Tag: animation

August 2021 Summary

HIGHLIGHTS: This was a rough month, from a mental health perspective. We enjoyed the trip to New…

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July 2021 Summary

HIGHLIGHTS: LUNATICS PRODUCTION: Shot reference footage of Ariel and I to help with animating in SU-1-B shot…

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July 2018 Summary

HIGHLIGHTS: Screencasts documenting texturing for the “Aquarium Room” and the Mission Control Room, and the lip-sync process…

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April 2018 Summary

HIGHLIGHTS: Architecture concepts for KitCAT. Renaming Anya Titova’s satellite company. Filed Personal Income Tax. Project management tools…

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January 2018 Summary

HIGHLIGHTS: Sylvan came on to help with system administration. Re-rigging Soyuz Launchpad Mech. Announced plans to release…

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December 2017 Summary

Highlights Scare about Patreon changing their terms (But then they backed down). Helped Morevna project test their…

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November 2017 Summary

Highlights Lots of animation blocking this month. Re-rigged the controls for the Soyuz Interior set, including controls…

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Pen with armature bone

Animated Writing Using Dynamic Paint Reveal

In our pilot episode, we have a montage in which Georgiana and Hiromi go through some of…

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April 2017 Summary

Highlights: Keneisha demonstrated a skeletal face rig on her original character, suggested we use the same rig…

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Train Wheel Close-Up

Beginning Principal Animation

Wow. This week, I’ve started animating We’ve had some nearly-final shots for awhile — the “Earth in Space” shots, but those were kind of trivial. I’m now working on a complex “real” shot for the first time. It’s a particularly tough one close to the beginning of the Pilot (and the “Prolog” and the “Preview” based on the Pilot). I’ll go into some detail on the construction of this shot i our Patreon “Patron Newsletter” this month.

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Soyuz Launch Vehicle in Flight

Animation and Visual Style Tests

New video up with visual-style and animation tests for “Lunatics!” exterior shots.

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Animation and Rendering Style for “Lunatics!”

There are several factors we have to balance in coming up with a style of animation and rendering for “Lunatics!” You might think that 3D animators should always try for maximum realism (“photorealism”) when making animation, but this is not necessarily a good idea. First of all, the human eye is extremely good at spotting errors in photorealistic renderings and especially in animation. This is the basis of the problem known as the “uncanny valley effect”:  if you have extremely photo-accurate models and renderings of characters, then even the slightest error in movement creates a disturbing “creepy” effect. Such animations are often described as “zombie-like” or “doll-like”. This is because we are very sensitive to tiny differences in the way real people move.

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