Wednesday, 18 May 2011

Tweaked Shots for Final Edit: Scene Missile

Finally got the last scene together. Animating the back and forth took longer than I wanted it to because the animatic wasn't too clear so I infused it with a bit of creature retardation, kind of. This gave me less time on tweaking past what Simon wanted, so I got what Simon wanted in first and then went back to the shots to make the animation better. And here goes the Missile Scene, with many shots:

I'm okay with this shot, but it's the facials that makes it seem at bit off. Due to the limitations of moving his brow I couldn't get the expression I wanted at the end, I think the camera angle didn't help either. But with what the rig could do I think it works alright. Next time I would see if there are any other camera angles that would make this action look better.

Just a follow on shot, looking at the controller and I put a bit of movement in there because no-one can hold anything still:

Another follow on shot, establishing what's going on and the situation of the scene. I think I could have had the apprentice do something like pulling his hand over his eyes to try and see further, just for a bit of dynamic and contrast, but again time was an issue so I stuck with what I had:

I like the way Shot 4 turned out and the only thing niggling at me is the hands on the binoculars, they shake too quick where it should be a slower movement like in the controller shot:

I'm pleased with shot 5, although I could have thought of a few more possibilities at what the creature should be doing just to see but there wasn't much time for testing. I kinda like the way he's inspecting at what his hand can do, gets distracted for a second and goes back to his hand, shows a little of that stupidity the guys wanted:

Shot 6 seems fine the way it is and I'm happy with the apprentice's movement, however I think I'd go back and tweak at it more with the hunter holding the controller a little lower:

A cut to look at the missile from the side, and the apprentice is still turning to see. I quite like this cut, but looking at it now there's a little popping I can see that's irritating me; other than that pop I'm happy with it:

Annoying to get the controller movement right in this shot because the controller must still move slightly in his hand while he's thinking about what he's looking at, and thinking about forces and adding in that punchiness when he presses the button. Maybe a bit more of a change in facial expression is needed, but other than that I like this shot:

The camera angle was moved close to last minute, and because I was animating the back-and-forth first then the important tweaks I didn't get chance to move the apprentice, and have his eyes follow the missile when it zooms away. I quite like the camera shake and maybe tweaked to have faster bounces when the missile moves forwards:

I like shot 10, this one was a major tweak because of re-animating. I found it tricky to figure out the timing for this straight away, so went into stepped mode and played around with the keys the get the timing pretty much there before working on arcs. I'm happy with the result:

Shot 11 is just a quick shot of the creature jumping down, and looking now, the land should have a bit more impact upon his body, so making the bounce up and down rather quick at first and then easing out:

Not much to see or explain in the next shots as they are the quicky flicks between the creature and missile and I think the missile ones should be a second shorter just to emphasise how fast it's all happening.

I'm relatively happy with this shot, the creature jumps forwards near enough into the missile, showing his stupidity again and lack of fear I suppose. When I come back to this I should think more about his tail and the way it moves, but time constraints didn't allow me the freedom I had on Scene Mushroom in exploring and testing ideas:

I really like this shot because it goes against everything you should do when faced with an active missile, furthering the notion of the creatures stupidity. Things to work on would be the tail and get some solid poses for where it should be:

Again relatively happy with this shot but the lack of control I had with his facial controls meant that the camera had to change (not just his face in shot) which gives the audience less of an impact that the hunter's a bit shocked:

Missile flying off, and happy with this shot, the creature should have a bit more movement in him but because he has no neck I can't make his head follow the missile, so he can see where it's going:

Shot 19, the creepy shot. Annoying to get the right flowyness with the sudden camera move here. The hunter's fingers aren't the easiest things to pose either especially for shots when grabbing shoulders. Extras to do for next time, is work on the hunter's hands/fingers, and move the camera back to it's original keys as when the apprentice's head stops and camera moves it seems a little choppy:

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