Showing posts with label production. Show all posts
Showing posts with label production. Show all posts

Friday, January 6, 2012

Video Compilation and Soundtrack Update

This video shows the update of both, the soundtrack done by Dave Keefe and of animated scenes I have worked on lately. Hopefully we’ll be able to discuss if all of them are working and what should be changed, when we meet on Monday.


Friday, December 16, 2011

Previs 2 + Soundtrack Guidelines

Latest Previs


This should be intended timing and pacing of each shot, so time the soundtrack to the lastest previs above

Soundtrack points and general guidelines
There is a three act structure for the soundtrack, these are the points that should be evident in the soundtrack.

The Beginning – Setting the tone/atmosphere
Pretty much there, no real changes necessary.

The Race – Buildup of tension
Anticipation of race
Start/‘gunshot’ of race
Build-up of the race
Drop of sound when transitioning to the climax act

The Climax – Final epic stand-off
Tension builds up on each cut of the wolves,
Drumbeat accompanies each cut e.g. close up of evil wolf, to a close up of the good wolf

Overlap of light atmosphere sounds over the Title and Credits is nice, as already present in the current soundtrack

Overall, we feel there should be no strings, but could have a lot more drums to build the tension.

If you can separate the acts into separate files that be great, or even the sound document itself if its possible.

Can we have the sound file as either an Mp3 320kbps or Lossless .wav/.flac? Technical mumbo jumbo I know but it be great to have optimal formats.

Thanks again!

Wolves Sliding Jump Animation

Sliding jump animations for both of the wolves have reached a decent stage. With these animations I was trying to emphasize the gracefulness and lightness of the good wolf. He jumps high in the air and lands dynamically. For the evil wolf I was emphasizing his heavy mass and an ice-like materiality. Therefore, as he lands down, there is a notable sliding and anticipatory crouching.



Wednesday, December 14, 2011

Key Shot Dynamics

Update on the progress with dynamics over the key sequences of the animation, created using Maya dynamics and post compositing in After Effects. Each dynamic element has to be rendered out separately for optimal control in post compositing, where the environment itself may still look at little rough as they were not rendered at this stage. Some further tweaking and refinements is still necessary as their not quite there yet.

Evil Wolf Dynamics Test

The dynamics are mainly following their influence from the initial concept here. Movements of the dynamics need to be sharper to better reflect the nature of the evil wolf.

Good Wolf Dynamics Test

Following the concepts from here. The markings are being generated randomly with instancing objects, although I'm considering to animate the markings manually for better control (or perhaps a combination of the two). Tweaking to the density of the purple lights may also be in order.

Shrine Dynamics Test

There will need to be two sets of dynamics for when the shrine; one where it is relatively dormant during the opening, to another with a rushing of activity as it beckons the wolves to the soul. The above example is admittedly not quite one or the other as of yet, serving as an experimentation of ideas with ethereal like flames to swirling trails of energy.

Soundtrack Test

Here is the video to show how the soundtrack was changed. We asked our composer Dave Keefe to add more beat for the build up till the very end of the soundtrack. He came back with 3 minutes long of soundtrack, and this was edited and combined with the original version.
Feedback very Welcome, as I am to pass a word to him if this is what we needed or if there should be some other changes.
Mind, that I’m using relatively old animatic without updated scenes from pre-viz.

Landing and Sliding Jump animation

Lately I’m working on Good wolfs landing and sliding jump animations. These are examples of first pass animation, which later will be further defined and adjusted to the scenes.

There were no longer any reference images from Muybridge, therefore I have looked for some videos on youtube and print-screened some key frames to inform my animating.







I am aware that the sliding jump animation seems to rely on translate keyframing, meaning the body seems stiff. I'll revisit this one after some time off, as I found it is worth animating back again with a fresh eye.

Monday, December 12, 2011

Jumping and trotting

Here is another video of refined evil wolf run cycle. I've referenced oxes this time too so to add the heavyness in the run cycle. Also, for the good wolf I'm working on jump and flying animation

Friday, December 9, 2011

Wolves Run Cycle Animation

The animated sequence presents both wolves trotting. I’ve laid out the base animation which will be pulled for scenes. The second pass of animation will be done once they are put within the environment and the particular situation. The key achievement in these sequences are the proper use of the animation handles so there is no twitching anymore. Also and again, Muybridge’s photo sequence of dog run cycles were invaluable reference source.

Monday, December 5, 2011

Shrine Opening Test #2

Revisions to the shrine opening, with increased speed and acceleration. Still toying with the idea of the fade to black during the narrator's dialogue as you can see in the 4th variation.



Some minor tweaks to the positioning of the rock formations is needed to stop the slight 'popping' towards the end of the pull back.

Good Wolf's Walkcycle Test 1

This is today's first attempt in animating the basic quadruped walk cycle. It is not stylized to suit the character type, I focused on basics first.. .which actually were/are quite hard to get . I have followed Williams' Animator's Survival Kit.



7 hours of animating and I have a pain filled walkcycle. At the moment it looks like the wolf is walking rather in pain. :D But it really helps as a starting point to spot the problems and areas of focus. All in all, this 1 minute long animation is a luxury to focus on quality instead of the quantity, which was the case in 4 minute long Ivan the Bird animation. I find that after this exercise I’m in a much better position for the future attempts. For example, there is way too much action in the upper spine (neck area). Also, there are some problems, which I guess are coming from the rig: legs twitch at times.

Also, as I was animating other problems became evident and I attempted to fix them, such as skinning problems, or shape deformations in legs particularly ( I now have created an overall blend shape sitting on top of all the other ones, so that geometry could be easily altered from scene to scene if needed )

So… 6 seconds of arguably crappy animation, but it doesn’t feel like a loss today. And hopefully during this week's time there will be those better animations.

Saturday, December 3, 2011

Shrine Opening Test

One of the trickiest environments to tackle is the transition shot from the shrine where the camera pulls back through the environment. Here is a playblast of the scene focusing on the camera movements, with two minor variations in the editing. Elements such as lighting is not final.



We are yet to determine the idea of cutting to one or two shots of the wolves with the slow panning of the soul and narration, for a sense of tension/buildup before the race. Feedback is most welcome.

Wednesday, November 30, 2011

Good Wolf Textured


The good wolf’s texturing was challenging in so, that all of his beauty comes from the painted surface texture ( whereas the evil wolf was already quite “textured” with loads of varying shapes) It took a fair while to solve it. Soft painterly shading gradually reaches a defined patterns around the front area.

Again, for his texture resolution I used the standard colour pass and added ambient occlusion bake and bump passes. A note for bump: I tried to reach a snow qualities of his fur. A simple noise worked rather nicely. I believe now the texture doesn’t look like pottery painting.


Also, last time I haven't showcased the evil wolf's texture layout:


Monday, November 28, 2011

Evil Wolf Textured

Much like for the doll's texturing I've used mental ray shaders, colour pass and ambient occlusion bake-in. The Bump map was applied only for the face (Nose and around the eyes) oppositely to the initial idea to make it scratchy and worn. I've figured that a deity type of character perhaps wouldn't be physically "damaged" as it is more of a spiritual embodiment.



Sunday, November 27, 2011

Week's development: Rigging and Texturing

This week main focus was to finish rigs for both of the characters. The soft modification in the good wolf required some fixing, because some parts were collapsing as he is doing general moves. This was solved creating pose deformers.A very useful technique as I found it and am glad we were taught how to use it in our maya classes .




 For the evil wolf , his shield-like structure was asking for a disparate type of movement for his parts. I have created a pre-set animation for all 4 of his legs, so as they move an illusion of the separate muscles moving is suggested.



 The other part of the focus now is the texturing. Here is the doll’s colour pass finished.


I also used ambient occlusion bake-in and settings to quickly shape the outlooks. This technique, used for the first time, seems thoroughly useful now.




 I have started some developments on the evil wolf’s texture. The tweaked mental ray shader already it has 60 percent of the desired looks, so I’m quite excited what can be done further when all the passes will be solved separately

Tuesday, November 22, 2011

Evil and Good Wolves Rigs

For the good wolf to work I've followed a fairly basic quadruped rigging. It looks to be enough for the type of animation in The Wolves Within, but few fixes with pose deformers wouls still be needed. Also still waitting are blend shape models for the facial animation.



For the Evil Wolf I followed the base quadruped rig too. However I am pretty sure to go and set-animate the parts and look into some addition of other rigging solutions for finessing of the working of evil wolf.


Friday, November 18, 2011

Shrine Environment #03

A lot of experimenting with textures and Normal Maps this week, while making more progress with the shrine environment. Textures have been applied throughtout the environment along with additional adjustments to the lighting.



Shrine Model with Normal Map



Totem Models



The base models of the totems was taken into Zbrush, polypainted (painted directly onto the model rather than a flat texture map) and scuplted for additional details. From this, normals maps and texture maps from polypaint were exported and applied to the base mesh.

Wednesday, November 16, 2011

Scale Relationship and UVs for Evil Wolf

Before going into rigging I wanted to find the scale relationship between the two characters. Making them the same hight, somehow made the evil wolf seem less capable. However, he was already wider and longer than the good wolf. I believe the glowing aura could visually compensate the lack of good wolf's size. I found this scale least conflicting.





Also, and finally, I have the evil wolf's Uvs done. Took longer that expected. But then, he had ..10 times more of details than the previous one.




Monday, November 14, 2011

Evil Wolf Model

I think after some takling, the evil WOlf Model is finished. I spent about two days on the body and a day on the head. If there were lots more time, modeling could go into even finer details. However, I believe Leo's and my ideas for this character will be quite enough. The only question I have at this stage is , does this model need UVs to be layed out? Cause the texture work for metallic ice supposedly will be coming from a more complex maya shader.


Other than that, it's time for rigging.

Saturday, November 12, 2011

Modeling Progress: Evil wolf and Doll

 I have started modeling the evil wolf. The approach here is to have two modeling layers: soft , for rigging purposes, and armor. Again, some shapes will alter for better translation.


Details on the doll’s model. Sticking to the feel of concept painting I have added facial detail and some trimming. I also posed it already, as supposedly this character won’t be animated as much (only overall float and some cloth simulations).


 UV’s for both, the good wolf and the doll are also ready. However, I won’t be moving to texturing just yet, as I imagine the priority is to get the characters rigged so both of us, me and Leo, can work with them while texture and detail maps will be readied


I'll finish the bad wolf model and then move to the scary fields or rigging .... 

Friday, November 11, 2011

Shrine Environment #02

More progress with the shrine environment experimenting with the lighting in the scene to get a sense of the tone we're trying to capture. Elements such as the background matte painting and blue shaft of light are temporary at the moment and will be further refined.