Quill anim brush passengers and animated spawn cameras

Reworking some of the earlier scenes, as the element that will unite all three worlds is the spawn camera. This is one continuous camera that will be animated across all three environments. Meaning that I will need to re-animate the camera in Aaron's world, so the view will move seamlessly from Sally's world to Aaron's. The camera capabilities at the moment do not allow for views to jump from one camera to another.
I've duplicated the tube train, so that there is a moving train that arrives at the platform, then a duplicate static train, without transform keys, has been nested into the animated spawn camera group. This means that the tube train moves exactly with the camera, giving the viewing the illusion of being on the train. This is a much more efficient and accurate method, compared to my original method of creating matching view finders.
I've reanimated the passenger figures today too. Using the anim brush each character was drawn across a series of frames. Then the drawing was duplicated four times. The duplications were renamed 'head, torso, legs and a spare master file. Whilst playing the animation I deleted any geometry from the layer that was irrelevant. For example, in the head layer I deleted the torso and legs, so that just the animated lines for the head remained. This allowed for the animation paint layer to retain it's looped playback settings, whilst nested in a sequence layer. Transform keys were applied to the sequence layer, to allow for simple and subtle movements of head sway. The same technique was applied to the torso and phone. This allowed for secondary animation and the head, torso, phone and legs to move separately, whilst retaining the animbrush settings.

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Dr Hannah Thompson, Royal Holloway University