Saturday 19 February 2011

spinnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn

So I now almost ALMOST have a complete start of fight sequence. I've now officially found a move that makes Zhuang fly, and my God it's a cracker.


Once I've made a wee combo to push Hao towards the screen and preps him for the big move, I can then add actual lines to the entire scene and colour it, then throw it into Maya, make the magic and then bam, awesome.

I might enlist help to colour actually... It's very time consuming. First things first though, make this great.

Sunday 13 February 2011

FIGHTFIGHTFIGHT

Ok, so far I'm pretty happy. The final final move is a bit of a problem though. The angles are hurting my mind, and I'm stuck as to what to make Hao do to re-switch back into his place to lead up to the big old skyward smash.


My many attempts ended in positions that made me want to hack apart the entire scene again, so I'm now going to attempt to make Hao spin round all Michael Jackson like, landing a turning kick into Zhuang's left side, ducking Zhuang's attempt to hook kick him back and then switching scene to have Hao scoot forward into an awesome uppercut thing.

Friday 11 February 2011

Tuesday 1 February 2011

that last post progress

Excellent... Just needs sky, masks, dust and rendering...


I placed the 2D animation inside an image plane in Maya and used it as a reference. This is probably one of the harder angles I'll be doing, thus I'm quite lucky it worked when I drew the frames with only a vague idea of the distance and angles. I now know the method works and that the two sit well together.

Originally I thought I would need to reduce the framerate of the 3D part to match up to the not quite as smooth 2D parts, but after this, I believe that the 3D part actually lends itself to the 2D part, giving the illusion that the 2D element has far more frames than it does.

This has solidified my faith in this project completely.

SWEEEEEEEEET