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Week 4

  • Writer: mialaplanche
    mialaplanche
  • Jan 30
  • 2 min read

Updated: Feb 4

Critique from Mentors:

  • Vellum sim

    • Try attach to scattered points and the play with bend and stretch of  attach to geometry constraint

      • Attach to points

      • Attach/pin to itself and have it sim to itself

    • Faster bed laying, quicker layer, not one after the other, multiple cloths on screen at once

      • Cloth coming over the camera, and having animation happening behind it aswell, quicker scene

    • Comfy bed, needs to be less messy

      • Make comforter less big lowkey, not splayed out on floor

      • Need to figure out clipping with surrounding objects

To do list TEAM:

  • We're changing up shot list

  • Tuesday night new cameras in Maya, fbx export

  • Wednesday night FX sent to lighting usd

  • Thursday before 5 lighting to Zach

  • Start comping Thursday at 5

  • Thursday night first pass previs, get it to sound

To do list PERSONAL:

  • Try Beck suggestion of attaching to points or to geo itself at certain points and playing the stiffness of the actually attach constraint

  • close up pillows falling vellum simulation

  • exporting weaving for lighting


Last week previs that was presented:


Close up shot of comforter laying onto bed

Different iterations of using different groups for the attach to geometry constraint

Here I had 2 boxes, scattered points inside it. I used a sphere and copy to points the spheres to the scattered points and used that as a group for attach constraint. This gets rid of the curtain rod stiff attach and allows for more cool shaping/movement.

I got comments on the scrunching up at the end being to extreme and the over all looking too lumpy/full of air.




Here is another iteration without an attach constraint with the comforter just falling onto the bed. This removes the scrunching but also sacrifices cool movement. As a team we prefer the fly in, I just need to adjust the constraint so you don't get that feeling of seeing the invisible constraint, which was our mentor Beck's main critique for the vellum.



Pillows worked on making overall slower softer motion. Played with putting a lower gravity, -4 instead of -9.8 ms2. Need to get collisions to stop popping. Camera framing needs to be adjusted to show less head board and more pillow.


Shot 4 with the sheet being laid out was sort of accidentally rendered with this cool gradient brown background. We started calling it the void before we enter the scene with the final made bed. So I did a couple tests of other cool pillow simulations we could have in the void before we transition to the room.




 
 
 

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