This was my first time using Source Filmmaker, and it’s quite an intuitive software to use. However, I haven’t tried pose-to-pose animation yet, which I’ve heard is quite tricky. There are some scenes where the Pyro or the Scout are still for a moment before they start running, which ruins the fast-paced nature of the scene, and I think I maybe should have shown the Soldier before he started shooting, but overall I am pleased with my first attempt.
This is the improved Red Chases Blue storyboard. I decided to use the Badlands level instead, and did some initial screenshots in Source Filmmaker in order to do my storyboard.
My initial storyboard was a chase sequence between the Blue Scout and the Red Pyro. I was trying to get a feel of all the camera angles and how I would use the Granary level as the backdrop of my sequence. However, I received feedback and it turned out I was drawing the storyboard for this all wrong! I was supposed to use some screenshots from Source Filmmaker and place it in the storyboarding format given. In spite of the layout being incorrect, these sketches still helped me to envision the movements and angles I would like to do. I am aiming for something fast-paced with lots of action.
My first assignment is to create a 30 second animation centred around the theme ‘Red Chases Blue.’ It’s supposed to be a two week long project. I did a brainstorm of all of my ideas.
At first I thought I might be able to learn Maya and create simple models, but then I realised that I also have to provide concept art, drawing and sketches. I didn’t really have enough time to do that. Plus I had internet connection issues when trying to download and instalI Maya 2014. I also made the huge mistake of looking at projects made by previous students on Youtube. These projects were fantastic, however I was really intimidated watching them as I felt that my skill level was too low and that my brainstorming ideas had already been done.
In the end I decided to go for making a Machinima using Team Fortress 2 characters so that I didn’t have to worry about making models and assets quickly.