Thursday, 18 June 2009
Wednesday, 17 June 2009
New Opening
After Matt animated the first scene I've comped it into a whole new opening sequence. Funnily enough I wanted to use an actual television on the opening sequence I think it works a lot better.
Tuesday, 16 June 2009
Adding a TV Effect to the Opening Sequence
Just to bring home the fact that the opening sequence is an old film now relegated to late night TV I've added a TV effect to this sequence. Again not a plug in as I find it better to work from scratch.
Saturday, 13 June 2009
Test 1
After resolving the issue with the tif sequence being out of line I have now imported them again and this time not at 30 frames per second when the comp is 25 frames per second. The frames are nestled in the comp ready to be replaced with the completed frames at a later date when all the animation is finished.
Mountain Scene
Just aquick Play Blast of the mountain scene. I've had some real issues importing these tifs into After Effects as it was importing it in at 30 frames per second when the comp is 25 frames per second. Thankfully it was worked out in the end.
Render Times
The great thing about working in 2D and comping it all in After Effects is that the render time in Maya works out 12 seconds per 1920 x 1080 frame and I have very large textures to boot.
Starting the Sound
Because this piece is slave to the sound I am trying to link the mouth shapes to the sound first. Obviously I am putting the lip syncing quite roughly at first.
Friday, 12 June 2009
Imagery
In an aim to keep this blog contained I have placed most of the imagery on another site. Click below to see all the imagery.
http://www.tonytrimmer.com/kotw
http://www.tonytrimmer.com/kotw
Bob's Hands
Although Bob's hands could have been added in Maya then changed by a drop menu I have added them in After Effects and masked off the end of Bob's arms. This means that I can determine how long his arm needs to be in the scene. However if this sequence were a complete animated short I would certainly have added this function.
Mountain hat and Mountains
Setting the Rigs Up
An Idea for the Game Show
One idea I've had is to have these devices coming down onto the conveyor belt on top of the figures as they retract they leave behind a little flags saying 'mine'.
Lighting the Characters
I forgot to show a before and after on how the rigs were lit so I've included this shot which shows how the rig looks before and after. The way these 2D rigs work is to light the textures not the scene. This is done by using the default lighting but uping the Ambience and putting the diffuse to zero.
Thursday, 11 June 2009
Where We Are With A Week to Go
Time is ticking away and all the shots are in place ready to drop in the Maya files.
Wednesday, 10 June 2009
Sunday, 7 June 2009
Blocking Out the Animation
In an aim to find out just where the animation needs to fit and how long it needs to be I am putting together all the backgrounds in After Effects ready for the animated characters to be comped in. I could have done this as an animatic but it was just as easy to use the actual backgrounds and tie them to the music. This means that some of the work is now done for me as half my project is an After Effects project. Now all my backgrounds are in place and tied to the correct timing.
Change of Clothes
Now the rigs are complete it is worth noting some of the functions that belong to the rigs. The beauty of working in 2D is that you can add certain functionality which can't realistically be achieved in 3D. You can easily set up several different sets of clothes and mouth shapes and replace them at ease. The shots below illustrates how this can be done. If you look at the drop down menu at the side you can see that any number of mouth shapes can be chosen. The same applies to his clothing. This can be achieved by making sure that the planes which define both his arms and body correspond roughly with the planes of the clothes. Therefore the vertices are in approximately the same place.
Friday, 5 June 2009
White Line
I've just added a white line to the end of my ident which appears on the end of this piece.
Version 1
Version 1
Conveyor Belt
Tuesday, 2 June 2009
Hologram End Frame
Although this might seem strange I want to sort out my end frame with my logo. I'm using a hologram effect that I'm constructing from scratch in After Effects. (no third party plugins here)
Monday, 1 June 2009
Rigging The Characters
As you can see from the rigs below Bob and SK are finally rigged. They're very simple rigs constraining certain meshes to the bones. The weight painting consists of clicking the plane and clicking a bone and hitting flood, (very easy). Where these rigs can get complicated is because in the case of Bob he has 2 sets of arms. One set trailing behind and the other set consists of 2 tentacles. This means that the shoulders have to be linked and placed in the same place.
SK's rig is very straight forward, in fact it couldn't be easier. His hands are the hardest part as there are 8 separate parts on each hand and that's no real problem.
Bob's rig is the complicated one. Not in any real technical way but there are several different parts which are rigged then attached to the main body. This means that one must be aware of all the parts when rigging and how they will effect or hide the planes I have used for the individual mouth shapes. This is no real issue as there is no real need for paint weighting (hit flood) and the different parts can be rigged and then attracted to the main body.
Obviously there are no blend shapes although there could have been as I have experimented with them. However blend shapes n 2D are just as hard as 3D but with added problems and in fact they seemed to take longer. Using 2D planes meant that the shapes had more of natural feel to them as they were based upon my drawings.





Rigs by Sam Berry.
SK's rig is very straight forward, in fact it couldn't be easier. His hands are the hardest part as there are 8 separate parts on each hand and that's no real problem.
Bob's rig is the complicated one. Not in any real technical way but there are several different parts which are rigged then attached to the main body. This means that one must be aware of all the parts when rigging and how they will effect or hide the planes I have used for the individual mouth shapes. This is no real issue as there is no real need for paint weighting (hit flood) and the different parts can be rigged and then attracted to the main body.
Obviously there are no blend shapes although there could have been as I have experimented with them. However blend shapes n 2D are just as hard as 3D but with added problems and in fact they seemed to take longer. Using 2D planes meant that the shapes had more of natural feel to them as they were based upon my drawings.





Rigs by Sam Berry.
The Schedule
The Schedule for the piece is listed below.
1. Design Characters
2. Storyboard the idea
3. Design Sets
4. Design Props
5. Design Mouth shapes, Eye shapes and Outfits
6. Build Character's assets in Photoshop in including mouth shapes etc with feathers around, Textures and image planes
7. Build Rigs
8. Output UV from UV Texture Editor
9. Texture Characters
10. Rig Characters
11. Load backgrounds into After Effects (layered ready for Bob to be added later
12. Animate After Effects assets
13. Animate characters in Maya
14. Render
15. Comp and add sound effects
16. Hand in
Countdown
As part of this piece I have a five second countdown. This was made in both Photoshop and After Effects.
Testing previous riggs
Here are some examples of previous riggs I have used. They obviously don't have the smoothness of a 3D rigg but can be made in a fraction of the time.
Animating the Opening
The opening is meant to be a trailer for an old film. The ship and 3 planets are modeled and animated in Maya and the dropped on a still background with a transparent blue layer (15%) on top to give it a blue tone and therefore blend the images together. When lighting the objects in Maya I've kept to a three point system (Key Light, Fill Light and a Rim Light ) and used lights with a hint of blue. I kept this setup throughout however added a spot light to the UFO in an aim to bleach out the top surface. I did this because I knew that this area would pick up more from the blue layer in After Effects whilst standing out from the planets.
As for the animation it's meant to feel sightly slow as if we are watching an old trailer that could have been made using paper mache and string.

As for the animation it's meant to feel sightly slow as if we are watching an old trailer that could have been made using paper mache and string.

Creating the Planets and Ship in 3D
Sets
Texruring and Lighting the Characters
These are just some of the textures used. In the case of Bob there are many more. The textures I'm using are firstly PNGs, which have a transparency therefore making it possible to keep feathered edges to the body parts. This means that I can move the planes and you won't be able to see the joins. Secondly I am using Targas which are placed upon a snapshot from the UV Texture editor.
As for lighting it couldn't be simpler. When I upload the textures I set the ambient colour to maximum and the diffuse to minimum. This means that Maya will render the colour of the texture pretty much spot on. Nice little technique which keeps the pipeline simple.



As for lighting it couldn't be simpler. When I upload the textures I set the ambient colour to maximum and the diffuse to minimum. This means that Maya will render the colour of the texture pretty much spot on. Nice little technique which keeps the pipeline simple.



Bob's body in photoshop
An idea for the test piece
My submission
For my submission I will be aiming to produce an animated test piece of the 2 main characters. I'm aiming for a 30secs piece.
For this I will be building a 2d rig of both the characters. This will involve locking the camera to front view and then placing each plan over the next. I will have to do a lot of the planning in photoshop to be able to set up the rigs and textures. Then I'll have to build the plans into a rough shape and the rig it all to work with a 2d skeleton.
This sounds easy however Character 1 Bob will need over 100 planes and character 2 SK will need nearly 40. This will enable me to be able to switch between not only mouth-shapes and different eyes but also whole outfits. I will be able to change Bob's clothing with just a series of simple commands.
I'm not looking to come up with a wonderful story line but am in fact looking at working to the title sequence I worked on with some friends. For this I'll mainly be using Photoshop, Maya, and after Effects.
My Second Idea



My first Idea
For this I will be building a 2d rig of both the characters. This will involve locking the camera to front view and then placing each plan over the next. I will have to do a lot of the planning in photoshop to be able to set up the rigs and textures. Then I'll have to build the plans into a rough shape and the rig it all to work with a 2d skeleton.
This sounds easy however Character 1 Bob will need over 100 planes and character 2 SK will need nearly 40. This will enable me to be able to switch between not only mouth-shapes and different eyes but also whole outfits. I will be able to change Bob's clothing with just a series of simple commands.
I'm not looking to come up with a wonderful story line but am in fact looking at working to the title sequence I worked on with some friends. For this I'll mainly be using Photoshop, Maya, and after Effects.
My Second Idea



My first Idea
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