Categories
Collaborative

Week 10 (Relevant Links Only)

Link to final outcome: https://www.youtube.com/watch?v=FuGr-nB0IVk

Link to Process Screen Recording: https://vimeo.com/808163075

Categories
Collaborative

Week 10

Video of rendered animation. The clip above is the rendered animation, it is not the final project as the time of writing some FX, title, credits and sound is being added. The team will work on it until last minute but my the animation seen in the video is final. Due to delay in rigging and modelling schedule and due to a considerate amount of time was spent on fixing the rig I had a lot less time to animate the character. Originally I asked for minimum a week to animate it as I wanted to exceed expectation and polish the animation to high standard but due to not everything going as planned I had to animate all the shots in 3-4 days. Regardless of this the animation is smooth and the team is happy with the result. This was my first time working with Mixamo and motion capture, I learned a lot from this project. Certain features of maya were unfamiliar to me such as the human ik panel, auto rigging, time editor, I feel confident working with these features now. The team worked very hard and exceeded my expectations, it has been a rewarding experience and I’m happy with the result.

Categories
Collaborative

Week 9

My process varies slightly for each shot but generally it is as follows.

  1. Set project, bring mockup scene to the project and import the rig.
  2. Open human IK panel and create character definition
  3. Connect appropriate parts in the human IK definition panel to the skeleton of the rig. I.E left upper arm to left upper arm, neck to neck, spine 1 to spine 1 etc. It’s a tedious process.
  4. There is two ways of doing this either double clicking on the part of the body in the definition panel then click on the correlating part in the skeleton or double click on the part in the ik definition panel then in the appropriate name in the outline. The latter is my process as it is quicker.
  5. Do this for all the joints and body parts, maya mirrors the action meaning if you do it on the left upper arm as long as naming convention is right it will repeat the process automatically on right upper arm.
  6. Click and drag the motion capture data into maya
  7. repeat step 3 to 5 with the motion capture data skeleton. When done character 1 should be rig and character 2 should be motion capture data in the human ik panel. Choose character 1 and source character 2 (mocap data).

8. Edit the motion capture data to correct length for this shot it was 72 frames so I set my timeline and edited the mocap data to 72 frames.

Create animation layer select the character the animation is attached to and add selection in animation layer.

9. Go over the footage in the blank timeline in the animation layer and set your keys where appropriate, use the animation editor to adjust and polish the animation.

10. I used locator and parent constraints to plant the feet and keep them from moving and I also used a locator to animate the can.

11. Lastly I use the time editor to relocate if necessary adjust and fine tune the timing of the movement in the graph editor by adjusting timing and spacing of key frames.

Categories
Collaborative

Week 8

The model and rig is done but it has some problems, the character was not modelled in T-pose or A-pose. The arms can not be fully extended the shoulders are not symmetrical and the skin weight has not been painted correctly causing issues when animating. Observe image to the left, right shoulder is significantly lower than right shoulder when right shoulder is moved but in static original frozen position it looks symmetrical, however problems occur when either shoulder joints are moved. The skin weight of the lats overlap with the shoulder and arms so when the arms or shoulder is moved it brings the lats with it.

Rose seperated the arms and painted the skin weight again again however Fan has to now remodel part of the right arm and fill the gap. The feet are not the same height, the foot that wears a boot is significantly lower than the mechanical foot causing issues when trying to animate a walk cycle. Also right foot is not fully planted.

By manipulating edges, faces and vertex points I fixed the feet bringing them to the same level and boot flat.

The base of the mechanical foot had to be extended in order to bring it to the same level as the other foot. This was done by selecting the face of the mesh and bringing it down while adhering to the initial design of the foot.

Both feet are now flat and planted as well as the same height.

Front view of the feet fully planted.

Categories
Collaborative

Week 7

Me and Roos booked green screen sessions where we recorded all the motion capture data needed while waiting for Fan to model and rig the character.

We also planned which shots will be motion captured and which shots will be key frame animated. Shot 3, 4, 6, 7, 9 and 10 will be motion captured. I will animate shot 11, 12, 13 and 14 using conventional 3D key frame animation techniques.

Categories
Collaborative

Week 6

While Fan is modelling and rigging the character I made two mood boards one for the characters headgear and one for the city. These two mood boards explores the aesthetic options for the project.

We want vertical architecture, densely populated and polluted air, toxic clouds covering the sun. All light sources will come from the buildings. These images are from some games and anime that served as visual inspiration, mainly Cyberpunk 2077 and it’s respective anime adaptation.

Categories
Collaborative

Week 5

Storyboard illustrated by Lee written by Roos Stolk

  1. Establishing shot of a Cyberpunk city skyline
  2. Camera pans down to street level showing impoverished neighborhood
  3. Introduce character walking towards the camera
  4. Character stops and receives a message
  5. He reads the message a hologram appears notifying him that his rent is due
  6. He reacts to the overdue rent notice and in frustration kicks a can
  7. Character goes to pick up the can in front of an alleyway as he is picking up the can something in the alleyway catches his attention
  8. POV of character reveals what he is looking at, a glowing green portal
  9. He slowly walks into the alley
  10. He continues walking towards the portal
  11. He reaches out for the portal
  12. Puts a finger through the portal
  13. His cybernetic hand becomes organic as he is pushing it through the portal
  14. He becomes more human as he goes through the portal

Phoebe illustrated this sketch for the character.

Colored version

Categories
Collaborative

Week 4: Concept and idea

This is the production schedule we aim to follow and the roles of each team member. Roos presented an idea for the story which we all agreed to, Lee will draw the storyboard supervised by Roos. Phoebe will draw character sketches which Fan will then turn into a 3D model and make rig out of. Jesse, Roos and Eddie will gather assets and model what is needed for the environment, as well as texturing rendering FX. I will animate the character using motion capture and key frame animation.

Categories
Collaborative

Week 3: Meet and discuss

During this weeks meet and discuss meeting in the canteen the group was completed. Three VFX students, two 2D Animation students and two 3D computer animation students.

Jesse Ma – VFX

Roos Stolk – VFX

Eddie – VFX

Phoebe – 2D Animation

Lee – 2D Animation

Masi Dehdar – 3D computer animation

Fan Kong – 3D computer animation

Collectively the group has decided to have weekly meeting on Thursdays 6.30 PM. During the first meeting we will discuss different ideas and further discuss the direction of the project. Cyberpunk is a genre, we want to focus on the aesthethics mostly, but what will the project itself be about?

Categories
Collaborative

Week 1-2

The first three weeks of the term were mostly formalities, being briefed by the lecturers responsible for the unit, exploring padlet, different themes and subjects and finding a group. During the social meet up in the university canteen in week 1 I was approached by VFX student Jesse Ma to potentially collaborate with him on a Cyberpunk themed project. Week 2 was mostly spent finding other potential collaborators and exploring the subject.

A subject specific padlet board was created to advertise the project to fellow students.