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Breathe - VFX Short

* * * * * 6 votes VFX Art RoastUs Space Nuke Maya Houdini Mari Matt Wanted Butts as a Tag

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93 replies to this topic

#61
Danriduk

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Looking really nice so far !

when she grabs the rock at the end it looks abit weird from the rest of the first shot (perhaps not final?), i feel as though its too quick ? Also seems to just come to a sudden stop - maybe get it so the rock will shift slightly as she grabs it from her weight could add some more tension that way.

 

edit: yup just saw the anim post before ..


Edited by Danriduk, 28 March 2017 - 04:46 PM.


#62
ichi

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Those renders look awesome, particularly like the third shot!



#63
mack

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Head is feeling very disconnected from the body at the moment, might have to be careful how much you push the body around to prevent this. 

 

For the inside cave shot, I would definitely use a locator to offset the pivot point of the body. Will save you time and hassle having to counter animate so it pivots from the correct position. 


Edited by mack, 28 March 2017 - 05:13 PM.


#64
snowed

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I'd shoot some reference for those arm shots, it doesn't look like any has been used inside maya whilst your animating looking at the movements (correct me if i'm wrong though!)

 

Keep it up guys this could be a great little project! 

 

+1 to what Mack says, head feels very disconnected at the moment, try to make the rest of the animation feel more fluid and less stuttery / stop / starting etc.



#65
chrisdunham95

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Your smoke pass is looking very thick for atmosphere/ wind/dust kickup - could do with some tweaking in my opinion - maybe try emitting from curves you can manually place around on your ground - and maybe slow it down abit - keep it going :) 



#66
Skittles

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Anim update: 

Looking really nice so far !

when she grabs the rock at the end it looks abit weird from the rest of the first shot (perhaps not final?), i feel as though its too quick ? Also seems to just come to a sudden stop - maybe get it so the rock will shift slightly as she grabs it from her weight could add some more tension that way.

 

edit: yup just saw the anim post before ..

Thanks for the feedback. I'm still a little unsure on the last grab, so have left it in for now but may experiment a little more with an 'ending' for the shot if people still don't find it working. The movement of the rock is a cool idea, I'll have to bring it up with the folks although I'd expect it may be a 'if there's time' thing.

I'd shoot some reference for those arm shots, it doesn't look like any has been used inside maya whilst your animating looking at the movements (correct me if i'm wrong though!)

 

Keep it up guys this could be a great little project!

You're dead right Josh, I hadn't really used any reference by then! I filmed a ton of really good reference since, which is proving to be immensely useful for such a close up shot.

 

Still have the old Beta blocking on the left hand, but have been working into the right (closest) hand today. There's more to be done with the fingers, intersections and general details but am starting to feel happy with the movements as a whole.

 

password: hand

Will be working on the back/left hand tomorrow, any feedback or crit is very welcome.


Edited by Skittles, 11 April 2017 - 03:23 AM.

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#67
snowed

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Looking much better, other animators can chime in as well, but on first glance and skipping through the vimeo which isn't the easiest.

 

Looks like you could do with 1 or 2 more frames on the second hand grab moment on it's way in, and i think you could make the fingers go into a more interesting pose on their way into shot from screen left (SL) to SR. The fingers pop from dragging on the rock, to clamped down into the holding position over 1 frame, maybe give them one frame inbetween those two moments might help.

 

Just make sure the general movement isn't too snappy, sometimes snappy'ness is good for realistic, but if there is too much it starts to look semi-cartoony.

 

But overall much better, see if you can get a blendshape to squish the top of the hand down as there's an unnatural bulge there when the hand should be straight

 

 

The background hand should rach a little bit further forward and grab onto a corner of rock, and have that corner give way to emphasise the slippyness and the fact theres someones body weight attached to it. Also will add to the drama :)


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#68
Dan Dindarov

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Thanks everyone for their feedback! Super appreciated, we're taking everything in.

 

Here's the updated Helmet:

 

 

And a few stills:

t1OsBuQ.jpg

mqw8vNC.jpg

p13hsNB.jpg


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#69
Tom_mccall

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Along side completing the helmet textures I have also done a dirt pass on the glove, something that we got back from alpha but I wasnt able to act on as the model took priority. 

 

 

n0ug6h5.jpg

 

dOTL5l2.jpg

 

FeCF8v6.jpg


Edited by Tom_mccall, 11 April 2017 - 02:25 PM.

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#70
Skittles

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Anim update:

Looking much better, other animators can chime in as well, but on first glance and skipping through the vimeo which isn't the easiest.

 

Looks like you could do with 1 or 2 more frames on the second hand grab moment on it's way in, and i think you could make the fingers go into a more interesting pose on their way into shot from screen left (SL) to SR. The fingers pop from dragging on the rock, to clamped down into the holding position over 1 frame, maybe give them one frame inbetween those two moments might help.

 

Just make sure the general movement isn't too snappy, sometimes snappy'ness is good for realistic, but if there is too much it starts to look semi-cartoony.

 

The background hand should reach a little bit further forward and grab onto a corner of rock, and have that corner give way to emphasise the slippyness and the fact theres someones body weight attached to it. Also will add to the drama :)

Thanks for the feedback Josh, it's much appreciated! I've added a Google drive link too this time!

We've actually ditched the second hand grab because there's been a slight camera change and it wasn't quite what the group were after, although I definitely noticed the finger pop on that first grab so been able to sort that out. I've tried to make the new grab not too snappy, although I feel the other still might be pushing it a little still.

 

Been trying a bunch of ideas for the back hand with the new camera trying to see what will work. The shot gets covered by the close hand for a large part, making it trickier to work it in. I think it's feeling alright but I'm not too sure at the moment, so I've left it quite rough for any thoughts or ideas, to see if it's working or not!

because would love to hear any ideas or opinions on the back hand to see if it's working or not.

With the near hand I feel it's starting to come together. Probably just a few parts to polish up and maybe a finger and wobble pass too, but of course if anyone has any feedback/crit at all please do let me know!

password: hand

GoogleDrive: https://drive.google...iew?usp=sharing


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#71
Skittles

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Animation update for you folks!

Been working into the back hand today, messing around with timings as suggested so hopefully should be feeling more together now with both in the shot.

Tomorrow it's onto the details [barring any fixes and feedback]. The plan is to add some subtle wobble/strain onto the fingers and hand, then try and get rid of any avoidable intersection.

As always crit welcome and appreciated

password: hand

https://drive.google...iew?usp=sharing

 

Here's a version with just the new hand if you want to see it on it's own.


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#72
ichi

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Here's shot 4 ^, any feedback would be greatly appreciated

pw: breathe


Edited by ichi, 13 April 2017 - 09:35 AM.


#73
Leooo

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The head still feels disconnected from the body. I'm guessing you're keeping it steadier than the body in order to keep it aligned with the track, but right now it just feels like it's moving in world space rather than being affected by the upper body movement.


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#74
ichi

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The head still feels disconnected from the body. I'm guessing you're keeping it steadier than the body in order to keep it aligned with the track, but right now it just feels like it's moving in world space rather than being affected by the upper body movement.

 

Yeah the head has to stay as-is. I wanted to get a lot of upper body movement going on to have the arms swing about like that, but the head is quite still in comparison so I think I'll have to tone down that body movement a little.



#75
Leooo

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I don't think the animation should suffer for the sake of the track, and there are a couple of things you could do to get more out of the shot. Has anybody considered projecting the footage over something inside the helmet? I don't mean a fully modelled and animated head, just something which would help with the shifting perspective of a moving head. Also, remember that the helmet is pretty large so there can still be a degree of movement around the head. Try and find some footage of people in hazmat suits to see how awkward it actually looks and how much the head can move around inside.


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