Monday, 31 December 2018

Test Run for shapes spinning around the king (Pre-vis)

How I compiled this shot:

Layer 1: 
  • Clockwise
  • 20 frames between each movement
  • The top layer
Layer 2:
  • Anticlockwise
  • 40 frames between each movement
  • 2nd layer
Layer 3:
  • Clockwise
  • 40 frames between each movement
  • 3rd layer
Layer 4:
  • Anticlockwise
  • 30 Frames between each movement
  • Bottom layer
Playblast:

Shapes_around_king_test_run_final from Jennifer Ball on Vimeo.

Test Run Shot for Pre-vis

I am coming towards the end of my Pre-vis and trying to achieve some more complicated shots by layering my scenes to create more depth. The camera shows the scene flat on at first, it then zooms through the environment and hopefully creating a more interesting to shot.


Swirley_Shapes_Test_Run_Final from Jennifer Ball on Vimeo.

Monday, 17 December 2018

Corrective Blend Shapes (side view)

I have now completed the rest of the blend shapes for each joint that needed it:

Corrective Blend Shapes: Hands, Wrists, Elbows, Hips and Football Joints

Corrective Blend Shapes: Side View (Ankle Joint)

I have started to use Blend shapes to correct any geometry that looks out of place when I move my characters joints. I create and edit the poses in the 'Pose Editor' found in the Deform Menu.  The right ankle joint is now complete and I feel that I am ready to move onto the other joints such as the Elbows, Wrists, Hip and Middle hand joints. I wont need to do the knees in this case, as they don't seem to deform in any way when I move them.

Part 1 - Ankle Joint

Part 2 - Ankle Joint

Part 3 - Ankle Joint

Part 4 - Ankle Joint

Part 5 - Ankle Joint

Part 6 - Ankle Joint

Part 7 - Ankle Joint

Part 8 - Ankle Joint

Part 9 - Ankle Joint

Part 10 - Ankle Joint

Friday, 14 December 2018

Textured Shapes - For Previs

Ready For Bullet Scene 

Pointy Shapes Scene

Pointy Shape for Pre-vis


Expanding Shapes

Tuesday, 11 December 2018

Correcting Rigging and Head Geometry (Right Side Only)

Since speaking with Alan, I have corrected the joints for the beard, hat, head and neck. This will help me to skin my character more effectively.

More Geometry for the Head

Beard, Hat, Head and Neck Joints 

Monday, 10 December 2018

More Texture Projection for My Shapes

I am currently about half way through to finishing my Pre-vis. I have found the technique of 'texture projection' very useful for telling my story. With out this it would be hard to show how I wanted my shapes to move. Also by doing this, the shapes don't loose their 2D and 'UPA' style.


Horn Shape - Texture Projection 

Pointy Shape - Texture Projection 
Pointy Shape - Texture Projection


Tuesday, 4 December 2018

Skinning the Arm: Right Side View

Before I move onto corrective blend shapes, I am trying to carefully skin my character each body part at a time. I do tend to struggle with understanding skinning. However, I think I'm beginning to get the hang of it.

Flooding the whole arm

Flooding the Elbow

Flooding the wrist

Flooding the middle joint of the hand

Flooding the hand

Getting ready to smooth, add and paint

Making the outline look as smooth as possible

Outcome

The  wrist was difficult and may need fixing

Smoothing out harsh edges

Checking the hand 

Smoothing and adding to skinning 

Thursday, 29 November 2018

Texture Projection for my Shapes

The shapes that are not physically used by The Mountain King will have a projected texture. I have completed this process for one shape and will do so for the other shapes.

Reference Planes

Creating a Plane


UV Editor

Creating a Projection Texture

Projection created

Retrieving the right file

Too many of the same shape
Scaling the Projection to the right size

Correct Settings


Lambert 3

Deleting it from scene

Outcome - Ready for Pre -Vis