ANGEL FISH
stage: GOLD  
  D E V E L O P M E N T    B L O G

UPDATE 42


Film is finally at the gold stage, all the shots have been rendered and comped, the current version is actually my third attempt at a final version after finding a few mistakes in the passes, there are still some noticable issues but i think all the major issues that i have time to deal with have been done.





UPDATE 41


Going by recent progress it seems i should be able to get the whole movie lit in time some of the shots may only have basic lighting, not enough time to tweak the details but even basic lighting seems to produce far nicer results than no lighting at all so i really want to see the whole thing done now

While compositing i've found i've had to render extra passes for a couple of shots to get things to work properly, i also decided to do some zdepth passes for a couple of shots where it seemed like it would work

Im tempted to render off a halo pass to add a glow effect but i may not have time for that and the standard halo seemed to work so this is not a high priority at the moment.



UPDATE 40
Lighting

Currently working on the lighting, going though all the shots adding lighting for the background and character and rendering out as I go, when i reach mid way I will decide dependant on time remaining if i will continue to work on the lighting or go to the compositing stage.






UPDATE 39
Fast Rasteriser

before starting rendering out some lighting passes i wanted to to a quick test comparing the results of using fastrasteriser.

1 frame 2:35 seconds with fast rasteriser on, noticable fringes along edges and noise on shadows and textures, with fast rasteriser off 2:11 seconds with a nice improvement in quality

so it seems that by not using it i can save time and have better quality renders for some reason


recently an official university intro was given to us, but i had already setup this scene to have the uni logo so i had to cut this out and rerender this shot with only the film title in, so now it will be cut a little shorter and just have the official intro before it

not sure if i mentioned before, but the texture for the bed of the tank is using martins blend technique to avoid noticable tile patterns, i used 2 textures and then used a random noise pattern to blend between them over the surface, it seemed to work really well



UPDATE 38
Gas

thanks to martin i have a nice gas effect worked out using animated noise to create a displacement map that is applied over the top of everything in fusion but i still need to do some experimenting for the other effects

i made a slight update to the teleport effect to make it look a little less like a poor mans particle effect, works a little nicer now



UPDATE 37
PDA

the original plan for the pda was to have a animated background behind the text i put together an animation in max for this but since its 3d it needs to be comped together to work, but in my scenes the pda spends a lot of time moving, and trying to comp an effect onto a moving surface adds a few complications

my solution to this was to have the pda showing a different, loading screen at the start and when it shows the screen with the animated part it will be static on screen, it seems to work better this way anyway so i don't feel like i have made any compromises making these changes



UPDATE 37


i've been trying to put together a version of the film that i can feel happy that all the major issues have been worked out before moving onto the lighting stage

this basically involved putting all the shots together and watching the video, noting down all the biggest problems and fixing them and repeating the process untill i had something i was happy to watch, but every time i fixed something another problem popped out

i basically spent the afternoon tweaking and i think i have something that works now, definatly not perfect, but it works

now i have the base movie in place the timings should be pretty stable now so i took a moment to update the audio for the film, the sound could be taken further but i don't feel its an area i need to unless i really didn't have anything else left to do

for the sound i debated between audition and premiere, premiere is very easy to position cut and adjust volume levels and pans so has always done the job for me in the past but this time i wanted to see how well audition could handle things, and being a sound application may give me some extra options that i may want to use

after going through the process i have decided i will not be using this method again, there were no real benefits for what i needed to do and it just meant i had a slightly slower workflow due to switching between an extra program



UPDATE 36


been fixing some of the harsh shot transitions, a lot of shots had odd pauses, these have been trimmed to tighten up the flow a bit

there are a few new shots to act as transitions to shots that seemed to jump without enough detail going between, such as the character jumping from the oven to the wall without any indication

and some shots have been shuffled around to work a bit nicer, lots of small changes that would be to many to list but the result is certainly nicer than the original beta version



UPDATE 35


i have a couple of shots with materials that fade in and out, such as the titles and the teleporter effects, these were rending incorrectly, seems fast rasteriser can't handle this properly so for these shots it will have to be disabled

i also got some feedback on the beta version of the film, currently some of the shots are very jumpy and just don't seem to flow, i was aware of this issue but unsure how to fix it so was glad to get some constructive feedback on this, unfortunatly there are so many issues in this area i could spend a long time getting this perfect, so i will have to just pick the major flaws and focus on those

also found one shot with an object missing, something i completely missed myself so nice to get a new perspective on things.

some shots were stratigically setup specifically to avoid technical complications so i will have to find a ballance between fixing the problems without creating hours of extra work.



UPDATE 34


the beta seems to be progressing quite well, and i have decided there were a few shots at the end i can cut if needed, giving the film an alternative ending point, if i find i do have the extra time i can work on these shots to get the original ending back in, but if i can't then i think i can get away with ending at the point where the angel fish gets swallowed and she looks annoyed while inside the body of the fish.

I don't think its as nice an ending as it leaves a few questions with the viewer such as does she get out, but its still a functional option, and quite funny in its own slightly twisted way with reguards to how it will leave the viewer feeling.



UPDATE 33


made an extra prop that will be added as background detail as the environment still feels quite empty in areas


while going over some of the shots i noticed shot 14 had issues that i had forgotten about, this is the POV shot where angel looks at her hands, there will definatly need to be some work here since the skinning of the hands is not great, the model itself for the hand is quite low detailed as well and no forearm twist is proving to be a pain in these situation this shot was designed to be ghosted and distorted so i did not feel like i needed to spend extra time working on some highly detailed hands that don't get a lot of focus in the film so for this shot i hope i can make it work by just using some adjusted skinning more sited for this motion / pose it also seems the hand intersects the clothing in this position so i will need to fix this as well



UPDATE 32


i have reached the shot involving the large fish swimming in and swallowing the angel fish this brought in 2 issues

the first issue is scale, i was not thinking ahead when i started with the angel fish shots she is actually to big, which then makes the big fish that eats her to big to the point where he would be to big for the tank itself, so i need to scale things down, due to time constraints i will attempt to only adjust the scale for the 1 shot that involves both fish together, i don't think the environment gives a strong sence of scale so i may be able to get away with this, if not i will need to go back to previous shots and match up the update size.

the second issue is partly linked with the scale but also the model itself, the large fish is not really modeled suitabily to have the fish being eaten in clear view of the camera, the smaller fish clips with parts of the model and i don't want to spend ages modeling a mouth and throat for the big fish due to its extremely short camera time so i have decided to split this shot into 2 parts having the camera infront showing the fish approaching, then switch the camera to a side or behind view for the swallowing, this gives the complete shot while avoiding directly showing the fish going into the mouth






UPDATE 31


while blocking out the animation i reached the fish tank scene and realised i would need to stop and work on adding some content to the tank itself as currently it is completely empty, the contents of the tank are no exactly important to the film so i just need some filler content.

I decided to shove in a few misc models that i have made randomly over the last few months that were not originally planed to be used in the film but could do the job for detailing such as a low poly traffic cone and companion cube (portal), and a duff bear can.


while the only important content in the fish scenes are the angel fish and the large fish that eats her i thought i better add some extra background fish, for these i used 2 fish models, one a variation of the angel fish and one fish from one of the very first classroom tasks we did in the first year, finally it can be put to use for something

i created some splines and use path constraints to give the fish something to do






UPDATE 30


started blocking out the animation, i plan to go though the whole film putting in the key poses without timing, just following the previs as a guide, once this is done i will go over the whole thing again, timing the motions out and adding the smaller details like blinking and falloff, going into as much detail as i can while sticking to my schedule


worked out a rough teleport effect, this still needs work, i have not had time to look into fusion particle effects so for now i have just put together a simple path constraint system combined with some images.


as i was progressing through the shots i was finding little mistakes everywhere that i was fixing up as i was going, so i decided it would be best to keep a continuity log so any changes i make will be consistant between shots



UPDATE 29
Sound

the issue of sound has been bothering me for a while, its something that is very important to an animation but not something we have a lot of time to spend on, at the very minimum it is key to find a suitable background track that is easy to listen to as not to annoy any viewers while fitting the mood of the animation, and i did not have any idea where to start looking as my entire music collection was not going to be of use.

one of the other complications was i wanted music without lyrics which is a huge limitation on the potential music i could pick

i resorted to asking around for recommendations for music and put together a list. after getting about 20 potential songs i listened to everything and went through a process of elimination and after going through the short list a number of times i ended up with one clear winner, it clearly was the best of the bunch but im not sure its ideal, so while i could use it if time allows i would like to do some more music hunting

i've also gathered a number of sound effects for all the main effects needed, ambient sounds for the house to fish tank sounds, foot steps etc, hopefully this will be enough to take the edge off the less than perfect music.



UPDATE 28


i was thinking about the morph angle deformer to fix the albow but then i noticed while i had been carefully to add some edge loops to the albows, i had not done the same for the clothes, hopefully i can add some extra loops without losing my skinning work as the upper body is all one object, i'll try baking the weights and hopefully that will allow me to make some mesh modifications without having to redo things

the skinning process in general has been quite interesting for me since we have been shown a number of methods to do things and previously i had found only 1 method seemed of use, but i actually found myself using all of the techniques i had been shown as they seemed to have pros and cons in different situations

and something that i was not aware of but came of great help was the blend option in the weight tool, i found this blend option a lot nicer than trying to paint blend weights or manually tweaking values, this gives a quick way to effect multiple verts at once that need different values, very nice button.



UPDATE 27


most of the skinning seems to be done now, couple of problem areas that may need tweaking but i should be able to work with this to get some animations going

after some more tweaking it seems the elbows are going to be an issue, it was probably a mistake to have the arms under the clothes for this situation, i may need to look into morph angle deformers to see if i can rework the joints

but heres a set of images randomly done to test the skinning, with elbow glitch in full glory






UPDATE 26


skinning process had me confused for a while, i found the head was moving incorrectly for reasons i could not work out, then i noticed disabling the morpher in the stack fixed it so i had to reorder the stack to have the morpher under the skin, this seems to solve it

it also seems skinning can't be used for the eyes when using a lookat control system due to the pivot point remaining static when the object is skinned, and the lookat origin goes by the pivot point, so i will have to use a constaint to link the eyes with the rest of the rig

the dress controls still seem to lack in some ways, i think stretchy bones would fix this, definatly a subject that needs looking into, i can do this manually but it would be nice to have a time saving system integrated into the rig



UPDATE 25


i decided to add dedicated controls for the dress to the rig, im not sure if i can get away with just skinning the dress to the leg bones, so i have added a seperate splineik chain just for dealing with the movement of the dress

after some testing it seems a single chain isn't going to do the job for the skirt so i've added one for the front and back to have more control, this seems to give better results

while prepairing the model for skinning i completely forgot about the morph targets and attached some meshs together breaking everything, losing some morph targets that didn't have physical models and stopping my lovely expression table from working, had to do a bit of merging between versions to recover without losing any of the work i had done, lesson learnt



UPDATE 24


i had originally planned to start skinning the angel character today but i ended up spending my whole time cleaning up odd ends

i wanted to make sure there were no issues with the model before i started on the next step as i didn't want to have to redo it after i find problems, or worse, having to leave the model with problems because i don't have time to redo the skinning

after fixed a bunch of issues i got around to turbosmoothing the model to see what my end polycount for the character is going to be, and it seems it'll be around the 55-60k level, i was expecting it to be higher so it was nice to see quite a reasonable number.

I also decided to add a few more bits to the rig, firstly the eye system was missing so i created a few controllers with a lookat constraint to sort that out

the bigger update was to add a expression table as i was finding the morph targets very slow to work with so i felt this would be needed for the main character, i may not do this for any of the other rigs as the other characters shouldn't have to much screentime to be a real benefit.


delaying the skinning once more i decided to experiment with a falloff self illumination material technique i have seen and quite liked the results, i feel this could be a suitable technique for the angel character to give off a clean, glow type look that will add a slightly unnatural look to her to help put accross that she is actually an angel.

The results worked nicely on the clothes but not so good on the skin, i will need to test the result in a fully lit scene before deciding if i can use this or not.


hopefully i can now move onto the skinning tomrrow as animation needs to start asap



UPDATE 23
Fish rig

rigging the fish models brings in a number of complications as this is something that has never been covered and i will have to try and adapt what i know to get a functional result

i started with the big fish since this only has simple animation so any lessons i learn in the process will help make the angel fish rig better

i decided to go with a spline ik system similar to angels hair for the main body and setup a falloff rotation system to get a nice way to make the fish flip its tail to move, the result seems functional but very limited

squash and stretch would be a nice feature but i have been unable to find a suitable way to get this working, something to look into if i have time






UPDATE 22
Angel rig

the base rig is similar to peters rig, foot roll, ik arms, spine falloff but angel has long hair and wings and a halo so i had to try something new for these areas

i thought i could have a try at the spline ik system for the hair and wings, this is something we have covered in class but not something i was overly familiar with, luckily the setup seemed quite simple


to try and keep a consistant feel for gravity for the spline hair system i added some controllers and orientation constrained the mid point of the spline ik to them, this keeps the end of the spline facing down when the head / body is rotated,

im not sure what the standard system is for this but i felt it would be better to have hair attempting to respect gravity by default






UPDATE 21
Rigamorphis

creating some morph targets for peter this time,

i have wondered about morph targets for the faces when working with facial hair, for angel i did not consider this a big issue since it would be easy to deal with the eye lashes, but with the peter character any movement of the lower half of the face could cause problems, it may have been a better idea to attach the hair to the head while doing the morphs but i felt this would cause issues so i decided not to do this, and just manually adjust things with an ffd cage or something. i hope this does not cause me trouble later on in the project


since it was the last thing i was going to do before starting the depressing part of the project, rigging, i had a little more fun with the morphs,


lense flare for that extra touch of class

and onto the rigging

took a while to actually get it working, had issues with mirroring the bones, then discovered i should be using the dedicated bone mirror tool

the rig includes a foot roll system, falloff on the spine bones and a wired tailbone to correct the falloff on the inverted bones

i have managed a semi successfull fk/ik switch system for the arms in the past but it made a bit of a mess so i decided not to use that for this rig, and i don't feel confident about the forearm twist setup so i will not be using that either so for the arms its a straight forward ik setup






UPDATE 20
Environments

updated the inside fish environment


working on the textures for the main environment






UPDATE 19
Morph targets!




Some morph targets for angel


and a few for her fish form






UPDATE 18
Characters

tweaked the angel some more, shortened the arms since they seemed a bit to long and did some more texture work


started on some textures for peter, spent a while trying to get the hair working






UPDATE 17
Angel

working a bit more on the angel character i started to texture the model and found i had an issue with the eyes i could not get the pupils to look right with the eyes the size they were the result looked odd whatever adjustments i made so i decided i would have to make the eyes smaller






UPDATE 16


something felt missing in the house and looked around my room to see what it might be, radiator


i needed to cover the windows up, had to decide between curtains, horizontal blinds or verticle blinds, ended up going with horizontal blinds, no doubt these will cause aliasing issues with my renders but we'll worry about that later


made the pda angel will use






UPDATE 15
angel

More updates on the angel character a more complete body section


added the top part of the clothes


made some wings and a halo


a shot of everything together with a test for the hair






UPDATE 14
more fishy updates

updated the fish tank to have a functional lid with hinges to help the fish feeding scene work a little nicer


made the inside of fish environment for the swallowed scene






UPDATE 13
Angel

i've now started on the angel character.
to speed up the process i will be using my other model as a base mesh where possible

angels feet and shoes


the arms


the clothes up to the chest area, incomplete


and everything put together






UPDATE 12


been updating the model of peter to fix some of the bigger issues that were remaining with the model

added some missing sections on the glasses, updated the hands, worked a bit more on the hair and tweaked the overall shape of the face







UPDATE 11
A Fishy update

Starting making the 2 main fish, the angel character and the large fish that will be eating her






UPDATE 10


Working on the oven model with an extractor unit


adding details to the kitchen worktop and cupboards


made a new fish tank


added some books and book ends to the shelves


made an office chair for the study






UPDATE 9
Updating the environment

sofa


fridge


plug sockets


lights and light switches






UPDATE 8


spent some time adjusting the head shape added some planes to use for low poly hair


working on the ears


working on hands


updating the head and working on the chest






UPDATE 7
Head

for the head i was considering a couple of techniques box modeling or building the detail areas and joining up

i find box modeling works for me with the body and simple shapes but the results i was getting for the head were not quite what i wanted


this model seemed way to generic and didn't really bring out any of the strong shapes i wanted with my model

i believe the issue may be from my original 2d drawings, i didn't have a clear idea of the volumes of the head would work in 3d

so i decided to refresh myself with some alternative head modeling techniques and search around for some tutorials

this lead me to a method that gets you to draw out the key contours of the face this seems pretty obvious after reading about it, but something i completely overlooked and was attempting to just guess the shape that was not defined from the original 2d line drawing.

once i had these contour lines running around the head it made it a lot easyer to visalise the shapes that i was previously unsure about.


when i was getting to the back of the head i had an idea that i was completely unsure about for the edge loops, but wanted to give it a try

with my model i had a lot of loops running up the forehead that would lead to the neck if i followed the standard layout, but this was far more than i needed for the neck, at first i tried using methods to reduce the amount of faces around the back of the head

but my other idea was to run these extra loops around to the back of the ear since there would likely be a need to having extra loops around the ear anyway,

im not sure how well this idea will work but i can always remodel the back of the head if the results were bad






UPDATE 6
Upper body

my character would be wearing a tshirt, modeling this is quite easy untill you reach the shoulder part and then it brings up the edge looping layout question again

for the arms i decided i would make them a seperate model at this stage as i have not ruled out using cloth techniques to add shape to the model yet






UPDATE 5
Shoes

i had an idea in my head of the shoes i wanted the character to be wearing, but i didn't have any myself for direct reference so i had to go hunting for reference images, i was quite surprised how long this took and in the end i had to use images of a few different pairs as i could not find the exact style i wanted






UPDATE 4


i wanted to take a break from working on the house and started on the character

i had conserns with my character making the transition to 3d since the style of the drawings was very 2d and not something i was sure would work in full 3d without some comprimises but i wanted to give it a try anyway and see how well it would work, since it is a style that i would like to get good at

started with the legs, this was the first character i have had to do since we were taught some new ideas behind the whole edge looping subject, so i decided i wanted to create the character using the new style (no wedges around joints) to see how well it would work for me

personally i find the modeling to quads and maintaining good edge loops quite a challenge at the moment, i find myself stopping and looking at the different layouts i could use in different situations and not really knowing what would work best, i decided to help guide me i would use neils human body model for reference

obviously i would not be able to follow it directly since the model is naked and designed with muscels in mind, while i am working on a clothed character.






UPDATE 3


from the early planning i had an idea of what effects i wanted to use for the project, and one of the main effects i was hoping to use, if time allowed was refraction for the fish tank, this did not need to be accurate, but something that could pass off as refraction to the typic viewer I took the idea to martin who come up with a method of reducing the render time on the effect by rendering out the background and putting that onto a plane and using that to calculate the refraction so rather than dealing with a 3d scene it would just be dealing with a 2d image



UPDATE 2
The environment - Building [ date ]

i started with the main focus room, the study, blocking out the rough layout i needed



by this point i was happy with the basic shapes and needed to start detailing and refining



at these stages i realised i had not taken measurements for everything i needed so i had to make a few adjustments



UPDATE 1
The environment - Planning [ date ]

the story takes place inside house, based in 2 key rooms a study and a kitchen,
I had come up with a basic house layout that i wanted to use when working on the storyboard for the proforma so i just needed to make sure it still worked when created properly in 3d to scale

the plan for the environment is to have it fairly realistic, closer to photo real than cartoon but it does not need to be 100% photoreal,
i wanted to avoid the styalised odd angles that is often seen in cartoony looks

the rooms needed to be quite open to give some open views and keep everything quite flexible just incase some shots needed to be adjusted

to help get things to a suitable scale i took some real work measurements to get the basic look correct, some things are rounded off as this is not an arcitectural project but i wanted things to be close enough so the viewers won't have any trouble accepting what they see. I thing these details need extra attention when going for a more realistic look as major inaccuracys can't be brushed off as being part of a style i was using


These are the original character turn arounds made during the planning of the project,