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Term 3

Week 12: Animation Blocking & VCams

Advanced Body Mechanics: Blocking

I recorded some parts of the reference and revised my planning to add story to the character motion.

I also decided to change the ending to be just a simple jump rather than a spinning movement.

Recorded Reference
Planning (revised)

After the planning, I focussed on the timings of animation for the first blocking pass.

Unreal Engine : VCams

This week we tried to use Virtual Camera in Unreal Engine. It is a useful tool to quickly look around the scene and set up camera angles in Unreal Engine using just an iPad or mobile phone.

I attempted to take a few shots from my old project using my phone, but due to the vertical elevations in my project file, I could not record a proper take. But given the right environment, this tool can be useful for quick Pre-Vis or prototyping.

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Term 3

Week 11: Advanced Body Mechanics

The workflow checklist was insightful from this lesson. I had struggled with managing my animations before and had often jumped from blocking to spline and worked on different body parts at different stages.

Workflow Checklist
Advanced Body Mechanics: Planning

For the body mechanics animation, I wanted to try a character with a sword, inspired by a game character. Below are the reference and planning for the shot.

  • For my planning I focused on the overall timing first. Looking at my reference, I assigned the frame numbers with the key poses.
  • For the complicated movement of the flip, I made detailed pose breakdown, keeping in mind where toe and palm touch the floor.
  • I added a pause before the head lift up.
  • For the second half I exeprimented with a few sword movements for the initial planning.
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Term 2

Week 8-9: Pre-Vis

Incorporating the feedback, I retimed the scenes.

I added pauses at moments of serious story moments to let the audience take in the feeling. I also decided to remove some moments from the storyboard as they were redundant and not adding to the visual story.

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Term 2

Week 6-7: Pre-Vis (adding props)

Over the 2 weeks, I worked on adding props and detailing the environment where needed.

  1. Cars and flying ships to define the setting and steampunk aesthetic.
  2. Massing of buildings to define the backgrounds in the scenes.
  3. Architectural elements like arches and columns to improve the compositions and form a focal point.
  4. Furnitures and Props to set and identity for the protagonist as a wood toymaker.
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Term 2

Week 5: Pre-Vis (1st Draft)

I started working on the pre-vis, keeping the storyboard as a guide. For the 1st draft, I just positioned characters and camera in basic box environments and necessary props only.

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Term 2

Week 4: Pre-Vis Still frames

To understand the rules of composition and ‘mise-en-scène’, I worked on some still frames. From my storyboard, I picked a few main story points, positioning placeholder characters and environment props to get a sense of the story.

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Term 2

Week 3: Edited storyboard & Moodboards

I decided to work on the first story for my pre-vis. After making some changes to the story, I redid the storyboard and worked on a moodboard to define a theme and setting.

Storyboard for ‘Johnny One Arm’
Mood Board
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Term 2

Week 2: Storyboards

This unit was interesting for me, as I have struggled with story writing in my works. I wanted to experiment with basic stories for the storyboards and focus more on the story circle for each of them.

Story 1 : Johnny One-Arm
Storyboard 2 : Farenhiet 451 – Montag
Storyboard 3 : Brand within
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Term 2

Week 1: Mise-en-scène and Composition

This week we covered the theory of Mise-en-scène and world building.

To develop a world in a story, these questions need to be addressed:

  • Where is this taking place?
  • What era?
  • Future, past or present?
  • Space? Western? East Asian? Steampunk? Etc
  • What governs your world? Laws? Gods/religions?
  • How do these things effect your story?

For the compositions we studied the rule of thirds and golden ratio and which composition is suitable for which scenario.

Categories
1.2 Design for Animation, Narrative Structures and Film Language

Critical Report Presentation