In this shot, we see the girl running past the camera and deeper into the warehouse in panic as the monster has just crashed through the door behind her, further increasing her will to run like hell.
The way I approached this shot was to first assess where she was going and how fast she was going to get there. Of course I knew she was heading towards the aisles, but I had to figure out how fast since there needs to be a distinctive pace between the start of shot and the end, since the eye needs to catch the action.
From there I went on to animate the running cycle, following closely a reference provided to me, and then I made sure each keyframe looked good from a profile perspective before I checked it again from the camera perspective. Afterwards I tweaked each keyframe to make the run look more autenthic and uniqe, rather then just a plain running cycle.
In this shot we have the girl running down the hallway, away from the monster, and then turning her head to look over her shoulder. This was playblasted with two different camera, but on the same project file, so I edited them together for this clip. I went on the same approach as the previous shot and did a very exact following of my reference before I altered it to suit the situation of the scene better. I then made the camera follow the girl as she runs, and simply animated the base to give the illusion of her physicly running since the camera won't see her legs anyway.
Very simple character animation of the girl leaning over to pick herself up, but the actualy standing up part was cut to save as much time as possible, so the next shot is of the monster, and then cut to her running.
Not much to say about this one other then it was a bit tricky to convey her feelings, when you have very limited potential for facial animation and only a few seconds of screen time to do so.


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