animation with a wooden stick allowing me to get reference for a baton. Below is the basic blocking animation for the Mery rig where I have blocked out the basic key poses allowing me to get a natural looking animation that fits in the time limit of the Stewart rig plea animation.
Using the feedback from my group I made Mery walk slowly other to Stewart while holding a baton, showing that intimidating look and then she stops in front of him smacking the baton in her hand. While Mery is threatening Stewart, he is pleading for him not to be beaten up or thrown off the edge of the cliff. The playblast below shows the characters in a different position to show the baton action as she swings the baton in her hands.
Below is another playblast showing my recent progress where I have put inbetweens for both Mery and Stewart, but also making the graph editor into a Spline pass. However I have encountered some issues as the Stewart rig has some arms twisting around in the animation which means something has broken, so I shall need to fix that and some of the other details. But Mery seems to be working fine as the basic walk cycle look quite natural. Having these characters react together in the scene now will help me later on, as by using each character as reference I can position the body and head to face the character he is pleading to.
Below I have gone back into blocking and re positioned each of the poses in the Stewart rig, allowing me to have a some more natural movement without the random jumps of lags. Looking at this playblast I can see that the animation still is in need of development, before I start splining further.
Therefore I am going to go back and block the Mery rig so then when I use the spline tool in the graph editor the animation will already be half done. Now my next task will be to finish working on the plea and continue refining the movement in the graph editor.
Here is the blocking for the chase animation that Robyn has been working on. As you can see in the playblast below Robyn has drawn out the movement for the environment and the key poses for each of the two characters. Unfortunately due to lack of time we have not been able to draw the character designs over the top, as a variety of issues before hand in the group production schedule cost us a lot of time and left us with little time to do this one. But looking at the animation Robyn has done a very good job as you can see the parkour actions in the key poses, with a clear chase sequence between the two characters.
My role from this was to do the inbetweens, but due to a lack of communication in previous group animations we sort of got held back with all of the projects and only had a limited amount of time to complete this part of the animation.
Therefore below is the same animation with a colour card over the top to help show the main line work Robyn has done for the key poses. Although the animation is not finished as we had planned, I can see that the key poses alone help to tell the story of the chase as the characters chase each other across the rooftops. Due to overflow in work with other projects I was unable to complete my other task of making the inbetween frames, as I am currently working on the plea animation. But as I said before this animation may look like a animatic but it still runs like a animation with just the key poses.
The only issue I have with the animation is that despite being incomplete we did not put the character designs on the animation so it looks like two people chasing each other, but there is no visual elements to tell the story to the target audience which is a little disappointing. Therefore next time we work in a group we should consider time management and communication skills in order to improve the quality of our work. This is the final group animation and I can say there has been some rather large bumps in the road to completing all the animations (or attempting to) But overall we worked as a group and achieved what we could before the deadline. Although we had issues in the group the main animations have shown we can work as a group despite the issues we have. Now the task will be to put all the group animations into a show reel with the rest of the animations.
Here are Edgar’s storyboards for the chase animation. By using the reference footage he was able to design the basic key poses for the animation allowing Robyn to have a reference with the footage while she blocks out the key poses for the chase in toon boom harmony.