My original plan of just rendering out the shots in the middle of my animatic if I ran out of time has screeched to a halt because apparently this won't be enough animation to pass the assignment(although it does not specify how much time in the outline). Now I'm attempting to make the full 3.30 minutes in less than 3 weeks. I am doubtful that I will be able to managed this but I'm still going to try.
Have sorted the issue out with the rendering-Rachel has changed the lighting so that it is renderable within the time frame. The problem was that I was rendering almost all shadow due to the shadow angle which gave a nice warmth(the shadows were brown) but increased the render time as well as having 3 directional lights. Rachel put in green indirect lighting which brings out the colour of the dragon as well as having a single brown directional light which gives the same effect as the lighting I had before but with a fraction of the render time.
So now I'm rendering out all the dragon shots. A few I'm going to have to re-render because the first pass the feathers went through the body(I didn't put a rigid body on the dragon because in most cases the feathers are stiff enough not to collide with the body).
I'm rendering out the feathers on the wings and the feathers on the body and face in seperate passes as I could not seem to get those feather systems to work in the same scene(I think Maya might have a limit to how many feather systems it can calculate at one time).
I also spent most of yesterday working out how to connect the maya camera to a camera in Vue which I managed to do successfully-so soon I'm going to be able to do the moving shots of the sky rendered out(although at the moment it's not priority). Although for some reason I can't move the camera up higher in vue without it going black-I think this might be a scale problem between maya and vue but I can think of a few ways that I can troubleshoot this.
I only need to animate one more shot with the dragon in it, the long one at the end which is 1711 frames long. Phoebe needs to be animated in two of the dragon shots before I start the cloth sim but the major shot of phoebe on top of the dragon has been animated and will soon be ready to be cloth simmed and rendered.
A lot of modelling and rigging still needs to be done, this is why I think I might complete the full 3.30 minutes. The inside shot of the train-I'm modelling small things like bottles, jugs, windows etc. and using lattice deformers to create variations. This technique of modelling small componants that you assemble later like lego is the same technique we used on the buildings on essimer as well as on the bone ship. A rough exterior needs to be modelled for two shots. It doesn't need to be too detailed because its moving and in the distance.
Philipe, Hanna and Maria need to be modelled, rigged and weighted. I managed to model Philipe in a day a couple of days ago so Hanna and Maria won't take too long either hopefully. I'm also going to use the human IK. The weighting I won't worry about too much because there is a very limited amount of movement that these characters do in the shot they are in.
Bones of Essimer has also made a come-back, we got in trouble for not completing any of the shots so now we're slapping it all together, not with much success as the computers keep crashing and the tracking won't solve on some shots etc, to be frank I think it should be abandoned so that we can work on our personal projects-at least that way we might have some way of passing the paper.
Unfortunately I'm rendering out the bone ship which I'm not too happy about because it means everybody thinks I'm a total asshole for taking up all the computers. Its going to take several days because there's about a thousand components so I'm going to have to waste time travelling to SIT over the next few days. I pretty much have one shot to render it, there's no way I'm going to have time to render it if there's any mistakes with the shadows(I've made a mock up ship and put a black hole on it to get the shadows to fall on the individual componants)