Friday, 27 February 2015

FMP- Alpha (Creature Scene)

Just a reminder, here is the animatic for the creature scene...

First Block:

Here we have the first block for the creature scene. This took me quite a long time to get right but I felt that the poses were very important here. I wanted a nice silhouette throughout this piece for the creature and I really wanted to hit those key poses. 
I really struggled with this blocking as the rig was quite challenging to work with. We initially had a lot of issues with some of the controllers and the rig did not like being referenced into Maya 2015 however we got it to work in the end, it just pushed us all back a little time wise. 

First Spline: 

Again, first spline is pretty ugly and I think I need to do a lot of work to get some weight into this piece. I have had a lot of trouble with the legs and shoulders when using this rig. The anatomy of the creature means the neck is very large and unfortunately doesn't deform to the nicest shapes. I tried my best to make the poses appealing (with as little clipping and glitching as possible) while still making the movement believable. Hopfully, the more I work into it, the better it will get. 


After the first spline, I moved the landing position of the creature so he covers more ground with his jumps. Getting the last run to look right took me a lot of time playing around. The problem was he is a big creature so if he doesn't cover much ground with each stride, it looks odd. On the other hand, his legs are very tiny, so there is only so far they can stretch before it just looks like im making him fly across the screen. I am quite happy with how it looks now and I am excited to get some nice overlap animation done and really smooth out the curves. 


Here I really tried to work on making his movements fluid but weighted. I had fun adding some character and emotion with his ears. Its a little difficult again as I cant animate the eyes until the body animation is done and I also cant see what the totem glow looks like (the glow of the totem is what scares him away) So its a lot of guess work but I am over all happy with the way it is progressing. 

Facial Anim: 

Finally I got to work on the facial animation and really add some character and expression to the creature. We had a little trouble again with the eye textures as some didnt want to work, so the range of eye animation was quite limited however I still think it works and I am pleased with how they look. 

I will be uploading the finished rendered version in another post once they are done.

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