In this part, I started to animate my character. First, I used Advanced Skeleton to bind the character, then drew the weights. Then I animated the character in Maya.
After I finished the animation, I exported the animation to abc format, entered Marvelous Designer, and simulated the cloth. Then I exported the simulated clothes to abc format, entered MAYA, and synthesized the entire animation.
In this part, I started to prepare the footage of the reality shots, because the climax of the whole short film is the reality shots, and these reality shots show the character’s past and fantasy. So I need the reality shots I shot to provide enough emotional value to support the whole short film.
I first chose the beach, but the whole shot was a wide angle, and the camera was rotated during the shooting. Although the beach is a good scene for expressing emotions, this shot scheduling did not have the same effect, and even had the opposite effect, so I finally gave up on this shot.
I needed a lens that could carry the character’s emotions in terms of lens language, scene arrangement, and ambient sound, so I thought of the subway. The subway can perfectly cover these needs. I tried to shoot a segment while riding the subway. I chose a 35mm focal length lens setting, looking straight ahead from the perspective of the human eye. The 35mm focal length is generally what the real human eye sees, so this can also reflect the real memories of the character himself.
I then shot two more clips. One was shot facing the window of my house. I chose the afternoon when the sun was shining into the room and there was a breeze blowing, which would cause the curtains to flutter gently. The second clip was a river. I faced the sun and let the sun reflect through the water into my lens. Both clips were shot with a 35mm focal length. The first clip had almost no background sound, while the second clip had a strong wind sound.
After completing the preliminary design of the characters and scenes, I need to modify some details.
Because my short film is a display and simulation of people’s mental state, I need some objects to represent something. I plan to use a bitten apple to represent the character’s mental trauma, and this apple will appear in the foreground of some shots, so the modeling accuracy needs to be relatively high. But in the process of looking for materials, I found that it was difficult to find a model that could meet my needs. I needed to make this apple a little rotten and bitten, which also represents that the character is gradually escaping into the abyss after being traumatized.
So I used Luma 3D for 3D scanning and modeling. First, I bought a bag of apples, took a bite of an apple, and then placed the apple on the table for two days and two nights. I used Luma 3D to scan the apple and exported it to Maya in OBJ format.
Finally, I imported the apple model into my first scene:
I started working on the second scene. My idea for this scene was a huge empty warehouse with a glass window on one of the walls to look out.
There will be many load-bearing columns in the middle of the warehouse, and in the last shot, the character will run forward between two rows of load-bearing columns.
Then I used Marvelous Designer to make the character’s clothes. Because the whole story takes place indoors, I made the clothes very loose, which can also cover up some of the shortcomings and flaws of the character animation during the subsequent cloth simulation.
For this part, I first expanded the UV of the character’s body, and then used substance painter to paint the character’s texture. Because the entire scene scheduling almost never reveals the character’s face, I didn’t spend too much effort on this part. But I want to emphasize that after the first painting, I imported the character into Maya and added hair, and found that the scalp always showed through the hair, so I simply painted the character’s scalp brown.
I then searched online for materials and started to build my scene.
My scene is also very simple, but it requires a large glass window, which paves the way for me to add external lightning flashes and fireworks later.
In this part, I made the protagonist of the whole film. My protagonist was modified from another character of mine. I made a lot of modifications to the face and rewired the body for rigging.
Then, I wanted to try a new way to make the character’s hairstyle.
1. I first made a rectangle.
2. Divided the rectangle into several parts and then exported its UV.
3. Used Photoshop to draw the UV texture.
4. Imported the texture into Maya, then divided and reorganized the rectangle, so that I had a variety of hair strands.
5. Evenly placed the hair on the character’s head and made it fit the character model.
In this part, I made blocking animation according to the reference.
In the beginning action, I put the character in the lower right corner. I would have the character enter the camera from the lower right corner, but according to the instructor’s suggestion, I hope to enter the camera directly from behind the camera. And because my character will be punched, there may be facial animation, but according to the assignment requirements, facial animation is not required, so the instructor suggested adding glasses to the character.
Regarding this keyframe, when I first made it, I only focused on the continuity of the front and back movements, but ignored the beauty of the pose itself. The character’s entire body was very distorted and not very stretched. The instructor suggested stretching the entire body to form a perfect arc, and slightly modifying the front and back movements to make them more coherent.
In this pose, my original plan was to let the entire left leg draw an arc in the air, which is the starting frame, but I overlooked a very critical problem, that is, both the character’s arms and legs are facing the camera, and the left leg just blocks the shape of the right leg, which cannot appear in the animation.
According to the advice given by my tutor, I changed my plan. I will delete one character and only animate one character, but the whole scene is still in one ring.
As a first idea, I want to make an animation about wrestling, because wrestling is mostly about big movements, which can easily make some tense animations. My idea is to make an animation about RKO, which will have two characters involved. The first character will quietly enter the ring from the back and use RKO to attack the other character. If time is limited, I will replace the first character with a sandbag.
Thumbnail:
I broke down the animation into 19 actions. The ones marked with triangles are minor keyframes, and the ones marked with circles are major keyframes.
Entering the preliminary preparations, I first referred to the story that my FMP was going to tell and rewrote the script. This time, the script of Project 2 mainly tells the story of a woman seeking self-salvation in pain, facing the pressure of life and herself, and being overwhelmed. This is also the problem I have faced for a long time. I often compare the present with the past, and then I am full of fantasies about the future. This is a problem that has always troubled me, and it is difficult not to use external factors to improve myself.
I will divide the entire short film into three time points, that is, three acts. The first act is in a room where the protagonist sits on the sofa by himself, experiencing a painful self-struggle. During this period, I will use alternating editing techniques in the room and the protagonist’s fantasy scenes to show the audience. Then in the second act, I will use the material I shot in reality, which represents the protagonist’s past. In the third act, it is still in the protagonist’s room, but the light is much brighter, and the protagonist stands up and leaves.
Although it is a good idea to bring one’s own experience and emotions into the work you create, it also has disadvantages, such as it is difficult to make the audience empathize, which is a double-edged sword.
This is my moodboard. I used the same moodboard from my FMP, because the tone of the two short films is very similar.