Here are the character synopsis for both the characters in my final animation. I had great fun coming up with these, it was like doing creative writing at school again. I tried to put enough, relevant, detail, that could be related to the short animation they are included in. Without faces it can be hard to create these personalities in the animation, but I hope when reading these, one could find similarities between the characters.
This is the first concept art I did to put own my idea down to paper, I then followed this up with a story board of all the different scenes and the camera angles I wanted to use. I really wanted express myself through the camera angles so a lot of thought was put into it.
Here are 2 playblasts of the different walk cycles in my animation, Ive posted these here as it can sometime be hard to see in the final render due to the dark lighting set-up and camera angles.
This is the first draft for my final animation. Things I still need to add, is i need to re render the 2nd camera angle as it doesn’t have the back lighting it should have, this can be seen in my render images. I also need to re render the POV camera, because I have improved the hand, hips and shoulder animations, to make them look more fluid and less rigid. I would also like to work on the lighting a bit more as I’m still getting the dotted effect and I’m a little unsure how to fix it, I will look into changing the Final Gather settings in the render settings. I seem to have lost some quality and colour in the process of exporting from Premiere and uploading to Youtube, this isn’t so much of a problem as I have rendered out some high quality stills.
After I had refined the animations, I focused on the lighting and camera angles. I did this because I think that they are the best methods to express artistic taste and set the mood for the scene. The mood is also set with the deep breathing and heart beats at the start of the song used in this scene.
The one camera angle I’m not too fond of is the POV shot from the balls perspective, I might change this to an over the shoulder shot, so its more in line with the style of camera angle used as the Animo rig is sneaking.
For this render I had to sacrifice some of the quality, only rendering at 720p, instead of 1080 like I would like, just because the rendering times would take too long. This is also the case for some of the lighting effects as well.
Here are what the animation will look like from each different camera angle when rendered at about 50% quality in 720p, rendering takes a while due to the custom mental ray mia_surface_light and custom mia_textures on the animo rig. I had to replace them because the mia_light didn’t render properly on the standard lambert the original rig came with.
This is a quick play blast of all the different shots I am going to have in my final render. I’ve used a range of wide angle, close up, dolly and point of view shots. This is in no way final and is just a way of representing what I plan on doing.
I’m using this tutorial to transfer the animation from one of my previous animations, to the ball and legs rig.