Week 10: Polishing, Updates, and Research

 This week, I had our team focus on animating and polishing up their scenes to start heading into Unreal. With this, I also reassigned certain shots that needed some extra work done to compensate the shots that were taken out. For shot 3A and 3B, animation for Spiderman and the Monsters chasing after him needed a lot of work done, so I have Faris tackle on the task while Vicky continued working on the foreground animation for that shot. 


As we were focused on polishing up shots, I went back to my original file for shot 15 to do some touch ups. As I did some passes to adjust poses and to accommodate for the scaling of the new Monsters, my scene ended up breaking a bit while making changes on the graph editor. Unfortunately this was after I made a good amount of progress, so I will be reanimating this again.


For my shots, I decided to work on the Dude and Monster rigs in separate scenes to test out the solution of importing two separate alembic cache for the two rigs of the same shot into Unreal. The monster for shot 14 is ready to go and will be tested in class on Monday after critique.


Separately, I also went ahead and did some post-production research by looking up tutorials on VFX and 2D VFX in Premiere Pro and Animate. Below, I linked some of the videos I found the most useful for both softwares. I'll be testing these effects and techniques as we get our shots rendered out in Unreal in the next few weeks. In doing so, I want to really elevate the end product of our animation and create something impressive for our demo reels.




This week, we'll be focused on any clean up and final touches for our more finalized shots to go into Unreal. Touch ups will include: making sure all rigs in Maya are all to scale, export settings are the same throughout, and to ensure that everyone is on the same page in terms of out deadlines. Any shots that still need development may be reassigned depending on the progress being made. This will be for the benefit of catching up to where we need to be.

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