Thursday, 6 May 2010
Sounds
Workmate: Brucey Boy! You’ve done it wrong
Bruce: Get off my case, its none of your business chuck
Workmate: You’ve put a black bloody brick in that wall
Bruce: Ill show you bricks son
Bruce: Come here
Workmate: [smashes to floor] uh
Bruce: I’m Hungry
For this, I recorded both parts using a normal accent for the Workmate and my attempt at a Scottish accent for Bruce, OK so the accent's not that great, but I slowed it down in premiere pro as well to give more definition to the difference between the two.
Secondly for the noises, I knew that because Lego bricks are made form plastic it would be good to have some plastic crashing together being recorded, but even better, because I have two kids, they have some 'Mega Blocks' which are similar to Lego, just much bigger and could create a similar sound to what i would like. So I recorded various sounds of me falling into them and crashing them together until I had enough to work with. I collated all the sounds together in Premiere Pro and decided it needed some background noise to fill in the silences. So I used two sound clips of construction sites from this website: 'http://www.freesfx.co.uk/sfx/construction' and added them to the scene.
Wednesday, 5 May 2010
Animation
Animating the scene was both fun and challenging, coming across obstacles all the time that needed to be conquered, it taught me a wealth of knowledge that one day I hope may come in useful for future projects I may do. To start with I tried animating the eyes with little success, using the lookat constraint and a point target to get the eyes to move when you move the target didn't seem to be working, every time I moved the target, the eye moved but in the animation sequence it had no effect

After trying for some time to beat this problem with no success, I moved onto something else. I placed a 'Free' camera on scene because using a target camera seemed to make more problems with the camera not actually following its supposed target and staying in a fixed position, at least with a free camera I could move it to where I wanted. I also drew a wavy line as a path for the camera to follow:

I then duplicated the wavy line and turned the duplicate 90 degrees

and added the lines as a path constraint for the camera to follow, this is performed by selecting the camera, choosing - Animation-Constraints-Path Constaint as pictured below:

As the idea was to have the second person through the eyes of the camera I placed a second 'Free' camera on scene right in front of Bruce and again gave it a path to follow. This path curves down toward the ground as Bruce is going to punch him to the floor


The 'Morpher' was then used to animate and change the shape of the mouth on the face by changing the values for each separate morph.

Background
To create the background, I used a large plane

and added a diffuse map of a sky onto it:

Turned it vertical and added a bend modifier to it so that it looks realistic within the scene


Thankfully after searching some forums and asking some friends, I discovered the answer to the problem I'd been having on getting not only the Morph modifier to work, but also the eyebrows and eyeballs to move as well, because at one point, I thought I was going to only be able to have his mouth moving at the most. The problem was that the skin modifier needed to be at the top of the stack, I had the morpher stack above the 'Skin' meaning any changes within the skin edit the morph in an unusual way as well. The eyebrows kept reverting back to their original position every time I tried to move them as well, this was because they had a skin modifier as well, which actually all it neede3d was a link between it and the bone to ensure that it moved with Bruce. The same goes for the eyeball and eventually, all the attributes of Bruce's face were editable making for a much nicer final animation. The only last major problem I had was trying to get the walk cycle sorted, I found this one of the most difficult sequences to do using bones, after hours of trying at a time, I gave it my best try and averted the camera mostly away from the legs which was a shame. I did manage to get Bruce to kick a brick though!
Adjusting the stack so that 'Morpher' is underneath 'Skin'

Linking the eyeball to the bone

Rotating the Iris on Autokey so that it looks like the eye is moving, the same method was applied to the eyebrows as well.

After watching a rendered sequence of the first scene, when Bruce threw the brick in the air, you could see through the underside of it because of the normals, So I simply cloned the brick and flipped the normals on the cloned brick meaning both sides were solid.

And before rendering the final sequence on both of the omni lights I made sure to press the cast shadows tick box is on to make sure the scene lighting is set as a realistic daytime moment.

In total there were 4 cameras used and each clip was imported into Adobe premiere pro for editing. I felt that the colours needed enhancing so I added an RGB Curve editor in Adobe Premiere pro to bring the colour out a bit better, in this screenshot, you can see the before and after (before being on the right hand side) and how much the colour is brought out just by using that filter.

