Character pipline breif
Avery cloud Beard
Step 1
Take 9 pieces of the same coloured paper and scrunch
Step 2
Scrunch and scan and repeat insuring that paper is being layer in the exact same place on scanner
Blue Tack
--> Marked paper
--> Rulers marking area that paper must be placed back into
Step 3
Repeat with 2-3 different coloured pieces of paper
Step 4
Create several different cloud shapes
Step 5
Mark out scanned sequences in cloud shapes. Time remap the clouds sequence with easy ease so they flow nicely into each other.
Step 6
Create a 9 frame loop of beard flowing in Flash
Step 7
Import Flash sequence into AE and mask out now animated cloud shapes inside Flash animated sequence
Result
Paper should move inside cloud shapes inside beard mask
AVERY HEAD ANIMATION PROTOTYPE
Step 1
Draw Avery head without beard and facial features in PS
Draw a 5 frame head turn
Step 2
Texture Avery face with appropriately coloured paper
Step 3
Import the 5 heads into AE
Step 4
Create controller system which cycles through heads when selected. Key frame each movement
Step 5
Add maker to face
Step 6
Apply animated beard. If angle is incorrect use 3D toll to rotate and adjust
Result
A smooth head turn with a skin colour paper texture. This process is to be repeated for all body parts. Including separate hands i.e. Fist, relaxed, holding etc.
This process will also be utilised for the Rain Drop creatures. They only have heads so it should be a more direct process.
CLOUDED ENVIROMENT BUILD
Step 1
Create simple but accurate model in Maya
Step 2
Export as OBJ and import into PS
Step 3
Using PS’s 3D tools navigate to correct camera and perspective angle
Step 4
Zoom out maintaining perspective and angle and draw large panorama (3840 X 2160) Ensuring foreground mid-ground and background is created on separate layers
**NOTE**
Environment will be built without clouds. Clouds to be added separately using a similar process to Avery Beard.
Step 5
Texture environment with corresponding paper and export individual layers. Be mindful of props and items that need to be on separate layers so they can be passed in front off and or behind
Step 6
Import layers and items into PS and build environment using 3D and Z depth
Result
The result should be a panoramic background that can be utilised for several shots by zooming and negotiating with an AE camera. This process is to be repeated for all relevant backgrounds. Going by thumbnails there should be around 5 – 7 separate panoramic backgrounds, however some elements can be reused.
CREATING AVERYS CLOUDS
Step 1
Take 9 pieces of the same coloured paper and scrunch
Step 2
Scrunch and scan and repeat insuring that paper is being layer in the exact same place on scanner
Step 3
Repeat with 2-3 different coloured pieces of paper
Step 4
Create several different cloud shapes
Step 5
Mark out scanned sequences in cloud shapes. Time remap the clouds sequence with easy ease so they flow nicely into each other.
Step 6
Import sequences into AE. Animate using key frames to suggest they are moving slowly.
** NOTE **
For scenes where the clouds are not fully formed i.e. When they shoot up the Chimney and When the spew from and sucked back into the chimney the process will be slight different. The clouds will not be formed as such rather just masked shapes with heavily feather masks
AVERYS FACIAL FEATURES
Step 1
Draw up Avery’s Features in PS
--> All expressions and ensure each feature is on a separate layer
Step 2
Import into AE and turn on Multiply Blending mood
Step 3
Animate facial feature using AF key frames and puppet tools.
Step 4
Time re map features to ensure expression is correct with timing and body movements.
Repeat for Sal and other Rain Drop creatures.
Result
Avery and Sal should have simple but effective facial animation. It should be smoother and better thought out then last year.
CHARACTER ANIMATION
Step 1
Add puppet deformer’s character after completing build and controller system.
Step 2
Using the overlay and puppet tool options manipulate the characters movements as per Storyboard. The controller system should be set so the character does not requiring adjustment manually
Step 3
Key frame movements and add Facial animation
Result
The result should ensure an easily controllable puppet that can be animated within the limitations of the controller. It should be reasonably easy to animate after creating the control system, so timing and spacing is important to get correct.
No comments:
Post a Comment