Linda Running Cycle

Linda Running Cycle

Open


Pre-Vis: 00:01:30 W.I.P.

Pre-Vis: 00:01:30 W.I.P.


Hopefully there’s a nice sync between some of the cuts. Fine tuning may be needed, however let's start animation and monitor the pacing. The montage cuts which will take place in the third portion of the trailer will involve two running scenes; Vincent runs and falls into a metallic web, and Linda runs and trips to the floor in a corridor (glimpse). We will come up with a plan to see how we can place the spider confronting camera scene tomorrow. Overall, the aim is to balance a nice selection of animation shots; upper, lower, full body, face.

@Group: Let's talk tomorrow afternoon/ evening and animate. It's really important the files uploaded / attached to the Facebook message are working and are fully stable. Let me know how they are fairing before midday - if you can! - and notify me if there are any abnormalities relating to the scenes. We'll condense time this way.    

Edit: Instead of spider dropping from vent, spider needs to be more visible and menancing. Maybe it should already be on the ground. Scaling the size of it up.

Open


Pre-Vis: First Minute W.I.P.

Pre-Vis: First Minute W.I.P.

Attack of the Robot Spiders: The haunted boom mic and the red will-o'-the wisp. Also featuring a few crude animations.  

Open


Pre-Vis: First 30 seconds

Pre-Vis: First 30 seconds

Open


Rigging: Vincent | Legs and Feet ->-> Tounge

Rigging: Vincent | Legs and Feet ->-> Tounge


@Adam and Sean: Expect to see all three characters completed by tomorrow. I'll quickly guide you through the controls of the rig, then we can begin our animation. If you can get a good nights sleep tonight, can we aim to be early birds tomorrow, 8:30 sharpish?
@Adam: The playblast animation of the desk looks fine. Will go over this tomorrow. I noticed you hesitated to texture the pieces of the paper/ blueprints on the desk while the desk itself was textured; were you thinking of using the textures I created of the blueprint in the animatic? Even if you didn't, that'd probably be a good idea instead of gallivanting for new textures. I have a high res PSD file saved somewhere of the blueprint. I'll make sure to bring it in tomorrow, then you can sort that out?
@Sean: Do your best to complete the environment by tomorrow. Incidentally, while typical laboratories are decorated in a bland, white coat/ have no particular colour scheme, I think we can avoid UVing unnecessary geometry. Walls and flooring we'll avoid, seeing as we can make heavy duty adjustments in After Effects. We will go through and find specific textures for plot objects in the lab, i.e. Blueprints, vault door, one or two corrugated/ destroyed corridors. These objects which help direct the mood of the trailer. Depending on how we progress into the animation; if we can aim to complete a raw series of animation cuts, it may then be better to find suitable shaders that will operate as the textures on the walls and flooring. We'll worry about major textures after we have blocked out and completed a raw animation; due to time. 

Open


Rigging: Rick | Throat ->-> Eye look controls

Rigging: Rick | Throat ->-> Eye look controls


Despite some technical issues, I feel I’m back on track. 


Open


Rigging: Rick | Spine ->-> Controls

Rigging: Rick | Spine ->-> Controls

Open

About This Blog

StudioCrawler is a team of students working together on a collaborative project at the University of the Creative Arts Rochester, studying CG Arts & Animation. Stick by and watch us as we are challenged to create an animated film trailer for the festival Retro-Fest. Keep an eye on our news section and Twitter feed for latest StudioCrawler news and updates.

Followers

Blog Archive

Characters