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2008 - CG Animated Cinematic and Commercial - working for
Passion Pictures in London as a Senior Animator and Previs Artist
I started at Passion Pictures and I was working on a really cool project which
gave me plenty of room to flex my film making and animation skills. I'm
a huge fan of the various styles of Passion Pictures portfolio and a few
of my friends from MPC made the move too for various other projects, so
it was fun.
The first Harmonix: Rock Band cinematic was very cool and it presented a high
bar to rise to. I arrived on the sequel before it was really all planned
out and dived into the Previs while I refreshed my knowledge of XSI.
Unfortunately I was pretty much the only person on the job for the first
week so it was certainly challenging figuring out how to proceed with
only a loose animatic in place. I gradually replaced shots in the time
line with rough versions of the shots.
Week two saw the arrival of my friend Guillaume who I knew from MPC.
He made an incredible start learning XSI from scratch as we continued to
fill in shots. As each week progressed more and more people switched to
the project and we filled out the previs timeline. Unfortunately it
became clear we’d also be bug testing the rigs, as there were a lot of
issues to iron out and the modelling and rigging was taking place at the
same time as the previs and eventually the animation too. We managed
though and despite a few sacrifices the rigs were pretty good, although
looking back I’d rather have dived head first into bug testing those
rigs before we did previs as we continued to live with some rather
irritating flaws.
This was a mocap based project so the previs had to guide the actors. The trouble was the schedule was tight so
the mocap shoot had to happen early which means not all the decisions
had been made yet. Most of the mocap came pretty close to a good
starting point, but it’s not surprising that the ambitious physicality
of the shots meant that a very large number of the hero shots had to be
hand animated. We’d put the mocap in and get it as close to the right
timing as possible along with a reasonable approximation of the camera,
then we’d start reworking it all. Eventually most of the mocap in a lot
of the shots was almost all gone, and the changes in the performance
meant that the camera had to change a lot too. In fact the camera turned
out to be one of the things we spent the most time on, or at least the
most changes.
I would have preferred that we’d spent more time critiquing the
animation, but the schedule was tight. I’d argue that we didn’t nail as
many of the film making issues early enough either, so there were more
wasted shots turning up at the worst time in the production than there
should have been. I would have been good to spend more time editing and
storyboarding before we dived into the animation, but that deadline
loomed just ahead of us.
I was very happy to be assigned some of the most interesting and
challenging shots. They involved the whole section where the Heavy Rock
Band singer
was water skiing alongside the side-wheelieing car. It sounds crazy just
writing it, which is why it was going to be so much fun. It started with
mocap in place which gave me a good foundation, but to make it all
convincing I eventually replaced it all with hand animation. I had to
take into account the chain’s tension, the car moving across the road
and how that would affect the singer being dragged along. There was a
cliff edge to deal with, bumps in the road and his performance as a
singer... all very interesting stuff.
Somewhere along the line the mocap for the face arrived and it became
clear that my shots were going to the hero close ups too as there
weren’t many close ups in the timeline other than mine, so it became
really important to get the camera right to make it look good. There
were still some problems with the facial mocap so I had to refine those
to really nail the lipsync and avoid intersections. But I had a choice
of two lots of head orientation animation, one from each type of mocap.
There was some interesting stuff in there but none of it was in time to
the musical cues, so I scrapped that and did it from scratch. I was very
eager to get to the point where I could animate the head because head
moves to audio cues are one of the easiest things you can do to really
sell the connection between sound and performance, and the appeal of the
shots went up 200% once it was in there.
I had another shot to do for the teaser (which doesn’t appear in the
final cinematic) that proved to be a real pain. It was a combination of
having eight characters, several dozen props, two cars and a complex
camera. But by far the toughest element that plagued us all the most
were the breaking constraints. It was an XSI bug, one of many that
slowed things down. It’s a real shame when bugs turn you into a
full-time tester doomed to repeat the same actions over and over until
you realise you’re not doing anything creative anymore, just pressing
buttons! Fortunately we had some smart people working on the project and
we found ways to get around most of it. The rest was just pure
endurance.
In the end, despite far too much time dealing with technical issues,
I was proud of the shots I produced. It looks good, and
will provide plenty of cool shots to use in commercials.
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Check out Passion Pictures website
here.
"Rock Band 2" is the Copyright © of
Harmonix 2008
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