Wednesday 11 June 2008

Duck, Dive and Turn Renders

Here are all the fiels rendered out: -

Dive Render



Duck Render



Turn Render

Final Dive + alternate duck/turns

The Dive was OK'ed straight away, which was nice as i haven't done anythign that was accepted instantaneously before. The other two shots did not recieve such a welcome however. The duck was wrong - by bringing the legs forwards i had succeeded in crouching the grunt but to have his legs so far forwards was unacceptable. This had to be scrapped and done again. The turn just needed a little work to show the grunt had already seen the car coming.

I managed to have a go at redoing these files but i did not have an awful lot of time in my schedule on tuesday to do this. I had allocated the whole day to complete this work and had sent the first blasts away for feedback by 12 midday. I did not recieve feedback until 7 pm and as such i was unable to spend a lot of time correcting the shots.

Here are the new attempts at the duck and two versions of the turn: -

Duck blast 2: Less rotate on the legs and the hands now just reach for the characters temple/helmet tip. Not so much a crouch as the character simply bends forwards but the geometry won't allow for a real crouch.


Turnblast 2: To show he's looking at something i had the character guard his eyes from the sunlight in a sailoresque way.



Turnblast 2a: In this one the idea is that the character is pointing and shouting to his comrades that the car is coming before the turn.



These blasts may not be used in the final render as Adam outsourced to other animators to get the work done in the evening.

Tuesday 10 June 2008

Ice cream 2

Here is the second ice cream shot. This one has been edited by Dave and blurred to better fit in with the Maya sequence (the 2D looks very flat on top of the 3D). Although the effect is his work the ice cream trickling down the poets back is what i worked on. Sadly the majority of the patterns i drew into the ice cream have been blurred out by the effect.

Final Bridge Blasts

Here are the final Blasts with tweaks from the bridge sequence:

Car pickup


I had previously made the suggestion of keeping the leg completely still and just moving the arm into shot to avoid the foot bumping around all over the place in front of a close up camera. Despite my suggestion i was asked to try and prevent the bumping from happening. This was an uneventful excercise. Only after actually seeing the problem was the decision made to duplicate a leg and leave it stationary as a stand in. The 1-2 hours of my time spent on this task could have been put to better use animating the grunt blasts in the prior post (i did the bridge sequence on the 9th and the grunts on the 10th - the blog update is staggered).

Car throw

Octopus POV

Car throw 2



On the Whole all these shots look better. The throws have more power and twist, the octopus POv shot is less distracting and a couple of poses have been polished up.

Turn, Duck and dive!

Here is some last minute animation i have been given to do as part of a crowd scene. I had to animate grunts ducking, diving and turning away and from cars being hurtled towards them.

Turn Zooka

Dive 'Nades

Duck Disarmed