I made up the time clock and punch card for my team, which will be used to access save files and ‘clock on’ for their shift (begin their game). I paid particular attention to the following references:
I also referenced the following for the overhead fluorescent Light:
I went in search of references and a bit more information before starting block out for my mouth — I also watched Sarah and Alec’s tutorials again, to try and get an idea of what I wanted to do — I realised that I needed to pay more attention to the movement of the characters before prioritising the lip syncs. I’m happy with the beginning expressions but I’m finding it difficult when I hit the ‘office drone’ portion of my animation.
I also used some references of old toy robots, as when Gigabyte enters the second section of his monologue, the “we are office drones portion” I wanted to have him transform/transition into something stiffer, more robotic, because he is mimicking a robot/mocking a robot when in reality he has fluid movements and is life like, his personality is playful and silly, so I hoped that this would convey that.
I made up the rough interum shot for my office robots:
I’m not 100% sure of the layout of this yet, I might make the right hand side photocopier/fax machine robot bigger and take it off of the file stack, and perhaps only have it run a scan once instead of it cutting off during a second scan. It looks a bit odd to me.
I then put it into a prem pro file with my audio and prev. lip sync to get a better idea of timing:
Now I will export all of the separate elements of audio, and begin animating the rough pass following my ‘storyboard’. I can reference this for mouth shapes. I’m intending on animating on a mixture of Rough Animator and Adobe animate, and then I will tidy up in procreate. I also intend on animating these in segments, so that I have room to play around with timing when I bring it into premier pro later.
I will spend this week acting on feedback from Alec after roughs are finished, and then cleaning up the line art. Next week I will colour the animation ready for submission and I will add it to my showreel!
I used the following as reference for the robot segment:
Ryan was able to get the character model sorted so that it takes the animation from skeletons, and so that it takes the skin textures and facial features:
I also made up a quick cash 3D model:
I hunted on Sketchfab for some references for topology and Aesthetic:
I also offered to help, but wasn’t sure what I could do – Ryan has been working to consolidate everyone’s assets into one UE5 file, however has been having a lot of issues whilst trying to import:
This is my last assigned animation for the minute, the payment animation. Again, I referenced simple animations from Animal Crossing. I want to ensure that the animations are clear in their action, however I have to be aware of other deadlines and the time that I need to invest in them! That being said, in the coming weeks I will likely look at polishing these up a bit – I’d like to add a bit more secondary action to this one (I was finding it a little difficult, as the basket clips the desk when I try to add it at the minute), in the basket, the head and the left and right arm. I could probably also have the left leg moving forward a little as it looks a little odd completely stationary! However, I believe the animation communicates the action well enough to be implemented for Monday’s play test.