Tuesday, 28 December 2010
Leg hop 01
Playblast
QUICKTIME: Playblast
Notes
This is the development of the leg hop sequence, which I'll hopefully have enough time to accomplish.
Reference footage
Creating a leghop is actually probably one of the hardest things I'll have to do for the film. There will be a lot of weight being distributed to that foot so getting that across will be hard, but if I take the time to do it I think I can achieve it.
Although my reference footage below isn't as good as the one I found on YouTube it was useful into understanding whats going on a bit more.
Friday, 24 December 2010
Wednesday, 22 December 2010
Duck and cover 02 "Finalised"
Playblast
QUICKTIME: Playblast
Notes
I'm quite happy with this piece, although I still feel I could work a bit more on certain aspects of it. Considering how quickly this will be on the screen in the final short film I doubt viewers would get too annoyed about potential mistakes, but being a perfectionist I still would like to avoid them when coming to the final piece. This like all of the other tests may be changed when I actually come to animate it, but that was pretty much a given.
QUICKTIME: Playblast
Notes
I'm quite happy with this piece, although I still feel I could work a bit more on certain aspects of it. Considering how quickly this will be on the screen in the final short film I doubt viewers would get too annoyed about potential mistakes, but being a perfectionist I still would like to avoid them when coming to the final piece. This like all of the other tests may be changed when I actually come to animate it, but that was pretty much a given.
Baby chick concept
Sunday, 19 December 2010
Colour concepts
It'd be a good idea to think about colour so I decided to create this art sheet to best look into colour!
Although I like the redish and green colours I think blue would work best for the characters, and it pains me to say that because pretty much all cartoon birds are blue! I guess it's because it's softer on the eyes and naturally blue is a far more appealing colour.
Considering there are 2 chicks I will be having 2 slightly different colour schemes, but I doubt it'll be much aside from a different eye colour/leg colour.
Although I like the redish and green colours I think blue would work best for the characters, and it pains me to say that because pretty much all cartoon birds are blue! I guess it's because it's softer on the eyes and naturally blue is a far more appealing colour.
Considering there are 2 chicks I will be having 2 slightly different colour schemes, but I doubt it'll be much aside from a different eye colour/leg colour.
Term 1 reflection
Wow, term 1 is now over! It really did go by incredibly quickly.
Both myself and Guy ensured we'd be as busy as we could possibly be, ensuring all key aspects of the film were being worked upon.
Not only was Dan's unit an incredible help but we managed to get the film to a FAR better quality in its storytelling which is the key point that I found useful about the term.
For example take a look at my very first animatic when it comes to the story!
http://tomritchie.net/unhatched/animatic/Old%20Animatics/unhatched.mov
As you can see there isn't much of a story but the key idea remains somewhat similar. With the help of Dan both myself and Guy were able to improve upon the film in such an incredible way. I've attached the new animatic below to demonstrate!
http://tomritchie.net/unhatched/animatic/Old%20Animatics/unhatched_animatic_121210.mov
There are 2 additional characters to the film, but the story is leaps and bounds superior to what we had before. I really must say I'm incredibly happy with the outcome and I look forward to working on it over these coming months!
The film wasn't without its problems however, the visual style suffered greatly sadly because of the lack of Andy Bennett. He had offered from the beginning of the year to work on concepts for the film which would ensure a visual style was there, but sadly he only briefly worked on the film. I was attempting to get into contact with him for over a week but eventually gave up due to his lack of input. In many ways this was a blessing because it gave myself and Guy the chance to make the film look exactly as we had intended it to look. We only got Andy on board because it would make our life a bit easier and that we believed he was a worthy part of the team.
Both myself and Guy ensured we'd be as busy as we could possibly be, ensuring all key aspects of the film were being worked upon.
Not only was Dan's unit an incredible help but we managed to get the film to a FAR better quality in its storytelling which is the key point that I found useful about the term.
For example take a look at my very first animatic when it comes to the story!
http://tomritchie.net/unhatched/animatic/Old%20Animatics/unhatched.mov
As you can see there isn't much of a story but the key idea remains somewhat similar. With the help of Dan both myself and Guy were able to improve upon the film in such an incredible way. I've attached the new animatic below to demonstrate!
http://tomritchie.net/unhatched/animatic/Old%20Animatics/unhatched_animatic_121210.mov
There are 2 additional characters to the film, but the story is leaps and bounds superior to what we had before. I really must say I'm incredibly happy with the outcome and I look forward to working on it over these coming months!
The film wasn't without its problems however, the visual style suffered greatly sadly because of the lack of Andy Bennett. He had offered from the beginning of the year to work on concepts for the film which would ensure a visual style was there, but sadly he only briefly worked on the film. I was attempting to get into contact with him for over a week but eventually gave up due to his lack of input. In many ways this was a blessing because it gave myself and Guy the chance to make the film look exactly as we had intended it to look. We only got Andy on board because it would make our life a bit easier and that we believed he was a worthy part of the team.
Saturday, 18 December 2010
Duck and cover 01
Playblast
QUICKTIME: Playblast
Notes
This is the blocking so far. What I'm currently missing is the leg of the egg swinging by, but in the next few stages after I've worked out the timing a bit more I will be adding it in.
I wish for this piece to be quite exaggerated in the movements, and something that shows the chick is scared of getting hurt. To enable this I will be using squash and stretch as he is ducking onto the floor, and hopefully the flow of his hands/arms will come down nicely.
Reference footage
Wednesday, 15 December 2010
Inspiring works
Here's an image featuring some of my favourite films that have inspired me for this project!
Top Left:
Despite the short film being in an unfinished state I'm really liking the visual style of this short trailer.
Top Centre: Marco and His Ball
Yet again another visual style I love, and I believe the trees are a nice representation of how I'd want ours to look!
Top Right: Ratatouille
Ratatouille is probably one of my favourite animated films and films in general. Considering they're rats they're incredibly appealing characters, and I truly believe Pixar did a great job ensuring they were cute. It's this appeal I wish to bring into Unhatched.
Middle Left: For The Birds
Despite the fact that my film features birds this wasn't actually an inspiration for the film initially but it's hard to overlook how beautifully made the film is.
Middle Centre: Wild Dogs
Great animation with a simple story.
Middle Right: Oktapodi
Oktapodi is an incredibly popular short film nowadays and there's a reason for this! It's beautifully done and the story really is flawlessly made.
Bottom Left: Reach
Beautifully animated short by an Animation Mentor student.
Bottom Centre: Presto
By far my favourite Pixar short.
Bottom Right: Rio
It's not yet released but it's hard to overlook the inspiration in this film!
Baby bird and egg concepts
Walk cycle test 02
Playblast
QUICKTIME: Playblast
Notes
Despite finishing the fall test I wanted to continue with this, not only because I like to complete things but also because since I encountered issues with the walk cycle segment of the fall I wanted to try and work out exactly what caused the issues.
The issues are sadly related to the rig itself, and I'll make sure to tell Clym the way the feet move on this pre-existing rig aren't exactly how I'd like the actual rig to be. Quickly in mentioning rigs, the most ideal rig I've found are the Norman and Moom rigs when concerning the way the feet behave. They behave in a far more logical fashion and if the feet on rigs in the project are like either it'll help out immensely.
QUICKTIME: Playblast
Notes
Despite finishing the fall test I wanted to continue with this, not only because I like to complete things but also because since I encountered issues with the walk cycle segment of the fall I wanted to try and work out exactly what caused the issues.
The issues are sadly related to the rig itself, and I'll make sure to tell Clym the way the feet move on this pre-existing rig aren't exactly how I'd like the actual rig to be. Quickly in mentioning rigs, the most ideal rig I've found are the Norman and Moom rigs when concerning the way the feet behave. They behave in a far more logical fashion and if the feet on rigs in the project are like either it'll help out immensely.
Monday, 13 December 2010
Fall 03 "Finished"
Playblast
QUICKTIME: Playblast
Notes
Despite being pretty happy with the blocking stage I encountered numerous problems when splining the animation, this has caused myself to get to this stage later than I had hoped to. One of the issues was the fall which when splined caused a lot of issues with the rig, because of this I had to recreate the fall but I was splining it from the start because I feared running into anymore problems again.
It sadly wasn't until I splined it that I found out this rig has quite a few issues with the feet, which meant I had to go frame by frame for the whole animation and tweak it all. What happened was when I moved the main body the feet would ever so slightly move which caused it to look somewhat jittery.
I feel as if I could spend AT LEAST a few more days on this, but I wish to get on with a few more tests that will aid me in the project. Despite the issues with this test I'm still happy I've given it an attempt, and when I come to the final piece it will have been a huge help at knowing what problems I could potentially come to.
QUICKTIME: Playblast
Notes
Despite being pretty happy with the blocking stage I encountered numerous problems when splining the animation, this has caused myself to get to this stage later than I had hoped to. One of the issues was the fall which when splined caused a lot of issues with the rig, because of this I had to recreate the fall but I was splining it from the start because I feared running into anymore problems again.
It sadly wasn't until I splined it that I found out this rig has quite a few issues with the feet, which meant I had to go frame by frame for the whole animation and tweak it all. What happened was when I moved the main body the feet would ever so slightly move which caused it to look somewhat jittery.
I feel as if I could spend AT LEAST a few more days on this, but I wish to get on with a few more tests that will aid me in the project. Despite the issues with this test I'm still happy I've given it an attempt, and when I come to the final piece it will have been a huge help at knowing what problems I could potentially come to.
Sunday, 12 December 2010
Latest Animatic
Here's the very latest animatic for the film! It's quite literally hot off the press.
Please bear in mind the camera positions aren't at all final yet!
Please bear in mind the camera positions aren't at all final yet!
Friday, 10 December 2010
Fall 02
Playblast
QUICKTIME: Playblast
Here's the very latest playblast!
I'm still pretty happy with it so far, but more tweaks will be made before going into the spline/polish stage which depending on how I've animated it all so far could be the hardest part to get looking right. Aside from that I think I'm slowly getting there.
I'll hopefully get an update on here soon enough!
QUICKTIME: Playblast
Here's the very latest playblast!
I'm still pretty happy with it so far, but more tweaks will be made before going into the spline/polish stage which depending on how I've animated it all so far could be the hardest part to get looking right. Aside from that I think I'm slowly getting there.
I'll hopefully get an update on here soon enough!
Tuesday, 7 December 2010
Fall 01
Playblast
QUICKTIME: Playblast
Here's the blocking out for the animation so far. I must admit I'm really happy at the moment! I feel as of now everything seems to be in order, but as I get further along in the blocking stage I will be adding more and more such rotating the body of the egg to demonstrate the weight, along with a bit of squash and stretch added in the polishing stage.
Reference
Sunday, 5 December 2010
Walk cycle test 01
To prepare and help myself for the "fall test" I've decided to create a walk cycle test to get me into the mood of how the character will walk. So far the blocking stage appears to be fine, and it's looking (as of now) that I won't encounter any problems.
Playblast
QUICKTIME: Playblast
Notes
For the walk cycle I wanted a very baby-like persona to the way the egg walks.
Playblast
QUICKTIME: Playblast
Notes
For the walk cycle I wanted a very baby-like persona to the way the egg walks.
Saturday, 4 December 2010
Run 03 "Finished"
Playblast
Side view
QUICKTIME: Playblast: Side view
Angled view
QUICKTIME: Playblast: Angled view
Notes
I feel this test has been accomplished and has been a good way to start getting back into animating, but I will most definitely change the way the character moves in the final animation. This is because I feel after viewing it there's not enough character present, despite changing it a bit compared to a standard run cycle.
The lightness I wanted to achieve is present, but maybe not added as much as I could've done. A thing I do like however is the way the chick propels itself into the air a bit more than a standard run cycle, this is due to the weight of the chick and also because it is somewhat attempting to fly without having the ability to use its wings.
Side view
QUICKTIME: Playblast: Side view
Angled view
QUICKTIME: Playblast: Angled view
Notes
I feel this test has been accomplished and has been a good way to start getting back into animating, but I will most definitely change the way the character moves in the final animation. This is because I feel after viewing it there's not enough character present, despite changing it a bit compared to a standard run cycle.
The lightness I wanted to achieve is present, but maybe not added as much as I could've done. A thing I do like however is the way the chick propels itself into the air a bit more than a standard run cycle, this is due to the weight of the chick and also because it is somewhat attempting to fly without having the ability to use its wings.
Wednesday, 1 December 2010
Run 02
Playblast
QUICKTIME: Playblast
Notes
I've tweaked a few things here and there, especially the way the body/head are leaning forward. Along with this I've added more in-betweens to the animation which has given myself a taste of what will be happening in the polished version. As of now there is not enough weight as the character is coming down, nor do I feel he's in the air long enough. Both of which I'll amend.
QUICKTIME: Playblast
Notes
I've tweaked a few things here and there, especially the way the body/head are leaning forward. Along with this I've added more in-betweens to the animation which has given myself a taste of what will be happening in the polished version. As of now there is not enough weight as the character is coming down, nor do I feel he's in the air long enough. Both of which I'll amend.
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