Climbing up – Scene 1 shot 04
Scene 1 shot 4 is mostly done. This time I had to figure out how to climb a steep staircase.
Scene 1 shot 4 is mostly done. This time I had to figure out how to climb a steep staircase.
Contrary to my idea of reusing the animation from shot 02, I started doing the walking animation from scratch. Its a good thing I did this, as I have learned a lot during this shot.
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I am happy to say, that the production phase for Ara’s Tale has started. That means that I am now actually starting to animate the individual shots.
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I am glad to announce that Mikkel Nielsen has now joined the project and will be doing the sound design on Ara’s Tale.
Mikkel approached me a couple of months ago and I gladly accepted his help, as this is an area where I have no experience.
And now, with the production phase imminent, we had sort of a kickoff mail exchange with all my ideas so far on certain aspects. These will act as basis for Mikkel to actually start designing all the countless sounds which are needed to enhance the experience of this project.
And what started as an one man show suddenly has grown into a team effort.
Welcome on board Mikkel.
Now that I am happily married, I start to gain momentum and motivation in returning to and working on Ara’s Tale.
I totally underestimated the challenge of rigging the face. Its very demanding, both technically and artistically.
I have decided to continue with the facial rigging as this suits my currently available time schedule better.
I started with rigging the eyes. Major sources of information and inspiration were the Mancandy rig as well as the facial rig tutorial by Paul Cageggi. I also got a lot of information from Gordon Goodwin’s rigging repository.
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Contrary to my last comment about putting the project to rest for some weeks and to my own utter surprise I was able to invest some time on Ara’s Tale.
This time I started the rigging for Ara. Before actually doing a rig I had to do quite some research. I have never done a serious rig before, so I read a lot of tutorials, threads on rigging on blenderartists and cgtalk, watched various video tutorials just to get an idea what the essence of rigging looks like.
I soon realized, that I should not create a general purpose rig, but only implement the things I really need. The shot breakdown done with the storyboards gave me a good idea what to expect.
As always, learning is iterating. A lot of the problems discussed in various threads and the solutions provided in tutorials were just theoretical concepts and hard to categorize for me. So I just set up a simple rig and did some posing and first animation attempts. That gave me quite some insight and the tutorials and discussion threads made much more sense and provided additional insight.
After quite some iterations I am now at a point where I have a basic body rig for Ara which seems to work for all of the animations tasks ahead (face rigging will be done later, after I have done some serious animation work).
The key facts of my rig are as follows:
I have read a lot about FK/IK switching and its inherent problems for smooth transitions without jumps and as it seems, even more importantly, the workload when you start tweaking the animation. As of now it seems to me that using Auto-IK with FK is a good compromise for the animations tasks ahead of me.
The weight painting to tweak the deformations and maybe even adding corrective shape keys is still on my todo list, but that shouldn’t interfere with the actuals animation work.
There were countless pitfalls setting up the rig and I may still come back and built it from scratch, but having a working rig for Ara, I started to create a walkcycle. My very first walkcycle ever done.
I learned two things from it:
On a personal and very subjective view I am quite pleased with the cycle produced. On a more objective perspective, I realize that this walkcycle has a lot of problems.
What helps in this project ( at least I think it does) is that Ara is wearing a long dress and thus obscuring various glitches.
Anyway I am really curious to what level I can push my animation skills during the work on this short.
See here for Ara’s first steps.
The next step will be to actually animate one of the opening shots where Ara is walking along a path with the cage in hand. To do this I have to investigate a little bit on a proper animation workflow.
One thing for instance is the use of the NLA editor in combination with cyclic actions. It would be cool to setup a walk using a basic walkcycle and using the NLA modifier system to layout the walk path. To work then on the details it would be nice to ‘bake’ the NLA strip to a new action and work on this action from then on. I will try to find an answer on the forums.

Since my last post I worked mainly on two aspects of Ara’s Tale.
The rigging preparation included some rework on Ara’s mesh and (again) some research on how to combine Ara’s animation with the cloth simulation.
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There has been a lot of activity behind the scenes, reworking the storyboard and visual storytelling.
I am working through ‘Directing the Story’ and try to relate the principles shown there to Ara’s Tale. It gives very good hints and invaluable insights.
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As already indicated in my prevoius post I went back to rework the storyboard.
In fact I ended up rewriting the script as well, although only slightly.
My approach now is the following: work through the book ‘Directing the Story’ and thereby improving the storyboard and storytelling of Ara’s Tale. Sounds reasonable, doesn’t it ?