week 14

Hey look, there’s a film.

Sound and picture is done now, possible color correction of some shots could be worked in.

Captions aren’t in becuase I really couldnt figure out how to effectively describe the sound effects that were integral to the story. Literally any ideas on what to write would be helpful.

Week 12

Almost finalized with the sound, credits need a new font that matches the aesthetic better, and it needs captions, other than that I don’t really plan to change anything imagery wise*

*theres the possibility to add to dimensionality to the 2d section but that can happen after the film is actually complete.

week 11

Animatic 3

Small timing changes, a few added renders and crude sound.

Animatic 4 Fully Rendered

There’s the slightest hickup between two clips where the screen goes black for a frame but that will be fixed.
rendering the last 3 shots took 5 hrs so not too bad at all, minor tweaks to make so some sections will possibly need to be re-rendered but overall very happy with the current result.

The text at the end is placeholder for timing, the color will be changed.

Sound notes

Two things that I for sure know about, the cube sounds dont match the texture of the material so I need to change that. there isnt a vortex sound for the dimensional tear yet, still no sure what would be best for that.

production schedule from last week, but again no week was done on the 10th week so its still valid

The plan is to finish all animation this week, experiment with some sound stuff while everything renders, and then edit the final cut next week giving me an extra week to go back if need be.

week 8

Render woes

Render settings:

  • 262 frames ~3hrs
  • Each frame rendered between 30-40 seconds using CPU rendering
  • noise reduction within after effects applied to give final video result

Things to consider going forward

  • Gpu rendering was fast but produces so much noise unless the sampling is increaded to a number not viable for a semester film (30-40 AA samples) 5 mins per frame… not reasonable same thing happens with cpu to get a noise free 1080p image
  • subsurface will probably need to be turned to zero. Not sure if it adds much to the material, and it certainly makes the render take longer
  • closer camera angles seem to take longer to render than shots that are further away (again assuming this is the subsurface aspect thats causing that?)
  • If I can figure out better render settings, or just expect it to take forever, my computer can handle it, but for this specific one, I had to split the load between two computers remotely
  • gpu denoising using isnt temporally consistent, and cpu denoising takes so long to apply to each frame it would be quicker to just up the sampling and live with the 4-6 hr render
  • turn off volumetric shadows? volume samples are at 5 right now I imagin that also has a big effect considering its a skydome light

week 6

Animatic but 3D ooooh, ahhhhh…. ehhh ok.

I added sound in a later version but it actually detracted from the overall film.

The acting beats in the middle when the sphere is supposed to act confused, and sad doesnt read, re vist the acting choices there, also consider not having the camera move and keep the camera on the right side of the cone.

Partner Animatics

I edited Sahana’s

Just changed the intro shot and let the branch transformation shot, do double duty as an establishing shot

week 5

Preproduction Continues

Rigging continues, dynamic pivot not working as intented, may have to brute force the animation…

Character Lineup

line up of characters in film. frome left to right: black circle, black cylinder, ornage and white sphere, orange and white rhombus, blue cube, bule cone.

Texturing Is Interesting

comparision between bump maps

Plan to finish the rest of the rigs in the comming days and start full force on 3d anim next week 2d anim keys are slowly coming together

the prekend is going to be pretty packed, becuase I need to make up for lost time

Schedule log:

Week 3

Glow treatment had too many plot holes, and wasn’t a very fun idea. Time to find a new story.

Idea: Distill a concept into is most basic components then go from there. I took the idea of friendship, didnt like where that was going, then took the idea of different worlds interacting, which turned into DIMENSIONS. and now I’ve simplified it into oblivion literally, we have, a cube, and a sphere in a white void, with the addition of a tear in their universe, that reveals a step down in dimensions, so we travel from 3D to 2D, in both story, and visual style.

Logline: A cube and sphere have their pecerption of reality changed, after encountering unusual holes in their world

TREATMENT

Working title: Hole.

A sphere and cube walk aimlessly across a white expanse, a void of existence. The cube disappears [off screen] and reapeares shaken to its core, after being tossed out of the ground. The sphere goes to see if the cube is okay, and is sucked into the same hole, where its pulled from the 3rd dimension into the 2nd dimension. The circle’s reality is distorted. It’s pulled apart by lines examining it, before being tossed out. Left shuttering in shock of what it had experienced… [jump cut to show the expanse of the void, roll credits].

[As credits roll on left] a new cube walks by and is sucked into the hole… a moment pases, and its thrown back out again

Story Beats:

  1. Sphere and cube moving through white void
  2. Cube falls into hole behind sphere
  3. Cube comes out of hole grey. Sphere goes back to see what happened to cube
  4. Sphere sucked into hole
  5. Lines examine sphere (represented by a circle since it’s the 2nd dimension). This would be the breakdown of the sphere
  6. Sphere rejected by lines put back into 3D world
  7. New cube comes in and falls into another hole

CHARACTERS

Sphere

  • bounces around
  • relatively squishy, like a firm clay ball
  • smooth and round

Cube

  • rotates, onto its faces to move
  • not squishy
  • almost completely sharp edges

ENVIORNMENT AND STYLE

3D Dimension

  • stark white void
  • color for characters
  • moving textures (clamation shader)
  • 18 fps (animated in 24, composit at 18? TBD)
  • realistic movements

2D Dimension

  • Black void, with white outlines of shapes
  • simplify geometry ie: sphere becomes circle
  • tentacle forms distort reality {faked perspective}
  • fast movements, malleable forms
  • 12fps (animate at 24 on 2’s leave room for fast moves on 1’s if needed)

SOUND

3D Dimension

  • no music
  • sliding, bouncing, grounded sounds
  • little reverb
  • very little sound

2D Dimension

  • no music
  • etheral, tonal
  • more reverb
  • isolated sounds that show impact
    • stretching, twisting, hitting

EQUIPMENT

Animation:

  • Autodesk Maya
  • Rough Animator
  • Procreate (2d effects, consider multi export degredation)

Rendering:

  • Personal computer: Ryzen 7 3700, RTX 2060, GTX 1050 ti, 32Gb ram
  • YellowDog render solution: [last resort]

Editing:

  • Adobe After Effects
  • Adobe Premier Pro
  • Adobe alternatives (pray, you can try iMovie… plz no)

Sound:

  • Condenser Mic (scratch sound, foley)
  • Field recorder (to be bought)
  • Adobe Audition
  • alternative to Audition (Audacity)

Things To Consider

Moving textures may require some effort to get working in arnold, gpu rendering may help ease rendertimes, dont bank on it though

Sound recording may also be an issue, no music at all unless its premade which is a gamble timing and theme wise. Finding foley sounds online is a little easier, reach out to Dave Sluberski since you aren’t in his class yet, and maybe Olivia Wolfman, consider enlisting the help of someone who can be oncampus? might be too much work to manage…

TAKE BREAKS