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I feel I succeeded in my goal in creating a suspenseful and engaging Thriller that follows standard narrative arcs stctures, like rising and falling tention resolution . by implementing aspects such as a physical pressure like gage as a clever way of putting the audience on the edge of their seat. I feel I have demonstrated good skills in lighting within Maya, using lighting to focus on specific physical elements in the scene and also to help construct a cohesive narrative. I feel like I have demonstrated good camera work and skills and knowledge by using close-ups at the right times, closing in on her face as she reacts for dramatic impact, or zooming in on her hands when she picks up objects to lead the viewer to question her motives and question her actions, as each are pivotal and so close to setting off something much larger in the story.
I feel I have demonstrated good teamwork and communication skills. getting regular feedback on my segments of the work regularly, and taking actions to keep the work evenly distributed, as well as offering suggestions to other members when required.
I feel i have demonstrated good time management by getting large amounts of my vehicle animation done a week in advance, to save space for the later come maya group work near the end of the module, where i was already expecting to have to spend a fair bit of time focusing and completing the group work because at this point my team would be waiting for me to combine, so me prioritising this for this period and geting my vehicle animation done before in advance, was well planned.
To improve the project i would spend more time on placing the cameras. as i felt some could have been centered, or rotated a lot smoother. there was still an amount of movement that i feel some viewers with motion sickness would not enjoy, thus i would reduce the motion on some shots more, and possibly have even more static camera shots.
Another improvement i would make is to the animation itself, as i feel my animation, was a little off in parts. When she approaches the table, she might do a proper walk cycle, but she has quite a lot of bop and swing in her step. this to me feels out of character, for a doctor who may seem to be confident, her strides should be quick and to the point, but not swinging out to the sides, this may be nit picky, but stands out to me for not fitting the theme.
Another part of my animation i would adress is the facial expressions, I have learnt that i spent too much time on the feet, which were almost never seen, and notm enough time for the face in comparison. This lead my animation to not be expressive as intended, although she did have expressions, i felt i could have expressed them a lot more.
Moving forward in future i have learnt to be more communicative and vocal about my ideas, as plenty of them this time were valid and often neat, although i have learnt that sometimes, you cant always approach things in maya how you may want, and you have to make sacrifices, in often cases with technology which does not behave as you expect, you may have to take shortcuts to get the idea out there faster. This is why i like previs. It utilises a larger aray of elements, as its not as restricted with perfection, its often about efficiency and using it as a stepping stone to envision greater things.
I have learnt that i can work well in groups and are a valuable animator as well as team member.
This project allowed me to express my technical skills when it comes to applications. using good planning and allocation, the group sensible noticed the skills we each demonstrated and allocated suitable leaders for certain portions of the assignment, such as Allocating Grace as the lead storyboarder, or me as the Maya technician.
i feel i have demonstrated a variety of soft skills within this project witch have help solidify my confidence as an animator.
To me, these felt like go back to being a child and either making little Lego sets such as the house, candle or toaster building excersises. Or like playing with hotwheels sets. Ultimately, it feels like playing a creative game at times to me, a game where you just have to put a lot more effort in to make progress, and the rewards are not as instant. I enjoy creating whether Music or Visual, and Maya to me, although i may feel is pretty daunting from the amount of bugs at times and its coporate backing, is a hugely powerful software with great capabilities and i am happy to be using it as my means and tool for my creations. Being allowed to embrase the selection of tools maya has to offer and not being limited to just the animating part, has made this module much more explorative and much less limiting for me, allowing me to experiment with nparticles, MASH, moddeling, texturing and lighting, all will help with the foundation of animation, by knowing how these elements would interact with such in a whole cohesive scene, knowing the limitations of these other areas, as to not mis-expect what areas right next to animation area capable of.
i feel i have demonstrated great understanding of the principles behind moddeling and texturing within maya.
i feel i have demonstrated great fundamental previsualisation methods by focussing on the core essence rather that miniscule details. using simplistic simulations to represent rather complex visuals and doing so with efficiency and without deviating too much from the task at hand.
i feel i have shown good physics often which all movement abides by, thus having adequate knowledge of 12 principles of animation and the 3 laws of motion which i heavily learnt from my Animation Fundamentals and Character Mechanics modules, have all shown beneficial for simulating this realism within animation. I have demonstrated how when heavy vehicles turn corners after carrying fast momentum for periods of time, the follow through of weight appeals as the car tilting to one side. or how due to little friction in the air, a helicopter may stuggle to ground itself and its momentum may make it hard to control, and how the movement of a helicopter is always trying to balance itself against its force in a direction.
To improve the moddeling, this really depends on if its for use in previs or not, if its for use in previs moving forwards, i would focus on makign sure its roughly the right size and shape and just use simple standard colours and shaders, and also in this case makign sure i keep the right naming on all the the objects in the outliner, as because its not perfect looking and its previs-i would label incase anybody else possibly working on this project may misinterpret the object. But if it is for use in a final shot then i would of course spend more time focussing on the details; primarily the textures, geometry, normal maps, height maps, etc.
to improve on my pre-vis vehicle animation, i would spend time creating a human to sit inside the car rig, i feel having freqent shots of characters expressons wieved inbeween the vehicle shots, although not required, would indeed give more relatability to the audience, possibly catching a glimpse of the expressions and relating of sympasising with the character more.
Another improvement for my previs animation is the helocopter in the air. I feel it still looks rather unnatural to me. this may be because i am trying to simulate a car chase that is verry unlikely so to be beleivable it has to be good animation, i feel the way the helicopter could be improves here is by having more of a flow in the air, currently the helocopter feels slightly lifeless, possibly useful if i wanted to vindicate the helicopter as the soulless robot villan, but in this case, i wasnt intentianally going for this, and would have preffered a more expressive, hectic chase.
learning from this experience, next time i would create differnt parts of the scenes separately then combine when they are in their final form, as when working on my vehicle animation, i was struggling towards the end handling all the rigs and simulations within one scene, and testing and playing back animations after combining the simulations, the scene got a fair bit laggier. learning from this i have gained confidence working on small areas at a time, before i often felt having aspects of the scenes in differnt locations makes it harder to keep track of everything when its not in one place, but sometimes, being able to handle a few separate things is better than not being able to handle everything at once.