Lip Sync Project
Blender scene project
Blender scenary test
In this Shot, I set up the 3D scene in Blender while my teammates worked on the character animations. This was much fun as It was my first time using Blender. Before setting it in Blender, I helped to test the walls and flooring to that of a spaceship which I did in Photoshop. Once placed in Blender, I then used the push and pull tool to convey layers and pieces to what were once just flat walls. After that, I added lighting to specific parts of the ship, like the computer and the bottoms. The final part was the outside lighting to convey the ship moving, which I did through moving two points of light in a circle vertical and horizontal to the ship.
First lighting test
Working with inbetween
Rough KeyFrame posing
Lip Sync test Rough Finish
This Animation was an assignment where we had to animate an entire conversation between two characters for 10 seconds. For this I first designed the character with a narrative, a mushroom man trying to learn the basics of batteries and a short scientist trying his best to explain it. The animation was modeled around the conversation I voiced myself. After the audio, I put in the golden poses, adding the in-betweens, making the animation flow all together.
KeyFrame Pose
Ento: Shot 16
This is one of the shots of my Senior Capstone film, ENTO, which I both roughed animated and clean-lined. The narrative of this shot is the main character Ento jumping at attention for his mother after just failing to catch a bug. For this, I made sure to have Ento's action be quick, moving from laying down to standing at attention. I also at the end made sure to give Ento a smug look of pride at the end as if he was waiting on his mom to give him some personality in his actions.
Shot 19 Effect Rough
This is another piece from my Senior Capstone Film, Ento where did some effect animation. In this shot, i animated the dust cloud that forms on the predator's last step. This was a mixture of having the dust expand correctly and then disappeared in an appropriate amount of time. For this, i first animated the surface circle moving outward from the clawfoot of the predator then easing out. the animation of the shapes of the clouds, using the circle as a guide moves fast at first and slowing down near the end. then I had the cloud break apart into nothing, ending the animation.
Effects Animation
Fire Effect
I animated a fire on a stick moving from right to left for this animation. This proved easier than expected as follow-through isn't needed for flames as they move fast enough to change shape completely. I first animated the torch simply moving, easing in and out of the action. Then on top, I animated the fire while considering gravity, lightly pulling it back and having embers flake off it. The fire was separated into two layers, making them move independently and flake in the same direction.
Water Effect
I animated a Water Splash caused by a rock thrown into a pond from Mulan. The main point of the process was to make the splash realistic, breaking it apart in a reasonable amount of time, let alone making sure the shapes were accurate. For this, I quickly animated the rock moving from the left, close to the camera, to the pond's center. After that, I animated a guide circle moving from where the rock hit the water, quickly moving and easing to a stop. Then I drew the water shape from the first guide circle and had the top of the splash move out with the guide circle. Like a dust cloud, the water splash would disperse at the end but also have drops bounce off at the end.
Smoke Effect
In this animation, I animated an incense candle moving from right to left, emitting a slowly building smoking chain in the style of Mulan. This quickly proved to be the most challenging effect to animate for me, thanks to the consistency of the smoke. When you animate smoke, you rarely disperse it. Instead, you add to it, expanding it more extensive and significant to fill up the entire screen. Make sure the smoke folds and moves consistently to the Mulan design. I make to use keyframe pose animating, starting with ruff keyframes and then adding in-between drawings between them.
Ball & Shadow Effect
For the Ball n Shadow animation, I had to animate a ball hitting the Pinocchio door and bouncing back with a shadow. The main point of this animation was to have the ball bounce in a 3D dimesional space and have a consistent shadow of the ball. For the ball, I had a simple pathway from being thrown left of the screen to then bouncing on the door and then bouncing off to the right of the screen. The main challenge was to make the ball bounce at the right elevate of the background. Then I had the shadow flowing, the ball changing shape and fold dependent on the surface and point of the light.
The Mushroom that stood up
In this animation, I animated this using Maya (first part) and After Effects(Second part). I designed the characters first in Illustrator, designing them body part by part so that I could transfer the final designs to After Effects to animate. I then Designed the 2D BackGrounds in Photoshop. For the 3D parts, I used one 3D layout for the scene and two character models. I did the audio & credits in after Effects and the 2D parts.
Heroes
This animation aimed to animate the music, giving it a fit visual. The animation was done through Toon Boom Harmony. One of the only rules going into this what that none of the objects in this could still be for more than two frames. With that in mind, I animated this in the traditional sense of going through each frame from beginning to end to give them an excellent fast, paced flow. I decided to end the animation on a heart to bring the whole narrative together in a feel-good ending, matching with the fee-good song Heroes by David Bowie.