Death to Squishies | Blender Animation

I remember finishing my previous animation 3 years ago. Back then I wrote that it was my biggest Blender project I had ever worked on. And it really was, until today. Well - here is my new biggest project! “Death to Squishies” is a recreation of an animation from 20 years ago, from the third installment of the Ratchet & Clank series. I worked on this video for the last 2 years and I can’t believe how much work, time and patience it took to produce such a short clip. I spent almost the entire first year of work creating all the elements of the scene, lighting and characters. Then another year spent fooling around in front of the camera for references, animating, rendering and endless fixes. During this time there were better and worse moments. Moments when I would sit down with enthusiasm to take the next step forward, but also days when I couldn’t even look at the opened Blender file anymore and honestly doubted that I would ever be able to finish this project. But I did it!

In my previous animation, the camera was static and the characters were mostly sitting. Here, each shot is dynamic, the characters are moving a lot, and the editing pace is dictated by the rhythm of the music. It may not sound particularly spectacular, but for me, working on this project was some a kind of personal challenge. From the appearance of the characters, through the design of each element of the scene, to the optimization of the rendering time and post-production. But also organizing the disk space. Believe it or not - the entire project in its raw state takes up a staggering 1.2 TB on the disk. Yes, 1200 GB! I can’t believe it myself.

That said, I didn’t achieve everything I wanted to do here. I still don’t know that much about lighting. I have over 20 different lighting versions on my hard drive that I tested and none of them were good enough in my opinon. In the end, I simply chose what seemed closest to my original vision. Although I think the entire animation could have been lit much better. Maybe I’ll learn how to do it someday.

The physics of the character’s rigid, metal hair also proved to be not an easy task, though it may not look like it at all. For most of the time I was working on the project, I was not sure how to animate this element of the characters well. I thought about manual animation several times, but quickly came to the conclusion that it would take way too much time. In the end, I decided on a mixed method. To animate the hair, I alternate between 2 addons, depending on which one gives a better effect in a given shot. In some places, I animated some parts manually. Besides, even when physics is used, it is often supported by a whole bunch of manual corrections in various places. I hope the effect is acceptable.

Rendering took about 4 months. It could have been shortened a bit, but I decided that I wanted the final video to be available in 4K. I worked a lot on some details, so I simply wanted them to be visible. Of course, I tried to split the animation into layers to speed up rendering. But since all the shots are always dynamic, there was not that much room for optimization. Splitting the render into layers simply didn’t give any effect, and even added unnecessary work. Honestly, taking all this into account, I think that 4 months isn’t that bad at all.

I hope it was worth spending so much time on this project. I don’t know what I expected from it. But I know that after some time I see a lot, really a lot of mistakes in it. Some are small and unimportant. Others make me wonder how on earth I could have done it so badly. But the most important thing is that I managed to finish the whole thing. This fact in itself is a great achievement for me because I know how often such projects never see the light of the day. Fortunately, I managed to find enough self-determination to work on it until the very end. It’s time to move on. I’m not sure yet what my next project will be, but I know that I have a lot of ideas. And with that I’ll end my lengthy argument that no one will read anyway, haha. Cheers!

W.I.P. thread: Courtney Gears - #88 by Mortus4
Courtney in “Finished Projects”: Courtney Gears
DeviantArt: https://www.deviantart.com/mortusk/art/Death-to-Squishies-Blender-Animation-1165014265
ArtStation: https://www.artstation.com/artwork/lGL18k























47 Likes

You finally did it, congratulations.
An animation by one person

More than 1to but how I mean isn’ t too much for 1 minute animations

Yes, and I’m so glad to see it finished. It was a long journey for me, but also very valuable one. Thank you!

I’m not sure if I understand your comment correctly. Are you asking about this 1TB I mentioned in my post?

You’re on the featured row! :+1:

Well, man, maybe the animation in some place could be better, but all the rest looks very very good to me, also the timing and the sync with the music; and, I especially like the robo-girls design. Congratulations, also for the perseverance in reaching such a goal for such a long time. :+1: :+1:

Awesome! I was really excited to see the final version after following your WiP posts. :slight_smile:
It turned out amazing! The little sequence in the middle with the style change is also great!
I have to agree though that the lighting could be a bit nicer, especially in the wide shots. The closeups look good, but the wides feel flat in comparisson. Maybe you could have used light linking to give the characters a little bit of an edge to seperate them from the background.
The animation on all the characters is great! Congrats :smiley:

that is crazy !! the amount of details is mindblowing.
a complete project !!

I’m not going to give a compliment sandwich like most Blender posts get. This is straight-up cinema with stellar animation and visuals. The rim lighting and reflections in the metal hair really sell it!

Perfection!

2 Likes

1TB for a 1-minute animation, which seems unusually large for a project with just 7 characters and some light spots. Could you clarify what led to such a huge file size? Were there any specific factors like high-resolution textures, complex simulations, or unoptimized meshes? Also, rendering took 4 months — was there an issue with the render settings or hardware optimization that caused such long render times? Just trying to understand what went wrong with the optimization and rendering process.

1 Like

WOW! Just WOW! :scream:

now I have a weird fetish now … :sweat_smile:

That was mind blowing! I am also working on music animations on Blender for a music artist! I can already imagine how many views it will get on YouTube with this type of talent…

@bartv Thank you so much!

@EnV I totally agree, the animation could definitely be better. Until the very end of the work I had in the back of my mind the thought that I could have done better. I still do. Now I’m just glad that I managed to finish this project. Thank you!

@Nivlac95 Oh, nice to know you followed my thread to the end. Yes, I had problems with the lighting the whole time I was working on this animation. I’m not happy with it. At some point I just chose the lighting version that I thought looked the most acceptable. I really need to learn how to use light. Thank you!

@archit Oh, thank you so much!

@Oby1 Personally, I think this project is lacking a lot, haha. But I’m still very glad you like it. I really appreciate it. Thank you so much for your kind words!

@Genux10 Ah, maybe I described it wrong. “The entire project in its raw state” means not the source files, but the entire data that I rendered in OpenEXR MultiLayer format. I knew that rendering would take some time, so I didn’t want to just render frames in PNG. I wanted to have as much data as possible for later post-production. One 4K frame in this format is about 400-500MB. So the size of the project on the disk grows very quickly. As for the rendering time itself - one frame on my RTX 2070 took about 20 minutes. I need my computer for work every day, so rendering could only take place at night. That, plus some re-renders at the end, took me those mentioned 4 months.

@Mirum_Wonder I wonder what kind of fetish this is :eyes:

@MAC2001 Thank you! Oh, that’s amazing. Can I see your work somewhere?

1 Like

robot girls … :heart_eyes: :sweat_smile: :sweat_smile:

This is of highly professional quality. The robots’ style reminds me of Scrapland

@Mortus4 Sure, this is my youtube channel: https://www.youtube.com/@macc.g.i1902/videos

Its going through a overhaul and name change due to the lack of views and content change by the way.

@Mirum_Wonder Here, take this robo-butt, my dude :sunglasses:

@buzzkirill Oh, thank you so much! Hmm, I didn’t use Scrapland as my reference at any point, but you’re kinda right. I can see some similarities.

@MAC2001 Thanks for the link, I’ll take a look when I find a moment. But at first glance, your work looks like you put a lot of work into it. That’s important.