Archive for May, 2005

RO: Shot breakdown - RO_101_060

Tuesday, May 31st, 2005

This shot should be a relatively easy-to-do digital doubles shot. The characters are deliberately very small on screen, and there is limited camera movement (although there is some, as I feel that the cameras should all be very slightly dynamic for the whole of this sequence)
You can either watch it on it’s own here, or […]

RO: Previz updates

Saturday, May 28th, 2005

I’ve been working on a few shots today, making changes from the meeting with Dom last week…
The shots that have changed are:
RO_101_010 : Fliers are closer to the camera, plus camera-shake has been added.
RO_101_030 : Re-animated to make the character still be flying at the end. Plus gave it a more dynamic camera.
RO_101_040 : Tighter […]

RO: Shot breakdown - RO_101_040 and 050

Saturday, May 28th, 2005

Generic flying shots…. After a meeting with Dom last Thursday, we’re going to be making them both tighter shots and moving him closer to the buildings behind to give more of a feeling of speed.
You can either watch them on their own here (040) and here (050), or as part of the whole sequence […]

RO: Shot breakdown - RO_101_030

Friday, May 27th, 2005

This shot is one that we know needs more work done on it - at the moment it doesn’t feel as though the character is actually flying back towards the camera by the end of the shot, and there really needs to be some kind of camera move in it - I’ve been thinking that […]

RO: Shot breakdown - RO_101_020

Thursday, May 26th, 2005

We’ve tried a couple of things for this shot so far. The first version didn’t have the two characters far enough apart. It felt wrong when one of them turned around and flew in the other direction - it was taking too long for them to meet. I tried a version where we start on […]

RO: Shot breakdown - RO_101_010

Wednesday, May 25th, 2005

The opening shot of the sequence (not quite the opening shot of the film) isn’t going to be particularly difficult - at least, not when compared to some of the other shots.
You can either watch it on it’s own here, or as part of the whole sequence here
This shot will be a purely 2D shot. […]

Shake tip: The TimeX node

Wednesday, May 25th, 2005

The TimeX node is one that people are either terrified by or ignorant of how it works. If you’re not afraid of it, then you shouldn’t be usingit. I’ve seen numerous scripts completely collapse around someone’s ears (often my own…)
It’s a bit like any other extreme sport - if you have respect for what it […]

Roy’s Odyssey: Opening sequence previz

Tuesday, May 24th, 2005

Crap. So much for regular updates…..
I spent saturday working through the second half of the opening scene’s previz (pretty easy to put together, as a lot of the shots could be completely static). This is our VFX cut - I’m also sending off the individual shots to Dom so that he can cut them together […]

Roy’s Odyssey: PreViz models

Wednesday, May 11th, 2005

EDIT: New image at the bottom….
It’s been a bit of a slow week, but we’re just about to start animating the previz. For the previz, I did a very arbitrary layout of various buildings (who am I kidding? They’re stretched grey cubes…) with the main building (okay, that’s a cube with a wall around the […]

Roy’s Odyssey: PreViz meeting aftermath

Thursday, May 5th, 2005

I had a meeting today with Dom (director) and Tim, who’s helping out with the pre-viz.
Dom had done some great storyboards using photos of posable characters, and we spent most of the meeting talking about exactly what he was looking for and how we would potentially be able to film them. It’s going to be […]