Week9: Composition of sound effects, final previs

I learned that a lot of the sound effects can actually be simulated on their own, and it’s the simulated voice-overs that make it so much fun.

https://www.youtube.com/watch?v=cg_daxoXMaQ&ab_channel=GetIntoFilm

I used a lot of tools such as lighters, hangers, sticks and shoes, except I don’t have professional recording equipment, but I recorded on my iPhone and used Au to make the material more advanced.

Props for dubbing

Secondly, there are some sounds that cannot be simulated and I then use Au for adjustment, Au is a particularly common software again in terms of post-tuning.

Finally, there are some sound effects like explosive effects, as well as arrangements and scores, which require more advanced techniques and software to achieve, originally I planned to learn to arrange the music myself, but time was limited, I decided to look for material on the Internet for synthesis, so here is another issue is the copyright, especially if some works are used for commercial distribution, must be allowed to use free material or paid material, as our short film does not require particularly much material, a lot of material I can find.

Project file for compositing sound effects

Finally there is our final previs.

Week8: Final composite previs

Everyone finished their parts, sent them to yann and then composited them and added VFX.

Next I started adding the sound effects section.

Sound effects are also a very important part of the animation previs, sometimes the sound comes before the picture, giving the viewer a sense of forethought, and having a soundtrack and dubbing at the initial stage makes the post-production work easier to adjust and complete. In addition to studying the language of the camera and practicing animation, the final skill of voice acting was one that I was interested in learning.

Week7: Polish animation

First I added details to the action of the female protagonist’s knife on the male protagonist’s arm. When we watch some movies and animations, we all know that when the weapons are at a standstill, because both sides are exerting force at the same time, both hands and weapons will vibrate at the same time, just like the feeling we have when we are arm wrestling detail.

There is also a shot at the back that switches back to normal speed at the end of the slow motion, when the close-up of the feet standing still will need a movement curve to look more natural, and the same toes are added with the details of the upward movement and then stepping flat, just like the previous walking animation task, using the previous experience.

In the female protagonist a rotation of the horizontal movement in the original blocking is directly under the figure of the circle of the total controller to carry out a rotation, from the upper body look is felt to rotate over, but in fact the position of the figure’s feet is wrong, and there is not a forward a movement, so I will make the details of the feet, and the task has a tendency to slash forward.

Finally the hero holds the knife in his hand and quickly pulls the gun out to fire, again taking into account the speed of the movement curve.

The total work is not much but there is a lot of detail to add and think about, instead of doing just a few seconds of animation we will consider more details, but at the same time, because we are doing previs animation, we can do better in the advance animation task to reflect more detailed and vivid physicality I think.

Below is the finished animation I am responsible for.

Week6: Completion of 3D layout

At last, the MAYA layout is out, and although the level of detail of the characters and the scenes are already as good as the previs, there are still many details and other topics to be studied such as vfx effects, and further debugging will make this previs clip even more detailed and exciting.

The next step is for you to start making polish adjustments based on your assigned footage, and I will be responsible for the following footage.

Then complete your respective clips when we have our group discussion the following week.

Week5: Motion storyboard edit version

As the character models are still being bound this week, we can’t directly throw our 2D motion storyboard into the layout step for direct modification, so we discussed that Jay and I would do the final motion storyboard trimming at the same time, while Yann would also make our storyboard into a blocking layout directly after the two characters are bound. Yann will also make our storyboard into a blocking layout directly after the two characters are bound, and then put the final scene into the final scene once the scene building is also completed, so that there will be no need to update more project files.

Then the final debugging or dealing with the final ending, the male lead’s robotic arm is a jet that will manifest itself later, so the final plot reversal is still to reflect the characteristics of the robotic arm. The previous male protagonist used the final skill instead of being knocked down felt that it did not match the balance of the previous battle, so the plot was finally set to hit the female protagonist but did not hit the vitals, but the mask was shattered at the end.

Since the changes were only to the ending and some of the pacing changes, they were drawn directly into the motion storyboard instead of re-importing the storyboard steps into the edit.

Week3 : Storyboard making

As there were more movements, the key pose and polish of the final animation needed to be done by everyone, so when Sean finished his beginning part, he went to design the male character’s design, and I would finish the later part with Jay to speed up our progress.

This week we are going to sketch out all the storyboards in general, and next week we can move on to the 2D motion storyboards. Considering that the final previs will be in 3D, the final presentation will most likely still be modified, with some deletions and changes to the pacing and story, so we are not drawing too much effort to make the 2D characters beautifully drawn, but rather focusing on explaining the shots clearly, the movement of the characters and their placements, which are the most important.

I studied some videos on design ideas for fights before I drew them, for instance:

I referenced a lot of animation styles and fights, but I still had to design many of the fight scenes myself. Therefore, the images I had in my head needed to be supported by similar films or actual shots, and I searched a lot of references.

Of course, the most important thing on the Lens is composition and framing, and I will keep revising it while considering what kind of framing will be more comfortable, not just using distant shots, close-ups and fixed shots, but also combining some motion and empty shots to make the picture layered and comprehensive.

I ended up drawing storyboards, combining action, shots and building a simple 3D scene with reduced transparency to make it easier for others to read and understand.

Next week I will be working with Jay on the first version of the new motion storyboard, combining the images from the previous Sean drawings and my storyboard with Jay’s.

Week2: Cutting of the style concept

Based on the storyline, the animated previs we created was mainly a short film with no dialogue based on fighting, it was the design of the fights that dominated the short film, so the reference style and directional markers for the fights were important, and after refining the plot, I created a general feel for the video clip.

Using some animated footage references to form a general story line, as well as designing some combat traits for both characters, I gave both characters a combat style. Although there is only one line in this clip, the body language of the characters can already bring a lot of characterisation and personality to the characters.

We divided the work up, with sean working on the beginning of the intro, and me working on the middle and second half, with the transition between the two storyboards to be combined later. My next task was to look for battle references and find gaps in my camera language design to improve my storyboarding skills.

week 1: Collaborative project start-up, script setting and workflow

One of the important tasks in the second semester was a collaborative project to bring the ideas we liked and the directions we wanted to explore into the team work. When I found the idea of showing two bounty hunters in a cyberpunk alleyway, I said I would like to join yann’s team to work on this previs animation project.

I personally like sense of lens and I was interested in working as a storyboard artist in the future, in addition to just tweaking the movement of the animation, so after some discussion, I took on the role of previs storyboard for the team, discussing the plot with sean and visualising the images. In addition, the sound effect is added to the final previs.

story:

The robot man was destroying the robots in the alley, hitting the robot so hard that it smashed the wall through the hole.

Then the man threw it into a bin. There were some robot limbs scattered in the bin.

The mechanic took out a cigar, lit it, took a deep breath, and then raised her head to emit smoke. Looking up, she saw a masked girl standing on the roof with a short knife. The girl crouched down and rushed towards the mechanical man. The man dodged in a hurry and the cigar was cut into two pieces.

The girl fell and rolled up, her back to the man.

The man steadied his panicked figure and spat the cigar to one side.

The girl slowly rose to her feet, revealing the sign behind her.

Upon seeing this, the man gave a look of disdain and said, “Bounty hunter.

The two men confronted each other in a gesture of pre-battle calm.

Time:

the near future.

Related Words:

postmodern, science fiction, cyberpunk

Location:

A deserted alley in a modern city with a few small shops or signs.

Background:

In the future era of high technology and low living, the emergence of intelligent machines will bring new contradictions to society. The renewal of the governmental justice system can hardly match the development of technology. The consolidation of social classes further leads to chaos and excessive disorder brings about a new order. The intrigues of the upper classes have also come up for discussion, and professional killers seem to have become an integral part of every upper class force. The government’s tacit approval of the bounty hunter system has provided a new outlet for the underclass, keeping society somewhat stable but cold.

The masked girl is a bounty hunter, eccentric and agile. She grew up in the slums and was influenced by hip-hop culture. Dressing more freely, her clothes will have many cultural elements on them and she uses a short knife. On missions, the costume is more capable, she wears a mask to cover her face and does not speak.

The robot man is a professional killer with a strong body and a cold face. He is usually responsible for dealing with people or robots who hate the upper classes. His frequent killings have made him brutal and although the job has brought him money, it has also taken his arm, but luckily he can replace it with a high-tech metal arm. Metal arms offer greater strength and defence.

Finally we will have a weekly discussion on Fridays to wrap up and move the project forward.