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The second trial project is now done. I've spent an incredible amount of time on this over the last month, it was pain, but it was good pain. I saw result and I saw failure but we eventually got there in the end. Now I'm starting to get the hang of it, so I'll still say that I'm not there just yet, and it's also my first time implementing sound on an animation this long. That shit was tedious and hella painful... 

LINK 

You can also find this in the collection in Animations/Blender Animations/TRIAL PROJECTS/Project 2 - Brigid's Prospect...

MEGA 

It is an animation based on the Commission 'Brigid's Prospect' (Commission #60)

Sound Credits:
Rigid3D's Sound Pack for the Voice Overs and Impacts
Various Sounds from the internet (YouTube, Freesound.org, etc)
The Sims 4... for the bed. I'm being deadass... Shoutout to the 'Woohoo'
A lot of above was mixed and remixed through Audacity.


List of things learnt and to improve on:

- Keyframe Placement/Timing (So we've gotten a little better in terms of the scene, although it is a little fast on the transitions, it's something that I'm looking to work more on, especially with potentially prolonging the duration of the animation in order to spread the scene more smoothly.)

- Camera Work (Now this is something I'm lowkey struggling on, I do wish to intensify the scene however, maybe I'm doing a little too much which can be quite disorienting to the viewer, so camera movement, I will be experimenting a little more on.)

- Smoothing Keyframes/Posing (Still noticing some stiffness with the models, but it does seem a little smoother than past animations, so I think we're heading in the right direction? But I guess that's for you to say.)

- Rendering/Lighting Settings (I definitely think I should experiment more with the environment lighting and render settings, I do feel like I'm near sweet spot but still requires some more work, my PC has been working some overtime, and hasn't been switched off since the beginning of the month due to rendering so maybe I should optimize a little without taking the quality down. I think I'll be losing a GPU within months if this workflow carries on like this XD)

- Sound (I mean this animation has sound so that's an improvement on it's own compared to the last one, but it is my first time doing sound work on an animation this long, I have studied sound editing a bit over the last 2 weeks, getting used to Audacity, looking for sound packs, even pulling sound from games myself, (The Sims 4... Yep. Credits to them for the Woohoo bed squeak...) But yeah, we're still working on sound so it'll be rough from now until a point I'm more proficient with it.)

- Physics (It's a hit or miss to be honest... It's something I should've focused more on in this, since it doesn't seem to be quite right. There is a bit of clipping, some sections don't seem to moving at all which defeats the purpose of the jiggle spreading out, and perhaps making a little more on the lighter side so it's not exaggerated.)

- Colour/Quality (Still needs more work and experimenting with through Resolve. I'll need to study more in the compositor in Blender, there's a lot of things in there that I believe could make a massive difference to making it more crisp and higher quality, but a lot of it is going over my head...)


This is far by the most intense I've worked on a project and such a short amount of time, animating, video editing, sound editing, etc. It's been a rough couple weeks, but it's finally done. I'll appreciate it if you show some love, provide feedback or even hit me with that heavy criticism, it won't hurt (I think...) I need to know what else I can work on to improve my animations other than I wrote above.

Project 3 is next, however, I have been neglecting some commissions and other work, I was supposed to make a start to FN3 so I'll be cracking down on those for the time being.

Stay tuned for more updates soon!


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Comments

Nick Cavosi

It was worth the time and effort for sure, you’ve definitely gotten a lot better 👍