Friday 28 November 2008

These are my plans as to how i should approach my final animated CG film.
i have realised that in order to portray my character’s feelings and emotions I will need to have lots of complicated facial expressions, as well as poses.
This will require a solid construction and planning for my character design.
There are two options for facial expressions in 3D Max; one is morphing targets which require a solid plan of all your possible facial expressions, the reason for that is that once you skinned your character there is no way of adding new targets, and the other is constricting a facial bone structure that can be manipulated to create the required expression, this takes longer to construct and skin but when done properly can achieve endless facial expressions. I am not certain yet which one will work best for me and how much time I will have to do it in.

For my character limbs I will be using IK (Inverse kinematics) and link them to a
manipulating object.

For my aesthetics I will be using digitally drawn textures and apply them on the 3d meshes. I want my environments and characters to look like drawings as opposed to
3D objects.

My story has considerable amounts of flashbacks from reality to battlefields that could be confusing for the audiences; therefore my idea is to have the reality shots in almost black and white with some dark blues, and the flashbacks in browns muddy colours.

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