Collaboration: OGR Part 2
Reference footage cut 1:
Reference footage cut 2 (cut specifically to 2-minute time frame):
Reference footage cut 3 (Skye character removed from 2-minute cut; no pacing readjustments made yet):
2-minute cut with character clips shown in order of introduction:
2-minute cut with character clips mixed:
Great stuff, well done! We'll talk more in person on Thursday so I can hear your views on your work. However, a couple of 'practical notes' to consider beforehand.
ReplyDelete1) In an ideal 'wish list' project you would be able to design a build a character who could do everything you need. However, in this project we're using Moom (a rigged character) as base and simple texture changes and additions to capture the spirit of a character design (nice to see you have experimented with that). Therefore, we need to be careful what we add because it could make animation harder or the rig function poorly (or require too much technical knoweldge/work for little gain). For example, things like long frizzy hair (Cici) landing on shoulders and dresses/skirts (bridging across two legs). In the case of Cici's hair, I am happy to show you how to do achieve that functionality but it will be a lot of extra 'counter-animation' animation work - You may want to look at another solution that achieves the same result so you can focus more on the overall performance. Modelling frizzy hair may also be a challenge, again possible but time consuming (I'll leave that decision to your group). In terms of the dresses, there is a 'quick fix' technical possibility using a wrap deformer but that comes with unpredictable results due to the new geometries position (the division between pelvis, left leg, and right leg). Again, you may want to have a back plan for both of this (texture etc).
2) You video's are great (nicely made/directed/funny). Although, from a pure audience / mime point of view it was a little hard to tell what was happening fully. I realise this is reference for you but it would be great to have a little bit more annotation that describe what you are seeing or more specifically some of the objects we're not seeing. You should add timecodes to your films too. Go to the animation page (weight lifting) and down to - Week 8 - 12: Working from Realistic Reference. There is video at the bottom showing you hwo to add a timecode in After Effects.
3) On Thursday we should discuss - Your thoughts on your reference and which edited version you feels works best plus any 'retiming' you feel is necessary to enhance the perfomance/comedy. The techincal aspects of the project and how they relate to a 'streamlined production plan' that allows you to multi-task and to get to animation quickly. For example, creating a pre-viz environment(s) and props so that you can begin animation without waiting for finished models/rigs. Don't forget, you can key a character in its default 'T-pose' at a negative point on the timeline (-50 for example). That allows you to go back to a 'rigging point' so that you can add things even though you have started animation (at frame 1). That way you can animate 'Cici' for example, without having textured or added any of Cici's props. Likewise, you can animate with stand chairs and tables and then replace them later - Make sense? Have a chat and see what you come up with.
Typo - stand chairs = stand-in chairs
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