Animator Rik Schutte contributes his first production log (Rik’s previous credits include Spider-Man: Into the Spider-Verse). In other news, rigger Demeter Dzadik removes Rex’s bendy bones, and artist Angela Guenette has a clever use for “Edge-->Mark Seam.”
In this week I adjusted the Sprites sheet to include some more tests and to address feedback. Elder Sprite also finally got some pose & expression sculpts from core moments of the film.
Started picking up Rik's animation test with Rex and assembling a temporary forest set around the animation. That will hopefully give us a lot of insight over our pipeline and the general lighting and rendering.
Rex's face retopology is done, so I started rigging his face yet again! And on the Friday of this week, I decided to stash everything I did until that point, because I wanted to try how things would work out without bendy bones.
I did a first pass on the colorscript to get the broad strokes down and establishing the mood and light scenario for most scenes.
Completed Rex's hair retopology of sculpt. Used "Edge->Mark Seam" as guides to help facilitate in following the hair's sculpted strokes' direction.
Excited to post my first production log here, and super happy to be part of the Blender animation team! For the last couple of weeks we have been testing the rigs extensively, exploring both the style of the animation as well as personal traits for each character in the film. A couple of variations will help us decide which route to pick. Does it blend well to have the animation on 2s with additional line-work, like they did on Spider-man: Into the Spider-verse? Or do we choose the more conventional way? What do you think?
During this week I continue working on different versions of the sprites running, also I made a transition on a run from 2 legs to 4