The final version of my short film, The Lady Next Door.
seen from United Kingdom

seen from Malaysia

seen from Germany
seen from Poland
seen from Japan
seen from France

seen from Malaysia

seen from Poland
seen from India
seen from China
seen from United States

seen from Malaysia
seen from Brazil

seen from Serbia
seen from India
seen from Sweden
seen from China
seen from China

seen from Malaysia
seen from Malaysia
The final version of my short film, The Lady Next Door.
The Final Project - Animating my Characters (p.12)
Well, the time has come to say goodbye to another series of posts as I come face-to-face with the end of the project. I am both relieved with the conclusion of this, the most tedious process in the pipeline, and regretful at not having developed it better. There’s no denying that the animation is the least developed part of my film, not for lack of trying, though. I’ve spent a very long time on breathing life into my characters, and have used the time efficiently - with my current level of experience and in this time-frame, I don’t believe I could have done it any better than I have.
The Final Project - Render Farms
With so few days left in the project, I’ve decided to ensure the completion of the rendering by sending it all off to GarageFarm: a useful online rendering service which I was only acquainted with less than a week ago.
Although 3D animation requires many resources to produce, what it takes above all else is time. As with many things, it requires a great deal of time to produce... unlike many things, however, much of that time is spent after you’ve finished working on it. I am, of course, talking about the painful process of rendering your footage. Whether you’ve made a mickey mouse adventure film, a sci-fi droid saga or a little story of a woman and her dog, rendering is something which you must face.
The Final Project - Yet Another Problem
This post is going to be a fairly short one, as I’m in the midst of solving what it’s about. If I find a way around the issue, I’ll probably mention it as an update at the bottom of the post, here.
This was going to be my twelfth and final ‘Animating my Characters’ post, as it is the last day in the schedule for animating (though the workload is beginning to worry me, even without time-consuming problems like this one.) It seems, though, that I’ll be making another tomorrow, right before my hand-in, about how I managed to solve all the problems and put this project to bed at last - though that doesn’t sound very likely to the sleep-deprived person typing this right now... Essentially, the problem is that, when I set keyframes in Maya, the character’s skeleton doesn’t do it’s usual, gradual shift from one to the other, but instead jumps to the next one as soon as the appropriate frame arrives. I looked online and found people with similar problems and attempted to adapt the solutions to my issue, but nothing is working. My only thought now would be to look into the animation graph editor, where the more intricate animation work is carried out.
I’ll keep you posted.
UPDATE: I did manage to solve the problem, but only by pure chance. I can’t say which of my attempts fixed it, as it only corrected itself once the file had been reloaded for the fifth time... I do know, though, that I can power on with the animation, in the hopes that I can finish it for tomorrow.
The Final Project - Re-Structuring
Today has been very stressful, working on only an hour’s sleep to bring this project to a close isn’t recommended to any animators who may be reading this (though I’m sure you’ve all done it before now and you will probably have to again at some point.) This morning I started my day at 4AM and worked until 12PM, animating and rendering as quickly as I could to complete everything in time. Though I’ve worked constantly over the past few weeks, with work hours varying between 16 and 23 per day, I’ve not been able to satisfactorily submit my film. This is due in part to the time-consuming nature of animation, and the even more time-consuming errors which I’ve faced over the past week, but the biggest problem of all is rendering. I’m paying a great deal of money to have my fully animated files rendered and their finished frames sent back to me... Even then, I’ve had to wait far too long to receive them and my ability to progress with the project has, obviously, relied on a constant supply of finished material to edit and compile.
The Final Project - Lighting and Processing
Well, the project is drawing to a close (for the third and final time,) and, with the animation done and dusted, I have been able to move on to the lighting and processing of my scenes today.
Lighting is something which I’ve always enjoyed experimenting with in my animations - I think I especially like it because, unlike the tasks that come before it, the effect of lighting changes is immediate. It’s another of those processes in 3D film-making whose workflow is utterly unique, requiring its own set of skills and involving its own set of challenges. In this project, I’ve done something which I’ve never attempted before in regards to the lighting: only two shots of the entire film have any light sources in them at all.
The Final Project - Designing the Montage
My film can be split up into three main sections, each of which carries its own overarching themes and which is told in its own way. The best way to distinguish between the sections is through the music, which is built from a collection of 10-second phrases; each of these has its own purpose, too - providing the flexibe and dynamic framework for the immediately and cyclically emotional film which it was written for. The first section documents initial discovery and the exploration of the unknown; the second -the montage- conveys the development of relationships through the passage of time (both through the slow increase of physical closeness and through the more obvious aesthetic changes, such as the colour of the leaves in Autumn.) The third, which I’ll cover in more detail as I approach production for it, delivers the great heartbreak of the two humans and follows their eventual recovery.
The Final Project - Fixing the Problem
I’ve managed, at least for now, to find a way of preventing this terrible lag that’s begun so spontaneously when working with my Maya files. It wouldn’t be entirely true if I were to say that I’ve overcome the problem entirely - rather, I’ve worked around it for now.
This post is going to be a fairly short one, as the majority of the day was spent dealing with the lag, and the remainder of the day featured exactly the same processes as I’ve mentioned previously: animating.
To keep the problem from delaying me massively mid-animation, I’ve had to bite the bullet and remove the park entirely. Though the path and the green grass remain, everything of significant detail has been removed, in the hope that the computer would begin working properly again. This decision, though a difficult one, will allow me to be far more efficient in the upcoming days of the project - days which need to be very successful, else I fear that I may not deliver the film as I would like to.
I will rebuild the park once the animation has been completed, importing the finished version into each individual scene to ensure that everything looks the same from one shot to the next. I find that working in slow-motion, as animators always do, utterly changes the perspective of the artist; their more intricate plans for each shot emerge very well, but the overall continuity of the piece can be harmed considerably by such a powerful magnifying glass as we animators are equipped with.