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Showing posts with the label real time rendering

Cure - Animating and Post-Processing

A few quick updates on Cure. I started animating this week and I'll admit, it's something I've been neglecting so it's time to really push myself and get this done. I whipped up a quick walk cycle and then spent a while tweaking it up I could never get it to look right so I took it in to speak to Brendan. Spending an hour or so with a professional animator was more helpful than days of YouTube tutorials! I still need to look at how the animation is going to be stylised to fit into the environment so I want to pull together a few animations and bring them into Unity before testing different styles. I also updated my post-processing in Unity. Unity have only released version 1 of the Post-Processing Stack, however, there is a version 2 available on GitHub as a free download that gives me many more options in regards to layering different effects, in particular, this means I can have different depth of fields for each shot and I can animate between them! With this s...

Cure - Updates and Pre-Vis

I spent some time pulling together a rough pre-visualisation. This took a lot longer than I expected as I was learning how to use Cinemachine and setting up each Virtual Camera. This was a bit of a learning curve but it should save me time in the long run as all of the cameras are already set up.   Each half cog/half camera is a Virtual Camera linked in Cinemachine. These are very light and don't slow down the whole process as they only use 1 main camera. Some of the cameras are attached to the character and 'Look At' certain parts of her, her eyes, the device, her wrist etc. Once she's animated and walking the cameras should bounce along with her.    The whole scene has been updated in Unity so that each camera angle has a full background rather than too much white space. I have also downloaded and imported Unity's Post-Processing Stack. This helps change the look of the film into something closer to what could be achieved in Maya and Premiere Pro...

Cure - Story and Unity

On Monday we had a chat with Mark Grindle again, having met him first in October. We all went through out projects and he helped focus our ideas before we begin final production. Cure has been a little stagnant since we started the Going Live projects but it has always been in the back of my mind. I've looked into scene set up and even mocked up a rough poster. However, after running through the idea with Mark I think it's clear that I need to strip it back even further. I want to keep the core of the story and the themes of mental health and depression. Mark seemed to really like the idea of a fragmented world and the idea of shifting from chaos through to order so I want to take that idea further.  Our character should begin in a fragmented world, chaotic and in constant motion but when she finds her 'cure' the world stops and settles but nothing changes: She has still lost parts of herself (I might remove the piles of dead polygons) and the world is still ...