Hello there. I’m working on an animation for my demo reel. If anyone wants to weigh in or just observe the process, I’m going to upload bits and pieces as I finish it.
The first step I’ve done is a block-out or sort of a live story board. I thought about actually drawing a storyboard, but I tend to feel more comfortable just diving straight into 3D, so I did. I figure the drawn storyboard is more important if you need to share your ideas with co-workers, and I don’t have any.
I’ve left out the intricate motions like running and walking for now. I’m mostly trying to nail down the camera angles and the overall timing. Next step will be to fill in the details of the animation.
My thoughts so far:
-The whole thing is still too fast and frantic in places. It’s targeted to 60FPS, and Blender goes at like 12FPS in runtime, so it’s difficult to assess. The more I work on it, the better paced it will get.
-The camera zooming in to look at the room feels kinda cheesy to me. Originally, it had been a jump cut, but then it was jump cutting between elements that are kinda visible between frames, and that felt worse.
-I could make the cut of her looking and shooting a bit longer. Give it more emphasis.
-The scene of the lizardman getting shot is a little weird. My original thought was that she would fire multiple shots into the room, the first one misses but alerts the lizardman to her presence, he points his gun at her, but the second shot hits him before he can pull the trigger. I switched to one shot because I’m sure how I want to approach the shot special effect, so it’s less complicated to work on one shot at a time, but also because it feels wrong for her to be shooting willy nilly in the direction of the MacGuffin.
-I don’t know if calmly walking into the room is the best way, I might change that to running or sneaking or walking with the gun ready.
-I’d like for the MacGuffin to be spinning perpetually until she picks it up, but that’s an extra leveling of annoyance that I didn’t want to deal with in the block-out process. Not sure if I want to manually brute force it or come up with some clever rig.
-Right now, I’m thinking about the Halo effect below for the beam bullet. This effect does not show up when I playblast, so I can’t really test it until the final version, but I’ve used it before for single renders, so I’m at least familiar with it. I can see already that I should have used an icosphere instead of a UV sphere. In my head I was imagining an 80s anime lazer effect, but I don’t actually know how to do that, and the Halo is close enough.