A retrospective of the year:
The Feedback project was a great learning experience for everyone
involved. For the professionals involved it was a great opportunity
to try out some long-form animation techniques and test whether
we could design a production pipeline to produce quality animation
in an economical fashion. The students had the opportunity of working
in a production pipeline while learning 3D animation, and walking
away with a killer showreel piece and some invaluable experience.
The first five months were spent developing the screenplay and
design of the scene. During this period we held a two-hour weekly
meeting to assess progress and discuss the road forward. This pre-production
period put us on a good footing to take on the 3D production. By
the time we settled behind the computers we had a screenplay for
the scene, drawings of all of the characters, a look for the environment
and a complete storyboard.
The 3D production began in August. Production time was increased
to three full days per week. On the 7th of August, Andrew Buckland
and Lionel Newton performed Feedback for an excited audience at
the Wits Theatre in Braamfontein, Johannesburg. This provided great
inspiration for the students and helped to solidify their understanding
of the characters and the story. We captured motion data from Andrew
Buckland while he was in Jo’burg and this provided the basis
for motion-capture pipeline testing. Unfortunately, at the time
of Andrew’s visit we had not yet fully mastered our digital
characters or the motion-capture equipment, and so could not use
any of this data in the final animation.
Moving into 3D production proved to be quite challenging. The students
were still coming to grips with their toolset and the conceptual
side of animation. It was quite difficult to visualize how the many,
involved 3D preparation tasks would finally amount to finished frames
of animation.
We spent a long time working on the digital puppets. We completed
four digital puppets, Myrth, Byrth, Detective Deadly Serious and
the fish. The human characters were rigged for motion-capture, using
basic forward kinetics (FK) skeletons adapted from original designs
by Judd Simantov, and for lip sync, using a library of blend shapes
created by Carlos Amato. Only the fish had a control-based skeleton,
created by Nic Archer.
Getting the characters to behave well with the motion-capture data
took quite a lot of trial and error. At some points we even went
back and reconstructed some of the meshes to improve deformations.
We encountered problems when we altered the skeletons in any way.
Even re-orienting a joint confused any previous motion-capture data
captured on the character. The workaround involved mapping the data
between characters in MotionBuilder, and while relatively easy,
it is an unnecessary step in the pipeline.
It took us just over four months to have all of our production
assets ready and the systems in place to capture motion data. The
University broke for Christmas and we reconvened in January 2004.
With all our assets completed the pace of production increased exponentially.
It was very rewarding for the students to finally see their labours
coming to fruition. The students each handled a set of shots, except
for Carlos Amato, who focused entirely on lip sync. They were responsible
for the animation (in some cases also performing in the motion capture
rig), lip sync and camera elements of their shots. Phil Boltt handled
the lighting, rendering and compositing. We ran out of production
time at the end of January, at which point the students switched
their focus from production to report writing. We had completed
just over 40 shots at this point, with another 20 or so in the pipeline.
Phil Boltt completed the remaining shots during February, with the
entire animation completed by the end of the month.
Remaining audio post-production was completed during March and the
final “Riverbank Scene” premiered on the 27th of March
2004 to an ecstatic audience at the Wits Digital Arts seminar room.
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