Week 3 / Class 6
- Apr 13, 2022
- 2 min read
For this class, I finished adjusting the camera for our final shot and finalized the animation so that it would be ready for Sanat and Seonjae to take this weekend to adjust the effects for our disappearing poof. For my first pass of this track that I used for the previs, the perspective and focal length were incorrect so the size of the car looked wrong as it was moving through the scene. Since this shot is hand held, I re-tracked it in Nuke to get the slight shake and then adjusted the scale and angle of the camera in Maya so that I could fix it in context while seeing the car.
With help from Deanna, I also kept researching how to render the VBDs on the farm. I've been asking around to other members of the class if they have experience working with VBDs in Maya and while no one does, they did give us a few suggestions to try out. The first method I tried was editing the path of the VBDs in the Maya ascii file with Notepad. I tried making the path relative and putting the absolute path to the farm, both times the farm was still not able to find the file. We then tried exporting the VBDs as an alembic in hopes that Maya would have an easier time working with that cache but again, it was no luck. So our search continues...
Next step for me is to finish cleaning the track for Shot 2 and animate the car in that shot! The rigging artist finished and the best method we've found so far to achieve the bounce over the cobblestone is to create geometry restraints with the tires and the ground. I made a very quick cobblestone/brick model to test the car rig and was having a hard time getting the wheel geometry to work with the constraint. I discussed this more with Deanna and it turns out, we most likely will have to rearrange the groupings on the car which could potentially mess up the rig. We are currently thinking through solutions and the best way to move forward.





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