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.