Finally the long awaited major milestone is here !
All major visual development is done and I have edited the movie to a final cut. This is not yet a picture lock, but what I call a timelock. Now the path is clear for Mikkel and Phil to do their magic and add sound and music to this movie.
Now that the edit is done I have exact numbers on the running time of the movie. Without the credits it runs 7:23 min or 11339 frames at 25fps, which is quite a good match to my estimates from 2010.
Speaking of numbers, here is the actual table of hours spent so far on the project:
---------------------------------------------- 5:34 01-Script 43:54 02-Storyboard 73:54 03-Concept Art 14:48 04-Animatics 152:45 05-Modeling 76:57 06-Rigging 189:17 07-Animation 261:00 08-Texturing 228:11 09-Simulation 51:48 10-Project Management 131:54 11-Research 16:29 Editing 290:46 Lighting/Compositing ---------------------------------------------- 1537:17 Total
Now a lot of tedious little bits of work still has to be done. Apart from a lot of fixing, I plan to spend some time on developing a proper logo, movie poster and finally give the official movie site a long needed overhaul. And not to forget, I am reallylooking forward to the song recording with Julia Schaller for Ara’s Song.
For the technically interested and maybe as a small glimpse at the various bits of work ahead of me, I give you an extract from my current todo list:
*** !!!! ALL shots !!!! **** - reimport camera and make sure that the camera when made local only has the object and NOT data made local doing this will result in the focus control not working any more ( all shots currently have no focus control !!! ) - in case there is an 'all' renderlayer used, check if z buffer is correct in all major camera angles. sc02.shot18 had weird z values for later angles. If this is the case use manual z-combine (math minimum) from individual layers *** all shots with closeup hair *** - try to use same settings as in shot sc02.shot11b *** all shots with sss extra layers *** - check if new approach used in sc02.shot12 is better suited *** !!!!! All compositing shots !!!!!! - check if camera has the same focus as in the animation blend file. it seems that the lens control does not import correctly from 2.49 to 2.6x *** Scene 1 *** sc01.shtot3a, sc01.shtot3c, sc01.shtot3g, sc01.shtot5b - add nose lamps sc01.shot03a, sc01.shot04a, sc01.shot05a - try to add rays and more depth mist to shot sc01.shot03c, sc01.shot03c: - use reflection for the eyes ( see sc02.shot12 for how todo it) *** Scene 2 *** all main scene shots: - use particle edit mode to draw loose rocks instead of weight painting - use noise modifier for back glow compositing - probably use noise modifier for main/cage light sc02.shtot2a - add nose lamps sc02.shot03,sc02.shot05,sc02.shot06: - use mist animation instead of smoke simulation for mist ascending above ledge sc02.shot06: - fix alpha issues with hair and cage in compositing sc02.shot08: - add more rocks to the mouth of the canyon. Now it does not correspond to the shot in sc02.shot05 sc02.shot08a: - fix strange cloth deformation at left foot --> make left foot collider a bit longer to prevent collision with edge, which seems to cause this problem sc02.shot17: - make dragon appear a bit later -> remove this ghosting effect - use sss on dragon sc02.shot18: - fix dragon's tongue. It vanishes sometimes into the gums. - use sss on dragon - cage light is too strong on dragon -> has too articfical lighting feel to it sc02.shot21b: - maybe use wind setup for hair from shot sc02.shot21d sc02.shot28a: - flickering hair shadow problem -> probably have to use separate hair layer to get proper hair mask sc02.shot28d: - make eyes a bit darker sc02.shot28f: - cage material is too dark and flat -> revert to original light cage material but with normal maps subdued to avoid flicker