This scene is the longest and most complicated scene which shows the hunter riding the horse and firing an arrow that kills the stag.
Scenery: A large ground and background plane was used to accomadate the wide camera shots. A noise modifier was added to the ground before the textures were added. A dense area of trees was then added to show the hunter emerging from the forset and a number of smaller trees were added in the scene to give a scope of speed and scale.
Lighting: A target spot light high up lights the whole scene as spot light. Another target spot light lights the stag whose head is in shadow.
Camera: The camera moves towards the hunter as he rides forwards. It then sweeps round showing the right side of the hunter as he cocks an arrow. The camera then moves in over the hunters shoulder before tracking the arrow as it's fired and flies into the stag.
Animation: At the begining of the scene the bow and arrow are planted to the hunters hands. The run sequence of the horse has been animated using the horse animation preparation. The hunter moves with the horse rides towards the stag and
he moves the arrow in his right hand to the bow and pulls the string back. As this happens the hunters elbow is cocked upwards and a bend modifier bends the bow.
The arrow is then released flies towards the stag.
Problems: When merging the hunter into the scene, all the weighting on the skin modifier was altered. I did not have enough time to fully re biped and skin the hunter, so I imported the model and created a new human biped which was partially skinned so the hunter could be positioned and animated.
The hair and fur modifier also flashed after render. To lessen this, I used the Mental Ray render.
Opinions: I think that this scene is the best scene I animated due to it being the most dynamic and complex. After my first attept I fully re-animated the scene making
changes to the camera move, arm pulling back the arrow and the hunter on the horse.
I rendered this animation at 160 FPS to be played back at 30 fps when edited. Doing this made the animation play in slow motion.
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