Here is a rough comp video of what my video would look like in the future when it is all integrated together!
Now I am going to be creating a calendar for this project so I can meet deadlines for myself on what I want done by specific times. Im going to breakdown neccessary things to have to make this complete, then base my calendar off those checkpoints
Finding animation and getting it all to line up (The fight occurs with shooting spells and getting hit by the spells and just trading shots with each other)
3D Tracking the scene and getting geometry out of the track to place the characters on top of the geo from Nuke
Lighting the scene to match the scene in the background plate with all the render layers and necessary assets
Final compositing combining all the layers, adjusting the color of shadows and light brightness on characters
Compositing in the spells for each of the characters and the respective hits when they hit each other.
Final render and adjustments, 90% done about three days before the final due date
With these lined up, my calendar should look like this.
Thursday, Feb. 23rd: Step One complete
Monday, Feb. 27th: Step Two complete
Thursday, March 2nd: Step Three complete
Monday, March 6th: Step Four complete
Thursday, March 9th: Step Five complete
Saturday, Sunday, March 11th/12th: Step Six complete
Sunday, March 12th at 11:59pm: SUBMISSION.
Here are the UV Snapshots of each character:
^^ Nightshade UV
^^ Abe UV
BAD NEWS!! So it turns out that the models that get imported into the scene, whether they are grouped or not grouped when imported, they all get imported in as one mesh. This means that I am going to have to spend time on my own, breaking down each meshes UV to be correct. This will be taking a lot longer of time now and sets me back in my schedule. I would have images of the mesh all together but my desktop at college will not let me save images to the computer with a screenshot and will not let me save snipping tool images as well, cowabummer. BUT THERE IS ALWAYS A WAY AROUND IT.
My new proposition for how I want to get this done is plan out how my animation is going to go down, then knowing how long my frame rate will be, then going back to nuke and selecting part of the video that would go perfectly with the pace of my characters in the scene.
To start combining the models and their animations together, I watched this video on how to combine mixamo animations together. Listed below is the link to the video I followed.
Once I had learned how to put together the animations for each character in their own file, I combined them together by taking one file where the animation was set for one character, and then imported the other character and their animations into the same scene. To make both characters be transformable in the scene, I grouped the mesh of each character separately so that I can move them while the rig of the character remains unaffected. After some tweaking and adjusting to the timing of the characters, I came up with this as my confident animation for the time being. Of course, I'll go through and adjust what I have so far, but now it is pretty good! The characters will be adjusted to a better position when I get my image sequence out for each video. Listed below is the video that I have of the animation so far.
*pictures of snipping tool images of trax editor of each animation for characters*
Here are some time-lapse videos of my work so far on remapping the textures on the characters to make the characters not all one texture. This will result in better looks on them as well.
The next character Nightshade will be harder to work with, as she has more elements that I will have to finagle with to make all of her parts correct.
So after doing two hours and more of work on the character, trying to get all the textures right, I found that after playing the time sequence in maya left the character Nightshade not moving. For some reason, she had no animation tied to her and the history of the animation from the rig on the character was disconnected. I figured out after some trial and error that the main reason why Nightshade forgot the animation was because I deleted the history of the model, hence removing the rig as well. I tried multiple solutions to getting this fixed by either bringing it back into mixamo to be re-rigged, but that did not work because this character specifically has a special rig with the ribbon being part of the rig, I tried rescaling the model back to where the original skeleton was but after combining it all, the rig started to pull parts of the body in weird directions and could not read any of the animation to the rig attached to the model. I was very close to fixing it, but at this point, I had decided it would be faster if I reimport the model from an older version, reapply the textures in less time that would take two hours of work.
For the time being, I decided to do an overall texture on Nightshade. I changed her phong to an AiStandardSurface, then redirected the base color, glow, specular, and normal map to the respective plug ins.
Thursday, In between this time, I had gotten out a camera track of my scene for the movement, but clearly from the video you can see I have some issues with it. Not exactly sure what is going on here, but I am going to figure it out in the meantime. Listed below is the progress video that I have for this comp.
After some reworking of the camera track, this is my second version! I like this version way more and I plan on making it stronger from here.
The only issue that I am having with this track now is that the track is sort of pointed down a little weirdly and I need it to be pointed up some more. I will work on getting a new track for this to look better.
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