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Showing posts with label The Battle for Axis Mundi. Show all posts
Showing posts with label The Battle for Axis Mundi. Show all posts

Monday, March 5, 2012

The Corresponding Frames

So today I unfortunately only ended up animating the corresponding 77 frames of animation for the other character. I was hoping to do more. Tomorrow I hope that I will use my time more wisely. I decided that I was simply not going to go to bed tonight until I at least did those frames, and so I stayed up late to finish them. It's not that they took that long to do, it's just that I had not worked all day and it was already late, and so I just stayed up for a little while and made an even later night out of it so that I would not have gone the whole day without animating a single frame. This is how we roll in March Madness. We don't stop till we get the job done!

Sunday, February 19, 2012

A YouTube Milestone

So, I just realized today that I am now the owner of a YouTube video that has been viewed over 100,000 times. That's right, it's taken more than 4 years, but "Hugest RCT3 Crash on Youtube" has finally broken the hundred thousand barrier.


Unfortunately, I haven't got much to report on Axis Mundi. Just keep your hopes up, and I'll try to do the same. I'm going to finish it somehow.

Sunday, January 15, 2012

First post of 2012

I made some pretty good progress on Axis Mundi today. A little animation, a little filming, and a little compositing. I realize that this is a pretty tame start of the month (even though the month is pretty much halfway over already), but as always, I'd like to remember that a productive streak could be just around the corner.

Oh, and Happy New Year!

Thursday, December 8, 2011

A scene from The Battle for Axis Mundi

So... I decided that I would upload something kind of out of the ordinary for me. It is a preview of a scene from The Battle for Axis Mundi. I don't generally like to upload "previews" of my stuff before it is done, but I felt like I should make an exception in this case. Firstly, because this preview is not using footage from the actual film. Secondly, because it has been so darn long since I started this thing, I feel like people should get to see some indication of what is in the works. The animatic takes place about 4 minutes and 30 seconds into the film. That's how long it is right now. So basically over the next few weeks I will be working on making the very scene that you see in this video. But in RCT3 with fully animated 3D characters. So go ahead and take a look at what I am talking about, and then I'll give you some more tidbits:


So yeah. Kinda basic, but you get the idea of stuff happening. You also may recognize my slightly Derpy drawings as the Warrior of Light. You also may see a creepy spiky dude that you have never seen or heard of before. I guess I am kind of revealing him here. Oh well. I don't think that it matters that much that it stay a secret. Since I have shown you a 3D model of the Warrior of Light, I might as well show you a picture of what this bad guy, who's name happens to be "Evil," looks like in the game:


Now you are officially kinda-half spoiled. But not really. Because the point of this film is the animation. And I haven't made anything close to these animations before. So hopefully you don't feel too spoiled. Given that this is the biggest update for Axis Mundi so far, I kind of feel a little let down. I was expecting to be like OOHHHH YEAAAHHHH CHECK IT OUT ITS AN ACTUAL VIDEO ABOUT THE BATTLE FOR AXIS MUNDI WOOP WOOP!!!1!!1!!

Maybe I'll feel a little more excited once you guys start talking about it. Wink wink nudge nudge.

Sunday, October 23, 2011

Productive Procrastination

So I just finished some really productive procrastination. When I was going to be working on a paper, I worked on the walk-cycle and got it to a presentable-enough-to-film-it level. And now I can work on my animations more this week, unless a boatload of unexpected stuff happens, because I just finished the paper! But I think I'm going to go to sleep now.

Wednesday, October 19, 2011

Practical animation

I remembered something I read a long time ago today. It had to do with computer animation. It was one successful animator's specific workflow (can't remember who it was). Basically, he animated the body first, completely ignoring the legs, and then animated the legs after he got the motion he wanted with the body. I remember thinking that it was a really good idea to try once I started animating stuff. I had forgotten about it until today. That's what I've been doing, and it seems like it might work. I've got the body animated the way I want, and I've only just begun to see if I can get the legs to follow along in a believable way, but I am hopeful. It really does make sense to do the body first, since shots in films tend to focus on the face/head first, the body second, and the legs might be included if the shot is wide enough, but they are almost never the center of attention. So why let them define your animation? Well, that's exactly what I had been doing up until now... I was animating the legs first, and it was making my character look completely weird. Even if I don't get the legs looking completely perfect, though, I think I will still be able to use this animation. The particular shot I want it for doesn't actually show the legs most of the time anyways (surprise, surprise!).

Tuesday, October 18, 2011

Animation and editing

Over the past few days I have completed and filmed 321 frames of animation for The Battle for Axis Mundi. It could have been even more than that, but unfortunately the new model's walk cycle has me a little bit stumped. I kept re-doing it and it kept coming out wrong, so I need to figure out what is up with that. I think part of the problem is me thinking that IK constraints would solve ALL of my problems. While it is true that they make feet stick to the ground, it's not true that they auto-magically make your animation look realistic. In fact, I think it is just as easy to make an unrealistic animation with them as without them. With IK it looks like your character is a puppet who has no muscles, and without them it looks like a person who's feet don't seem to care that two pieces of matter cannot occupy the same space at the same time (note however that well-animated characters don't necessarily give a second thought to the laws of physics either!). Overall though, once I get better at animating them, I think IK rigs will make the animation process a lot easier.

Oh, and since I was having such a hard time on that particular animation, I continued working on the re-edit in Adobe Premiere. The green-screening is SO much cleaner! Everything looks better than ever!

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