Sc40: Doppelgangers Arenāt Real
This shot was very difficult in terms of the technical hurdles. Mainly since I did the walk first, with the intention of doing a simpler shot. As a result, I had to force a blend as he turned. After some review, I decided, cinematically, the long take was more fitting for the genre, and felt more natural.
The intention of the shot is that we will see/hear the boy and principal arguing in the room, and as we pull out, we reveal the true villain of the story, the boyās evil twin listening just outside the room. He walks away like the grand mastermind of it all, just before pulling the alarm, one last time.
There were some technical hurdles here, and this is where scene setup was important. First was deciding where to put the world, as this affects the animation massively. Turning in CG is a bit of a problem, and after several attempts, I found I had more control when I kept +Z pointing down the hall.
Not only that, leaning him against the wall means checking for collisions, the primary one being his hat. Hopefully the shadows will hide any hat collisions. As for an acting beat on the step, I think Iād like to mimic a smirk, such as Nick Wilde or this Dark Knight scene
The hardest part, artistically, was getting appeal from both the walk, and the turn. The key beats were as follows:
Camera shows Principal and Kid arguing through frosted glass
Camera reveals the evil twin with a juicebox in hand
Throws Juicebox on the ground (littering)
As he turns and walks away, weāll see a GREEN lollipop (the same one the principal used as evidence)
Walks to the end of the (smoky) hall
Blair once again helped with a drawover, and said a lingering lollipop is a lot more readable. The rest of the challenge became blending into the walk cycle. Iām satisfied with how it looks, but perhaps the limitations of the rig, or for whatever reason I couldnāt get a convincing forward lean without having the villian look old and frail.
Probably the hardest or second hardest shot, but the camera work was also quite a bit of a challenge. I think the key was making sure the rotations and translates go together, instead of isolated. I recommend JoshCam, this shot is the only one that uses the rig.
Do the animation start to finish, doing something to connect with, in this case the walk cycle was fairly brutalĀ
I spent a lot of time in previs with aĀ ādummyā walk and frankly that was all scrapped anyway so I wasted time doing camera animation
I thought it was gonna be a good idea to do the walk frame by frame, and that would have been a disaster. I did do a few steps but 500+ frames of that, hell no.
Originally had the world at the side of the wall, making it hard to determine the characters middle, this was a mistake. Point the +Z axis to the main direction of movement.