The final animation.
My finished scene, all shots exported to Premiere Pro and edited there.
We had decided to use After Effects and Flash or ToonBoom to animate at the start of the project. The eyes would be done through key-framed animation and then all the elements would be animated together in After Effects. I decided to create all my shots individually, so that I could cut them down and edit them in time to the music in Premiere Pro. I think this gave me the freedom to create shots without having them look like I'd tried to stick them into a 4 second space. In this shot, I left myself enough space either side of the camera movement that I could cut it in premiere so that the movement syncs with the sound track.
To create the shot, I had a pre-comp of Pluto and his particle trail, in the final composition I applied wiggle to the Pluto element's movement path to create the sense that he is moving recklessly. I could have created the pan by making the elements in 3D space but I simply kept it in 2D and rotated the background plate while making it suddenly move faster, at the same time I squashed Pluto and changed his movement speed, the lensflare and asteroids were then parented to the background to bring them into shot with it. We each added certain assets to our dropbox that could be used by the whole group. While some assets we decided to create by ourselves to personalise our 25~ second scenes. I worked on these backgrounds, which I created at 4k resolution in Photoshop so that they could be moved dynamically by the group in our 1920x1080 stage in After Effects, without the worry of distorting them or having any black space We did the eyes by ourselves, to make the scenes more unique, these are two of mine. One for Mars, and the other for Pluto, as he flies through space. These were done in Flash CS6. I also created my own asteroids in Photoshop as I was the only one with them in a scene, I tried to keep them close to Sarah's designs for the planets. We discussed whether to render out 3D planets in Maya (Simply animations of rotating planets) and then use them as composites in After Effects. I ran out some test renders of Jupiter for this: I found a texture of Jupiter and mapped it to a rotating NURBS sphere, I applied the same texture as a weak bump map then rendered it at 640x480 for the sake of time.
We decided not to use this style though as we had already run into issues with 'over-complication'. Instead we elected to use simple 2D planets that would not rotate, we would focus on colours and textures that were simple and charmingly cartoon-like. At the formative assessment I think we properly looked at the animatic. The feedback we got was strikingly correct in saying that we'd managed to over complicate the simplest project on the course. We decided to re-do the whole animatic. I did not have any part in the new animatic as we thought it would be more coherent if done by one person. We all input our ideas to make it simpler, such as cutting the confusing flashback sequence at the start and forcing Pluto to move from Right to Left the whole way through, as he travels back inwards to the Sun.
This is the entire Animatic that we produced for Formative assessment. I cut the 3 sections in the middle in Premiere Pro. Matt edited the Beginning 2 together and Jenny Doherty did the 2 for the Ending.
This is my section from our finished animatic for the Pluto Project. In this sequence, Pluto has been launched from Jupiter's gravity well and towards the centre of the Solar System.
My frames for our animatic. All were drawn in Adobe Photoshop CS6 and then composited in Premiere Pro. I elected to keep the style simple, in keeping with the simplicity of the planets, hence the toon eyes and minimal amount of visual clutter on the planets.
This is my storyboard for my 24 second scene in the animatic, where Pluto has just been launched into the asteroid belt by Jupiter. The other file is a character sheet of separate elements that I had planned to composite in after effects to produce my animatic. In the end I resorted to drawing out the frames in photoshop and moving elements of them in Premiere Pro, which actually turned out to be a lot quicker, though a lot less polished than I'd have liked.
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