Color flats and shadow layers for the Cleaner kicking in the door and double-double-tappin’. Needs background layer, and lighting effects. The frames here apply to 013-01 as well as 011-03.
Archive for the “WIP” Category
Oct 20 2010
Key frames and rough breakdowns on the rotation for the extended cut of 006-016. The scream lasts approximately 20f, and the animation here has been timed to match.
This marks completion of all animation keyframes. In addition, we’re approximately two cuts from completion on in-betweens.
004-02 tracks with the UAV bug as it flies down the air shaft. This scene is built slightly differently from the usual cuts, requiring a marker to be placed into the scene to establish the movement of the character. The drawings are then keyed to track the marker.
Additional elements added to 012-06. Some additional explosions and background debris are still in the works, but this cut is nearly complete.
012-06 represents a very challenging cut. While there are many elements in the composition to animate, by attacking it piece by piece we break it down into manageable components.
Included in this test are several of the loose pieces on the set (chairs, carts, floor corpses, etc), pulled into a tightly spinning nucleus left behind by Kali’s teleport out. As the various parts are crushed together, they reach fusion and set of an explosion that wipes us out of the scene.
Elements still missing include the gory corpses and blood being pulled into the center from the crow’s nest, secondary explosions that tear through the room in the moments before the fusion blast, and various bits of debris created by the massive vacuum on the walls and pillars and pipes around the room.
When the scene is complete there will be a lot more motion, but by having everything follow a similar path we create a cohesive flow. This partial test illustrates the basis of that motion as well as the element by which we transition out of the cut.
Several corrections were made to the test and additional elements placed into the sequence, but it remains incomplete as listed.
Clean keys and some rough breakdown tweens for 004-08. The BG elements are temporary placeholders, but should represent the position of cables and such for the purposes of action composition.
clean keys for grouped actions that blend with the actions in cuts 007-01 and 005-01. The keys test represent motion timing only, and not final cut length timing. Use of grouped actions from the other cuts allows all three to be composed as needed.
Sep 30 2010
clean keys and roughs for 013-01. Some extension has been placed in the kick and the shooting, additional flex can be gained at the opening hold.
Sep 29 2010
Key frames and rough tweens for 010-01. The movement has been extended another half-step to bring the guns on his belt fully into frame, teasing the threat to come.
Keys and roughs for 006-11. There’s a couple placeholders and no stagger, but we’ll get that on the tweens. All the effects layers are in place.
Clean keys and rough tweens for 004-09. There’s flex points for the comp timing in the hold before the jump and at the end.
Sep 25 2010
(-EDIT-replaced with FX layers included)
Coming into the final stretch on keys, only a handful of cuts remain. 006-11 here still needs timing tweaks to the ending movement so that it works into 006-12 (staggers, basically).
009-01 builds off the action of 007-01 and 005-01, all of which show Lincoln working at his holo-interface. Here we’ve added more extreme lip movements in the second position, as well as adding new hand gestures.
The nature of these cuts (largely built from grouped actions) allows us to mix and match elements from each to create the additional variations in action needed to extend the times and even allow the cuts to be used more than once.