Collaborative Project: 22 – 25 March 2021

22 March 2021

I have finished all my animation shots (shot 06, 07, 08a, 08b, 08c, 08d and 09). At this moment, our team was still struggling to get all the animated shots with visual effects rendered on the render farms without errors and crash.

Since the deadline is coming in the next 3 days, I’m thinking to compile everything we have so far from renders, playblasts, storyboard and sound into a complete video because at this moment we still don’t have anything concrete yet. In worst case scenario if the final render cannot be completed, we at least have something in a full proper video form for submission. I let Emma, Antoni and Ghera pushing the render jobs since they were already much more familiar with the errors that currently happening and render farm than me.

I gathered every latest playblasts and renders that we have from the shared OneDrive folder and university network. I then started doing a rough edit using Final Cut Pro. In this early version of editing, all of the Act 1 animation were technically there but with a mix of playblasts and broken render frames. We only managed to finish animation for Act 1 only, so for Act 02 and 03, I used drawing frames from the storyboards as animatic with motion to tell the scene. As more renders become available, I will keep updating the editing clip with the latest one.

Emma suddenly mentioned that she had a problem with her Shot05 where the character legs become wonky. I offered to look into her file and fix the problem so she can send the shot for render as soon as possible. After spending a bit of time, I finally found the problem in which she accidentally animated the bones instead of controller. While I’m at it, I created and animate a camera for the shot and send the file back to her.

We still had time to have some fun and laugh with each other in our Discord channel.

Later at night, Emma and I jumped into a quick session with Luke where he try to fix our problems with the render farm. And after numerous tries, Luke found out that Maya 2020 could be the culprit because the original animation shot created in Maya 2018 can be rendered without problem, but animation shots with added VFX that were created in Maya 2020 crashed on the render farm. Luke and Emma explain it to the other team member.

After the session with Luke, I asked Emma to stay in the voice call to discuss what options did we have to solve the problem. We finally decided that Emma will render all the shots without the VFX since they can be rendered without problem, while at the same time I will look into the problem and taking the turn to get it rendered with VFX. So if I failed at my render, at least we have all the normal shots rendered in time by Emma before the submission dateline.

I stopped doing the editing at this moment and since Emma was still logged in to the university network, I asked her to send all the latest animation files with VFX into our shared OneDrive folder. I started by checking shot 06 and 07 as soon as I received the files. There were several missing reference items created by Antoni and Ghera when I opened the file. So I keep asking Emma several times whenever I need another missing references.

I did several initial test renders and Maya did crashed several times. When I managed to get a render, I asked Antoni if I got the render look exactly like how they setup and some of them turned out different on my computer. After several tests I finally understand how they setup the HDRI and lighting references in the animation files.

23 March 2021

Since its already 2.00am in the morning and I didn’t have enough sleep for the last 2 days when pushing my animation shots, I proceed to let my computer doing the render for shot06 and see how it goes.

When I woke up, the computer was still rendering the shot about halfway done without crashing. I didn’t cancel the render to see how long it will take to finish. I took the opportunity to continue the video editing using my other computer at the same time.

The render finally completed, and it took about 7.5 hours to finish. So it can be rendered successfully without any crash and broken frames. The only problem now is the render time. I did some calculation and its impossible to render all the shots in time. So I went into the file again and doing some optimisation to the lightings, settings and anything that could make the render time faster while at the same time retain the visual to look as similar as possible to the original. I finally found the way and managed to render the same shot again within 2 hours compared to the previous 7.5 hours. I then make a new template for the lightings and settings to be used for other shots.

I spent the whole day for this and managed to render shot 03, 04, 05, 06 and 07 with fairly short time; about 2 hours for each shot. While the renders running, I continue doing the editing on my other computer and updating it each time a new render finished. Emma also has managed to render all the shots without VFX, so I put some of the shot into the editing.

I’ve been pushing this two non-stop. Rendering on the right, video editing and compiling on the left

24 March 2021

I sent the first version of the final video with all the current rendered shots to the team in the Discord channel. With the render possible now, Antoni, Ghere and Emma procceed to render the remaining shots which are shot 02, 08a, 08b, 08c, 08d and 09.

Collaborative Project: 15 – 21 March 2021

16 – 21 March 2021

This week I focused to finish my remaining animation tasks for shot 06, 08 and 09.

Storyboard for Act 1 Shot 08

Action for shot 08 was quite long, so I decided to separate the action into 4 shots to have better angles to deliver all the actions of the scene. While doing these shots, I also made some adjustments to the Space Colony model since the character has some interactions within the area. The original space colony I made several week before was a bit large for the character so I scaled it down about 10% smaller to make it look more proper and realistic for the character to interact to. All of the shots took a bit longer to finish than expected because a lot of things going on at the same time.

Playblast

Below are still renders (without VFX) from all animation shots that I finished this week.

Act 1 Shot 06
Act 1 Shot 08a
Act 1 Shot 08b
Act 1 Shot 08c
Act 1 Shot 08d
Act 1 Shot 09

While doing the test render for shot 08d with the character’s helmet off, I noticed that her eyes are black in render, but not in viewport. I proceed to repair the problem and thinking it would be a very quick fix, but it turned out to be a 2 hours work. There are 2 layers of material for each eye and there is one material that was not shared for both eyes. It was a bit weird. I did a lot of back-and-forth changing settings and doing renders again and again to get it right. I even imported the character into new file to check if the problem persists. Almost every setting was changed from reflection to specular, roughness etc and I was still unable to fix it.

The eyes appeared okay in viewport but not in render.
There are 2 materials for the eyes and each has 1 unique and 1 shared material.
Character’s eyes problem in render fixed!

It was quite frustrating when the eyes sometimes turned into completely white, or completely black with the space colony reflection in it. I also do some lookup to forum discussions to solve the problem. At the end, I cracked it by a straightforward method by just ignoring the settings and replaced both material layers with just a pure texture. I think it is not a correct solution if we want to have a very close-up shot to have realistic look and reflection of the eyes, but it will do for now especially for shot 08d.

After everything ready, I sent the Maya files to the visual effect department for lighting and effects so that they can be sent for render. I also sent the playblasts to the sound department so they can compose and arrange the sound effects needed.

Collaborative Project: 8 – 14 March 2021

8 – 11 March 2021

This week I focused to update the space colony building model, so I could animate shot 06, 08 and 09. The previous space colony was not finished since I only used some dummy objects for the interior.

I spent a bit of time searching for free premade models at several places including online. And later I found a very suitable assets for the building interior from the university library. I downloaded the textures and placed them in the project’s ‘sourceimage’ folder. Similar to the previous models that I setup, the first step I did was to re-path the textures to have dynamic address to our collaborative folder.

The assets were modular and can be combined to produce different objects. I chose the objects that I thought could be used for the space colony and saved them in separated files.

I made some adjustment to the entrance model to fit the space colony. I extracted the door and fixed its pivot position and orientation so it can be opened, closed and animated properly for shot 08. I also modified the space colony wall at the entrance area to have proper path for the entrance model.

The entrance

After that I proceed to arrange the other interior models to make it looks more like a real space colony with tents, generators, water tanks etc.

The arrangement of the interior models
The arrangement of the interior models
The arrangement of the interior models

I separated the tent’s door and fixed the pivot so it can be opened and closed for shot 08

The door can be animated for shot 08

Although the process seem simple, it took me almost 4 days to finish the interior from searching the free models, choosing the suitable model, fixing polygons, shapes, material, textures and lot and lot of arranging assets until I got the final version.

The old space colony with dummy interior
The updated space colony with interior
Render test

I updated my progress to our Discord channel but I didn’t upload the model to our collaborative folder yet. I want to animate my shots first because the character will interact with some of the interior props. I might want to change some of the prop arrangements later according to the suitability of the shot and camera angle.

Secondary Collaborative Project: 1 – 11 March 2021

2nd Collaborative Project

Back in February, Crystal invited me to join her project, but I was already in Emma’s team at that time. So, she asked if I have some free time to help her for character rigging work only.

I told her that I will let her know if I can join after the first meeting with Emma’s team to see the workload of the project. After the meeting, I informed Crystal that I can do the character rigging for her project.

I waited for Crystal to finish the character model first and last week on 27th February, she sent me the final model of the character. I do a quick check on the model to see if there is any problem with it.

I then decided to do the rigging work for this whole week as fast as possible so I can get back to work on my primary group project.

1-10 Mar 2021

I started by preparing the model for the rigging. The file has some unnecessary objects like wall plane, lightings & camera, so I did some cleaned up and deleted those objects. I repositioned the character to the center grid and scaled it according to the real human size which is around 160 – 170 cm tall. I also renamed every object in the outliner properly so I can easily identify them when I do the rigging process later.

Original file
First cleanup for model and outliner

Next, I did some adjustments to the model topology and shapes so it can be rigged properly. Since Crystal mentioned that the character will be imported to a game engine, I did some optimisation by removing unnecessary segments on body parts which has too many polygons. I also changed some of the character shapes and poses like the mouth and hands, so they are symmetry and easier to rig.

Model optimisation

Before
After

5-8 Mar 2021

I’m not very familiar with rigging in Maya when compared to 3dsmax and Blender. So before I proceed, I did some research and watched some tutorials on this matter. After several testing and learning, I decided to use Maya’s standard Human IK to rig the character instead of using the Advanced Skeleton plugin. I found several videos showing exporting to FBX for game engine is simpler with Human IK then with Advanced Skeleton where I need to change lot of things before it can be used in game engine. I’m not really sure, but don’t have much time to test everything as I need to finish this quickly so I can back to work on my primary group project.

Bone placement process

Skinning Process

Poses Test

It took me more than a week to do the whole process. I also did lots of testing and experiments while doing the rigging to better understand the Maya rigging which make the process longer. I actually did try to rig the face but I encountered some problems and not satisfied with it. So I sent the character rig without the facial controls first to Crystal for her to test.

Crystal was concerned about my works with my primary group project so she said she can do the facial rig. I suggested to her that if she want to do it, we can both do our own rig in case I fail to do mine, then she will have a character with facial controls.

Facial Bones and Controllers Setup

I proceed to finish the rig for the character face. I don’t use any plugin for the facial bones and controllers, but manually creating and placing them using the Maya standard ‘joints’ and ‘curve’ shapes. I watched several video tutorials for this and throughout the process, I can say that the concept of bone / ‘joint’ in Maya works quite different than 3dsmax and Blender. I’m not really sure how to describe it but in Maya, it treats bone as point and the connected line between each point is a visual to show its parent-child constrain. In other software, that connected line is actually a bone. I’m a bit struggle at first to understand the Maya joint especially the point’s orientation. After several try and errors I managed to grasp the concept although maybe not fully master it.

Final bones & controllers for the face

Skinning Process

Facial poses test

About a day later, I managed to complete the rig and sent the updated version to Crystal.

Collaborative Project: 22 – 28 February 2021

22-23 Feb 2021

Today, I started rigging the space buggy so that I could produce an animation for one of my shots, which is shot 07. The model is from the university library.

As usual, when I opened any 3d files especially for rigging, I will check and make sure the model is ready first. I relinked its textures using the ‘File Path Editor’ to have dynamic path to our collaborative folder so that it will always find the ‘sourceimages’ subfolder regardless of the change to the root address and drive. I also converted all materials to Arnold as we planned to use Arnold rendering for our project.

Next, I need to separate some of the space buggy components especially all its wheels so it can be rigged and move individually. Currently the wheel meshes were within the same mesh group with the body.

Like the problem with previous spaceship model, there were many separated polygons and overlapping vertices which make ‘double-clicking’ to select each component become harder. This is a very common problem happened when the model was converted and transferred using other 3d file format. So I did some meshes clean-up using the vertex ‘Merge’ function with very minimum threshold to fix the problem. I then managed to select each wheel meshes more easily.

I separated all the 6 wheels using the ‘Edit Mesh > Extract’ function. As I mentioned in the previous post, the Maya mesh separating function can be quite tedious because it will create a new group and divide each component in the selection into different objects with generic name. I need to rename and combine some of the object that supposed to be 1 component back. After that, I separated and combined some other components that I think are appropriate to follow the wheels or the body.

With all the necessary components separated, I started creating all the controllers using the ‘NURBS Circle’ with ‘Linear’ Degree and 8 Sections to have low poly shape so animator can have clear visual when the shape rotates.

I setup 1 root controller which placed at the center ground level, 1 controller for the body and 2 controllers for each wheel; 1 intended for wheel suspension and another for wheel rotation. I locked the suspension controllers to be able to move up and down only and wheel controller locked for rotation only. To sum, the rig hierarchy was setup this way; ‘root > body’ & ‘root > suspension > wheel’. All the meshes where parented to their respective controller using the simple Parent Constrain method.

Suspension controller locked to move on Y-axis only
Wheel controller locked to rotate on X-axis only

It was a fairly simple rig but sufficient for the vehicle animation in shot 07. There is no physic or rigid body applied which mean all controllers must be animated manually. I think it’s good because I can have direct control for the animation and learn how animate the vehicle properly.

Original model
Final rig with organised Outliner

I finalised the rig by arranging and renaming everything accordingly in the Outliner for better management. I uploaded the rigged space buggy file to our collaborative folder and let the team know in case anyone want to check and use it.

24 Feb 2021

Early in the morning I started animating shot 07 as I was eager to animate this shot. I begin by referencing the space buggy model into the animation file and placing Jordan and Michael characters on the buggy to resemble the storyboard.

From Emma’s storyboard
Character placement cheat!
Character placement cheat!

I then looking for the right spot in the background for the scene to happen. I want the buggy to run over some small rocks so that the vehicle will have some suspension motions to make the scene more dramatic. There are already several potential spots with small rocks in the background model but after several testing with camera angle, I finally decided the area with good rocks arrangement and angle for the space colony.

Rocks! You have been chosen!

The animation process is pretty simple actually. I animated the root first to move from point A to B with the small rocks in its path. I then animated the wheel suspensions to move up and down when the wheel reached the rocks.

Wheel suspension in motion
Wheel suspension in motion

After I get the wheel suspensions right, I animated the buggy’s body to react accordingly to the suspension with some follow through and overlapping motions.

Buggy’s body animation

For the wheel rotation, I just made one cycle (360 degree) for the first 30 frame only and loop it in the Graph Editor using ‘Curves > Post Infinity > Cycle’ to have a continuous motion.

A cycle of wheel rotation for the first 30 frame
Wheel rotation loop using Graph Editor’s Cycle function

After that, I proceed to make the camera animation. I want to have a bit of cinematic feel to it by closeup on the small rocks at the beginning and pull out and up towards the end of the scene to show the wide desert area while keeping the space colony always in view throughout the shot to show that the characters are heading to it. I used ‘Camera and Aim’ so I can control the camera target more easily and animate the ‘aim’ to have some shake and natural movement to it. At the end, it turned out the characters were not really visible in the shot because of the camera angle and the buggy has some big components at its side that covered the characters.

Camera and Aim

I did some render tests and noticed the space buggy textures were a bit too dark. So I made some changes to its materials in the original model file and have it all updated to the animation file as I used the reference system for the vehicle.

Render test with fixed materials
Animation playblast

I sent the finished animation file and updated space buggy model to our collaborative folder so that the VFX team can put their lighting and effects to the scene.

26 Feb 2021

We have another weekly video meeting today. Only animation and VFX team were involved this time as we discussing about our progress so far. The sound team was still focusing to produce the music and sound effects.

During the meeting Ghera asking about if he can have a spaceship model with the backdoor closed for the shot 01. I told him that I will update the model as requested.

Right after the meeting, I proceed to separate the backdoor, changed it pivot location and rotated the door to close it. I parented the door to the spaceship and it can be animated. It was a quick task as I have done this process several times before. I then tested the model in the template animation file (with no animation), and the model was updated successfully.

I was about to send the file to our collaborative folder, but I thought I should check if the model will update correctly with Emma’s animation file. I found the back part of the spaceship broke and the door was not moving together with the body in the animation file, where it should move together since it was in the same hierarchy. With further investigate, I noticed that the spaceship hierarchy in the Outliner was different and some of its meshes were changed. I asked Emma to know what she had changed when she animated the shot.

It turned out that Emma changed the parenting structure and merged some of the spaceship meshes in order to make all the parts to move together. She animated the object and not the spaceship group. It was my mistake. I should have properly rig the spaceship with controllers for the root, door etc. I should also inform Emma to animate the spaceship’s group when I decided to use the simple group-parent style rig.

This is something new that I learned today because I never expected the reference model can be modified in animation file, especially to the mesh level. I have worked in 3dsmax and Blender where the reference / proxy model can only be animated, changed in terms of position, rotation and location. The meshes cannot be changed to prevent mistakes and unwanted modifications to the model during animation, at least until we change the proxy settings as local.

27 Feb 2021

I fixed the problem by not separating the backdoor and managed to update the spaceship reference without damaging the Emma’s animation. The door now cannot be animated, but since we don’t have any shot with the backdoor animation, then we are going to be fine. I uploaded the updated file to our collaborative folder on OneDrive and university network.

Collaborative Project: 15 – 21 February 2021

15-16 Feb 2021

In the morning I do the last preparation for the implementation of the new file structure and referencing system. I saw that Emma already animated the spaceship landing. Initially, I thought that I want to understand how to use the Maya reference system first before I explain the plan to the team. But at this moment I felt that I made a mistake and guilty for not mentioning about it earlier because Emma probably needs to animate the scene again using the new file if we are going to implement it.

Later that day, I explained what I have prepared in our Discord channel and pointed out all of the advantages of using the reference system in out project. I want to get approval from the team first before I push the new files to our collaboration folder.

Antoni then suggested me to improve the background with bigger mountains at the back and I agreed with him. I imported several mountain models from Emma’s file into my background model. I optimised the model first and arranged the mountains to fill around the existing background. I think it’s definitely looks much better now with all the mountains.

I added large mountains as suggested by Antoni
New background model with large mountains
Updated background model (Rendered version)
Updated background model with spaceship and character (Rendered version)

As the team approved the implementation of the reference system, I uploaded everything I have prepared to our collaboration folder. I didn’t delete the old file but put them in a backup folder in case we want to revert to the old file and structures.

17 Feb 2021

This morning we had class with Luke where he demoed about how to use zoetrope technique in Maya. Zoetrope is a premade effect in image sequences format where we can apply it as textures on a plane. It’s like a sprite. It can be very useful for previs project for making quick effects like smoke, fire and muzzle flash without the need to make an actual simulated particle effect from scratch. There is a huge library of zoetrope in the university network and Luke shared folder for us to use.

In the afternoon, we had another weekly video meeting on Discord. We discussed a bit about using zoetrope for some effects in the project. Antoni and Ghera looked into the zoetrope folders to see some of the effects, and we were particularly excited with the sandstorm effect which could be useful for some of the shots in the story. Antoni and Ghera actually was thinking about using actual particle simulation and already researching and experimenting some of the effects. So we decided the VFX team can use any technique that they prefer since they probably want to learn and improve their skills for making an actual effect and not using premade image sequence effects.

For sound department, Ben said that he and Cally have been discussing to split their work where one of them will work for the sound and music on Act 1, another on Act 2 and both of them for Act 3.

During the meeting, I took the opportunity to explain more about the new file structure to the team especially to Emma, Antoni and Ghera. I shared my screen to show them how to use it and what they should do when opening and creating new files so that the referencing will work properly.

After that Emma and I discussed about to split the works for the animation tasks. Emma will do shot 02, 03, 04 and 05, while I’m going to do shot 06, 07, 08 and 09. Emma mentioned that she was a bit concern about the space buggy model for shot 07 whether it can be used or not. I agreed to look into the space buggy file and will do the rigging if it’s not yet rigged so that it can be animated for shot 07.

At the end of the meeting, we decided to have an additional shared folder on OneDrive which will mirror all of the contents from the collaborative folder in the university network. The OneDrive folder will also work as a backup in case anything happened to the primary folder.

18 Feb 2021

Early in the morning, I drew a techvis for shot and camera planning of Act 2 from shot 10 to 18. It can be very useful when we proceed to animate Act 2 later. I planned to have variety of camera angles and movements for this act.

Action and camera planning for shot 10 to 13
Action and camera planning for shot 14 to 18

At 11.00am today, we had booked a one-to-one session with Luke today to look into our project and give his opinions and suggestions. Only animation and visual effects team were in this session since it will discuss more towards these departments. Luke seemed pleased with our current progress. He then showed us on how to use a CamShake plugin in Maya to help us making a camera shake. Luke said that camera will at least has tiny shake motions even when static which will add a level of realism.

Our group session with Luke

Luke demoed the plug-in using the university computer, and I asked him whether the camera shake will still work if we take the animation file to work on our own computer or we need to install the plugin first. Luke explained that the camera shake will still there, but we won’t be able to edit it if we don’t have the plug-in installed.

We then discussed a bit more with Luke about using the zoetrope technique or actual effects. He showed us some examples and said it’s up to us to use any technique that we prefer.

Collaborative Project : 8 – 14 February 2021

8 – 9 Feb 2021

We started this week with video meeting on Discord. This time, we have everyone in the meeting to discuss the storyboard that Emma and I had produced yesterday.

From the storyboard we were able to anticipated what model, animation, visual effects and sound needed for the project. Everyone agreed with the storyboard and then we discussed for everyone next tasks.

The animation department (Emma and I) will start building and preparing 3d models while the visual effects department (Ghera and Antoni) will research and experiment on some visual effects. For the the sound department (Cally and Ben), Emma volunteered to make an animatic from the storyboard to get a rough pace for the story so that Cally and Ben can start drafting audio and music without having to wait for the animation to finish first.

Right after the meeting Emma created a project folder on the University network for all team members to access and working on the project files. I also continue to gather as many free models from the internet that can be useful for the project.

10 Feb 2021

In today’s class, Luke demo to us of how to use and apply motion capture to any character rig as a method to make previs animation process faster. I don’t understand much during the lecture and will watch the recorded session to understand more regarding this topic.

In the evening, Emma posted a preview of her early works on our Discord channel and it looks good. Later that night I checked her works on the university network to see how she prepared the files. I found that all props and background models were imported into 1 file, which may not an issue now but can be problematic when we have multiple animation files with everything inside each of those files. The files can be very big and updating each file can be very tedious if we decide to change something to the background model or textures for example.

It’s definitely not Emma fault though as she probably new to this. I wouldn’t know about this either, but I was a bit fortunate to have some experiences working on several animation projects before to understand the usefulness of referencing system, file management and asset optimisation. Each character, prop and background model are suppose to be separated into different files and composed by linking them into another file. With this method, any model and texture can be updated and the changes can be pushed back to all animation files automatically. Plus, all working files will become much smaller in size and easy to manage. I think this can be very good for our group learning process as well.

Original version with high poly landscape and
everything inside each file which cause large file size

The problem at this moment was that I used 3dsmax and Blender pipeline before and not familiar with how Maya referencing works, but I don’t think it will be much different. I didn’t tell the team yet that I want to implement this as I want to understand and confident on how to do this in Maya first. I will work on this tomorrow morning.

11 Feb 2021

Referencing System

Today I started preparing the project folder with reference system in mind on my local computer first. I downloaded all Emma’s files from the university network as my starting point and restructure from there. In the current files, some models were linked from the university model library, which are good, but they were located outside of our collaborative project folder. It can be a problem if any of the team member want to download the project folder to work on their local computer and will experience missing files. It may also will cause damage to the original model in the university library if we decide to modify the model’s shapes and rigs for our project.

In the original Emma’s project proposal, I can see some of the models that Emma planned to use. So I copied all the expected models and their respective texture files from library into our collaborative folder. I setup all the linked textures using ‘File Path Editor’ as dynamic paths inside the project folder so that anyone who copy the project folder will get the textures automatically loaded when they open the project file regardless of the root and parents folder structure.

Next, I started experimenting to see how referencing system works in Maya by linking all the models into a test file that I called ‘playground’ using the Maya Reference Editor. Then I did some experiments with static model first. I modified its shapes in the original file, and saw it updated automatically in the ‘playground’ file. After that, I tested what will happened if I updated a rigged character that has animation. I made a simple animation to the character in the ‘playground’ file and changed its shapes and textures in its original file. The character was updated successfully with all the animations still intact. It’s awesome! The only thing was that I cannot make too much dramatic changes to the bone location and its group as it will break the animation. But this is expected, and it works about the same as other 3d software. I also tested several other things like changing pivot, layers and group. There are small things that irritated me about how Maya project and referencing system works when compared to other software, but I think it’s manageable. I feel so great that I’m now understood the referencing in Maya, how it’s work and its limitations.

Diagram of how the new file structure and referencing system that I prepared will work

Space Ship Model

Next, I do a quick adjustment to the existing spaceship model. I want to do a very simple parent rig to the spaceship especially for its doors so they can be rotated and animated for one of the scenes. The doors were combined within the same mesh group of the body, so I need to separate them first. When I’m double-clicking on the door mesh to select it, it didn’t select the whole door. Which usually means its faces are separated and multiple vertices were overlapped in the same place. This is a very common problem happened when the model was converted and transferred using other 3d file format. So I did some meshes clean-up using the vertex ‘Merge’ function with very minimum threshold to fix the problem. I then managed to select the whole door meshes easily.

A lot of Spaceship’s vertex and faces are not weld properly
Separating doors

I then separated both doors using the ‘Edit Mesh > Extract’ function. The Maya separate function can be quite tedious because it will create a new group and divide each component in the selection into different objects whereas in other 3d software, it will only separate into 2 objects which are the original object and the separated mesh that we selected with original name still intact. But in Maya case, we have to rename the main object back, combine all the meshes that suppose to be one and clean the history. I’m not sure if there is another way to separate mesh but as far I look into tutorials and forum discussion, this is the way to do it in Maya. I will look into this again in the future as I don’t want to waste more time finding solution as this function is working, only it’s a bit annoying to me.

The door can now be rotated and animated

With the doors separated, I adjusted their pivot location and orientation in the right direction, so that the doors can be rotated properly. I then set both doors as child to the spaceship group and rename everything in the Outliner properly. I didn’t do a complete rig with controller for the spaceship as its only need a basic movement for the body and door. So I think a simple group-parent rig would be sufficient.

12 – 14 Feb 2021

Desert Planet Landscape Model

Now I’m ready to proceed with building the background models for Act 01 which are the desert landscape and space colony. I used one of the ground models from Emma’s file as my starting point. Because the polygon count was quite high, I optimised the meshes first using several tools like ‘Mesh > Reduce’ bit by bit, ‘Edit Mesh > Merge’ and some vertex by manual ‘Target Weld’ when Reduce and Merge not working as I expected. I flatten and adjusted some high of the ground shapes as I think it could be used in some shots of the story. During this process I also made a draft space colony model for scaling and location reference. I will revisit this model for detailing.

After the landscape ready, I then imported the modular rock models that I prepared last week and arranged them manually one by one on the ground model. During the process, I organised the Outliner so it is easier to manage as the modular rocks meshes started populating the area.  For basic lighting, I used the HDRI and lighting setup from Emma’s file with some modifications. This aspect may be changed later by Antoni and Ghera from VFX department. So technically, not everything was lost from her original works. During the whole process, I used a screenshot from ‘The Martian’ film as my reference.

Arranging modular rock meshes manually on the ground model
Early version of landscape and organised assets in Outliner for easy management

Space Colony Model

I went back to the draft space colony model and adding more details to it. I didn’t built the building from scratch, but by combining some modified components from a free space station model to save time. After spending a whole day at the end of the week, I decided to wrap the work for the background model. I did not finish the interior of the building yet as it should has several more models such as tents inside it. So I just put some boxed as a dummy for this moment. I will update the building again and since we can use referencing system, the model changes can be pushed to all animation files at any time. It can also be a good demonstration for the team members so they can see how useful this feature is.

I used a modified components from a free space station model
Early version of the space colony without proper interior

Rendered Images

Background landscape for Act 1
Space colony model (not complete yet)
Spaceship and character
Spaceship, character, space colony and background model
Reference

After everything was ready, I set all the files using category naming convention with ‘char’ for character, ‘prop’ for props, ‘bg’ for background, and ‘anim’ for animation files.

I prepared a template file for ‘anim’ (animation) file with all assets like characters, props and background were linked into the file. So animators (Emma and I) can just grab this template file without the need to setup the references again and again every time we make new animation file.

File naming convention and dramatically smaller file size

I finished everything by the night at end of the week but I didn’t push my works to the collaboration folder in the university network yet. I want to brief everyone first about the system that I’ve prepared by tomorrow, 15 February 2021.

Collaborative Project: 1 – 7 February 2021

1 – 3 Feb 2021

I started the week by searching and collecting free models from the internet that I think can be used for the project. There are many good free models but some of them were in different 3d formats and not for Maya. So, I spent a bit of time to convert the models to Maya and relinked the materials.

I saw that Emma and Antony also started sharing initial assets and references that they found online in the group chat. So I think everyone was excited to start working on this project.

We discussed of when is the suitable time for our first video meeting and agreed to meet online on Thursday, Feb 4th.

4 Feb 2021

During the first video meeting, we’ve got the opportunity to know each other better and understand everyone specialties which are important for collaboration work. I feel confident with everyone in the group and believe we can achieve a good result with the project. 

Our first video meeting

Group Leader: Emma Copeland
Animator: Emma Copeland, Kamil Fauzi
VFX: Gherardo Varani, Antoni Coll
Sound Design: Cally Spence, Ben Harrison

Antoni from VFX was unable to be in the meeting today as he was traveling back to London, but Gherardo took notes for him. 

We discussed and began planning out the initial steps for our project. I suggested that we start by making storyboards first based on the Emma’s story outline. So we can get a picture on how the scenes will look like, identify required assets and anticipate any technical issues. With storyboard, all departments can have a guide to start preparing and designing their materials without having to wait for the other stage to complete first. 

There are 3 acts in the story, and we divided the storyboard tasks:
Act 1 & 3: Emma
Act 2: Kamil

Story outline by Emma

We decided to have another video meeting on the next Monday, Feb 8th to discuss again after the storyboards finished.

Right after the meeting, I shared some of the models that I have converted to Maya in the group chat.

5 Feb 2021

While drawing the storyboard, I asked the other departments if they have ideas that they want Emma and I to include in the storyboard.

7 Feb 2021

By the end of the week, Emma & I managed to finish the storyboards for tomorrow’s meeting (Monday, Feb 8th).

My storyboard for Act 2:

Act 1 storyboard by me

Emma storyboard for Act 1 & 3:

Act 1 storyboard by Emma
Act 3 storyboard by Emma

Collaborative Project Begins

27 Jan 2021

Today, Luke briefed us about the collaborative project that we have to do throughout this term. Each group must be at least 4 persons and should collaborate with at least 1 person from other course. The completion of the project is not really matter but the process and documentation on this blog of how we collaborate and try to finish the project is the most important. We can either propose a new project or join other courses project. For animation course, Luke suggested to us to do a previs project and use existing model from assets library as much as possible.

Right after the briefing, I was thinking to propose my own project. I have a few previs ideas for a sci-fi story because I really like this theme. As I begin to write the story outline, I saw some of my classmates already proposed their ideas and looking for team members.

One that really caught my attention was the idea by Emma. She proposed a sci-fi horror story which is very good and quite close to what I’m interested to do. She announced that she already got a sound designer on board and still looking for some more animators. So I think it’s better if join her project instead of creating another project. I also feel very confident to work with her as I saw her good performance during the last term.

I immediately contacted her to apply and gave my YouTube channel link for some samples of my animation works. I think I can fit into the roll and give my contributions to her project. I also mentioned to her that I’m quite new to Maya as I used another software for my previous animations but gave my confidence that I will adapt quickly for any requirement of the project. 

I’m now in the team and we wait for another people to join.

29 Jan 2021

By the end of the week, we’ve got enough members for the project which I think a very good combination from 3 courses with 2 animators, 2 VFX artists and 2 sound designers.

Group Leader: Emma Copeland
Animator: Emma Copeland, Kamil Fauzi
VFX: Gherardo Varani, Antoni Floritt
Sound Design: Callum Spence, Ben Harrison

We joined a new Discord Server created by Emma.

Expectations of Professionalism

(Term 2: Week 1)

In this term we are going to do a collaborative project. When working with other people and in group, we expect some kind of professionalism among the team members. 

I have worked in groups during my previous study and also when working in productions. There are a lot of personalities and behaviors that we can see but here are some of my expectations of professionalism. Some of them are also a reminder to myself for me to improve in this regard.

Discipline with Time
I think this is one of the most important things in professionalism. It can affect everything when working in team. We need to always discipline with time and schedule. Don’t let other people wait for meeting, completing the tasks, and delivery. This also the area where I myself has to improve because I always do too many works from personal, study and freelancing at once which can affect my time discipline. There is a chapter in Islamic Quran where specifically reminds us about the important of time. It is always be my reminder to manage them properly.

Responsible
Always be responsible and giving commitment with the tasks that was assigned to us. Take a good care of the work like it’s our personal thing. Complete the work with the expected quality, find solution if there is any problem and don’t leave the responsibility to others.

Honesty 
Always honest during work and don’t slacking off. Tell the truth about our capability and is the work can be done in within the timeframe. Don’t lie to team member of any problem which can cause delay to the work. When working with confidential project, don’t share or leak any information that we have agreed upon.

Communication and relationship
Respond timely and properly to conversation, act courteously and use good manners. Be friendly with other team members. Get to know their personality so we can engage properly with them. Sometimes too close or too open in relationship and conversation with certain people can change the atmosphere in the team. 

Positivity
Leave negative thinking aside and always do good deeds. Don’t keep complaining without providing viable solutions. Don’t be jealous with other team member’s accomplishment but to use it as encouragement to improve ourselves. Don’t talk negative behind another person with can cause split in the team.

Notes
We cannot remember everything so it is very important to note down important points during discussion and task delivery. It will help with the work efficiency when we can refer back and do the job accordingly. This is something I have been practicing since a long time ago by taking note and recording audio of a meeting especially when meeting with clients since it happened sometimes, they change and don’t remember what they said.