An unexpected possibility is examined: the sprites running on all fours. The big task of defining the film’s colorscript continues. And the tiny but still challenging process of developing plant life for Sprite Fright’s hyper-real forest.
This week I finished assembling the set for the forest run test shot and started working on the lighting to set up a different mood.
This time I updated the Ellie expression sheet with some missing tests to wrap up her model for Retopology and I updated the Sprites expressions based on design discussions & for consistency with Elder Sprite.
Among other things I started creating a branch library (from assets Julien created for Spring) which contains twigs that can be mixed and matched to create tree branches.
Addressed a lot of small feedback from animators, including a slightly different spine setup for all the characters. Improvements in the Lattice addon, added Widget Object troubleshooting to CloudRig, and implemented some cool experiments with Rex's face controls!
I made progress on the colorscript after feedback from Matthew and the team. I added a few frames to cover more screentime and give us an idea of the lighting during fight scenes.
Work in progress for clothing retopology of sculpt. Used "Edge->Mark Seam" on both polo shirt and sweater vest as guides to map out clothing edges, seams, and creases. This technique also works well to facilitate lining up the topology of multiple pieces of clothing in order to facilitate rigging.
To test the style of animation in 'Perfomance Shots' as well, we set up a shot with Rex with temporary audio. This way we can explore different expressions, head angles and compare animating on 1s or on 2s. The current state of the rig doesn't have a proper facial rig. These shots will be revisited once the facial rig is updated. WIP.
During this week, I tried another version of the sprites running on 4 legs, more like a wolf will do it, and I added a bunch of sprites to have the feeling of how they will look if they are a lot of them