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Mirror cont. The mirror effect uses a pinning technique. You take a character, pose it, Build some spheres about the size of a baseball. Put them on the wrist and pin the wrist to them. Now pose you girl and then duplicate the result. Place the twin into position and then create two more baseball size spheres. Next, put these right on the border between the girls. You can put them just above the hands. Now link your wrist spheres to each border sphere. Closest cam wrists to the closest cam border ball. Further wrists to the border ball furthermost from cam. Now when you move the border spheres around, the girls will make identical movements. |
Ocean storm The ship setup was by far the most fun. I built the ship to rock and roll over a set of axis, just like in the film rigs I've read about. This rig was about 50 meters off the room floor (in Antics talk). The waves were scaled down rolling hills (props), which I duplicated up and then textured with the "water" flowing map. The Waves where then traveled whilst the boat remained locked to the floor. Then once I had the wave speed sorted I could animated the 'rock and roll' movement in the timeline for best effect. The ship was organized to contain many rooms/floors with surfaces which allowed characters to run and frolic on the deck. The sweeping titanic move was a curve drawn on the original room and then scaled up and positioned in front of the ship. A camera follow move was invoked with a target set so the camera kept the ship in shot. |
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Ironside looks on The guy in the wheelchair is a baddy I'm sure. I'm really pleased with how this corridor sequence turned out. I built a single viewing room in sketchup and then lit it and added the flouro lights from Antics. The pattern for the wall was inspired by a russian space lab image found on google. The degree of difficulty with this set was the use of lighting and the motion of the gurney and nurse. The shot really came together when I placed some objects to cut through the foreground and add to the depth of the set. Note the blonde girl is the default patient character, her head was swapped out with my character in the result........ |
On lookers Once I had the motion of the shot sorted I set about adding little touches with the folk in the viewing rooms. The industrial/labish set design really worked well as a shot to follow the container ship. Special attention was applied to action 'screen direction' and shot design, to enable the shots to cut well. Actually the sequence of events/sets evolved as the clip was cut. I like to get the music sorted very early on and then "wallpaper " the track with highlight moments. At present I tend to avoid dialogue and character expressions as much as possible because these are not Antics strongest features. The first cut I did for the clip ran 3mins and the soundtrack was very well built with nice pacing. The comp rules actually meant I had to trim 1min of the cut which also called for some scenes to be reworked a little. The story did compress well though. |
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OMG that's huge Not knowing where I would use this apartment block, this was one of the sets I had up my sleeve before christmas. I had actually built the whole block including fully furnished apartments in around 1 day. The apartment interiors are really cool and quite detailed, not that you get to see them in the clip! When I was a boy I remember seeing some posters of huge tall island sticking high out from the ocean, often with only a soccer field or tennis court atop. This set is kinda like that. I painted the shoreline where the island meets the water and the island is one of the few models I imported. |
Just relax This is another concept shot from apartment set. The sky texture is mapped onto a large sphere which we are inside. The advantage of this method over the set/sky method is that we can rotate the sphere to get the clouds where we want them in a given take. |





