Thursday, 4 June 2009

So... how was it for you?

Since the start of this project I always knew what goal I wanted to pursue – Animation. I always knew it was going to be a long and arduous target to reach, so I had to make sure I had an organised and solid year plan. Before the project was laid out, I knew that 3D animation was not a subject I could just jump into. I would need a substantial amount research and character designs to build it up. Being honest, at the beginning of this project I was not planning on developing my 2D skills, but, I feel that, from the research I had done in FMPA1, I had finally found an art style that was suited for me. I think I was compelled to explore this new art style to try and broaden my skills. After all, for this industry, I think it’s important to have a wide range of skills.

I also decided to delve into Storyboard art and comic art for two reasons: 1 – It would help in creating a cut-scene and 2 – It would expand my skills and knowledge even more by learning the process involved for creating such things in the industry.

Throughout FMPA2 I have successfully maintained all three major sections of the project: Storyboard/Narrative, Comic and 3D animation. I did originally state in my Learning agreement that I would have two cut-scenes done by the end of this project. However, I have learnt since then that doing such a thing would be near impossible over such a busy space of time. Had I of not done the comic art work I may have been able to find time to complete a second cut-scene, however, I feel I have accomplished more regardless of this. I did also state that I would use the program AfterEffects to add special effects and increase the quality of the submission. While I have not done that, I do not feel that it is that much of a problem. My attitude throughout the last month of the project was to focus on what was important for me and, ultimately, what would be more beneficial for me portfolio. I remembered back when the guys from ‘Ninja Theory’ informed me of the best way to layout an animation portfolio – “The models don’t have to be perfect, there doesn’t have to be any texturing. It’s the animation that counts!”

Whilst creating the storyboards I was trying to decide on which cut-scene narrative I wanted to create. My favoured one involved a fight scene, however, I soon came to realise that I would not have the time to fulfil everything that I wanted to achieve in that scene. So I decided to choose something of a simpler taste while containing a good range of character integration.

While animating my cut-scene I discovered a few problems with two of the character’s skeletal rig and weighting. As I had already got so far into the animation I faced the dilemma of either restarting the animation, fix the problem and run the risk of not finishing on time, or continue on and try to make the most of what I had available to me. I decided with the latter and put the rigging error down as a learning experience – Always carry out a 100% test of the character’s movement capabilities before proper use. I was a bit disappointed with this error because it meant I had to be more careful and subtle with my character animation.

As I ploughed through the cut-scene the animation controls, timing and graph tool were all becoming easier to understand and use. I was quickly picking up on the different ways to move the characters more efficiently. I felt that if I carried on this method of animation after the course, then I would easily be able to create even more character cut-scenes.

I was generally pleased with the end result of my cut-scene. After all this is the first time I had ever undertaken such a large task. There are a few unresolved problems and the detail of the environment isn’t that pleasing to the eye, but if someone were to watch it and smile, then none of those problems would matter.

In conclusion I feel that overall I managed to accomplish my target goal. Despite not completing everything that I had set myself in the Learning agreement, I have managed to compensate and complete more worthwhile tasks. Within a terms work I have managed to create: a solid set of character concept designs using my newly approved art style, a good range of narratives to work with, a complete clip of storyboards and an additional half finished one, the first chapter to comic and a fully rendered animation video that includes 4 fully animated characters and two working environments. Whether I get a good mark out of this or not, I feel confident that with the knowledge I have gained I can easily continue creating this animated shorts and progressively become more and more professional. I also feel that I now have a broader field for job seeking as I can now confidently storyboard and create comic art.

If I could go back and change anything, I think the main thing would be the amount of time I spent pondering on which narrative to storyboard, and proof animating the character models before using them for the proper scenes. If I could have made those changes to be more efficient with the project I feel I would have had a much better quality video.

Sunday, 31 May 2009

We did it guys!!

That's a rap!

Wow! I can't believe it! It's finally over! 3 whole years of work!

Well done everyone for making it through!!

Now lets go do what we all share so much love for - GAMING!!!

Saturday, 30 May 2009

I can't believe it came to this

I was originally going to post these on my own website. So for now, I'll be posting a the first chapter on here. These are the first 6 pages. I'm planning on doing another 2 to finish the chapter off, so keep a look out for them. If anyone wants to give me some feedback about these then please do!!






Tuesday, 26 May 2009

This is going to be close...

Reporting from the depths of bed... I have unfortunately caugh a cold, or as some like to call it - manflue. Just what you need a week before hand in, right?

It's funny how work quickly stacks up over time. This past month I have been working ferociously to finish off pictures and complete my cutscene. I've just about finished my poster for the exhibition so all I have to do now is go in a pay for it.

Also on the 3D front, I have just finished my animation. So now I need to render it, format it, compress it, voice it etc etc.

I feel I could have finished this a lot earlier if it weren't for Maya being so problematic. The end result is by no means perfect, there is still a lot of issues that I had to tuck away from sight. Issues such as imbalanced weighting, misplaced rig joints and so on.

This is definitely something that I will continue improving after the course is done. Despite all the mishaps and complications it has been a fun and rewarding experience. My only hope now is that I can get it all into video format before time runs out!

Thursday, 14 May 2009

Are you still there?

Another glimps at the animation in progress


Is someone in here?

Edit - I'm currently rendering a small version for this scene to test it's outcome... it's rendering on all 4 processors, its been running for about... ooh, say 30 minutes and its rendered 61 frame! It's going to be a long night!

I can't wait to render the whole thing! It's going to melt my computer!!

Don't stop me now!

I'm having such a good time!

3D work is finally moving! Here's a preview of the scene thus far.


I was originally going for a fight scene, but due to lack of time I'm going for a 'group meeting' with character development. All characters in this scene have been rigged, weighted and have appropriate expressions in blend shapes. I'm hoping to get this done within the next week so I can concentrate on compiling the video... and adding the appropiate sounds.

Wednesday, 29 April 2009

New demon on the block

So with progress on the comic going smoothly, I thought it would be a good oppertunity to process some of the characters that didn't make it into the 3D selection.

First one down is Ada (Aida) The demon doctor