Thursday, February 28, 2019

╰(•̀ 3 •́)━☆゚.*・。゚Sailor Mercury Fix, Finishing Aqua Mirage Effect & Sailor Jupiter

My goals for this week were to address the problems everyone pointed out to me when showing sailor mercury, I was mostly her wacky arm direction and also some of the pinching that was happening in the shoulders needed to be tweaked. I also ended up extending the animation as well by a few frames. Shout Out to whoever suggested to use the nullify twist on the arms and hands, because that REALLY saved me a lot of headaches.



Then I went into the after effects side of things. While I really liked my water ball effect I created for last weeks video, I changed it quite a bit, now the ball looks like its its defying gravity which I think makes for a nicer looking water effect. Another thing I figured out how to do was to properly use the masking tools in after effects, I primarily used it to keep the shapes that are moving around in the video from obscuring the the animation with the spiral water stream at the end. I also used the masking properties to make the stream of water melting in her hand more narrow.


In addition I figured out which of the Sailor Jupiter attacks I would be doing. It's called Sparkling Wide Pressure and i mostly chose it because there were more reference of that move available.


I'm excited to do Jupiters next because she doesn't do a crazy 360 spin AND Lightning is something I happen to already know how to do in after effects. It'll just be a matter of making it look very nice, and I will possibly model a headband so I can get the lightning rod at the beginning. 

Thursday, February 21, 2019

╰(•̀ 3 •́)━☆゚.*・。゚ Sailor Mercury

This week I worked on Sailor Mercury's spline. I was pretty surprised that the blocking came out so when when transitioning to spline that I was like "WOW i did this" Then I realized I did want a special camera to match the original animated clip. So I have two clips. One with following the video and one that shows off the entire cycle.

A problem  I was getting was that my entire spin was making the body do all sorts of crazy things. I had to really get in there and tweak it. Found a similar background and light effect for the playblast and then I was ready to go.

So I've just been working on the effect now that I'll continue to play with. One effect for the ball, one for when it melts from her hand (its in the clip but it disappears in my playblasts),  the spirals of water that surrounds her later, and the final blast of water!



Thursday, February 14, 2019

╰(•̀ 3 •́)━☆゚.*・。゚ Sailor Mercury, Saturn Fixes

This week I began working on the second game cycle and researching effects I might use in after effects. I also edited Sailor Saturn's effect, based off the feedback I kind of got from Mark in class last week.My goal for this edit was to make the exploding and disappearing effect show up better.

I will be going in and making sure this effect follows the wand. And then I'll stick a fork in it and call it done. 


The next Cycle I worked on was Sailor Mercury's attack which is called Mercury Aqua Mirage. Sailor senshi have three forms apparently and this is akin to a finishing move. She forms a water ball which she winds up in a ballet-looking twirl and then lets the ball drip down from her hand which becomes hurricane like. Then she raises her arms and releases it forward. I watched the video a few times over to figure out exactly how she moves.



This time I thought about doing a side perspective for the effect this shot, before when I was doing sailor Saturn, there was just not enough frames in both the 90's and rebooted versions that  I could tell all the movements she made. This is not the case for an inner senshi such as Sailor Mercury.



So for this one I'm looking at effects that mock water. One thing I've been seeing a lot of through searching is an effect called Trapcode Mir, which might get the correct dripping effect I want for the mid point of the move where the water just falls out of her hand. but also the spiral water effect.


Thursday, February 7, 2019

╰(•̀ 3 •́)━☆゚.*・。゚Sailor Saturn

I started off this week looking at all the og sailor scouts (inner and outter senshi as they are called) and figured out what moves I would be attempting for each of them. I had a lot of stuff to do as well this week so I figured I would work on Sailor Saturn's Death Reborn Revolution, it has the least amount of poses out of all the other attacks so I figured it would be easy to tackle for the first game cycle. 
Gif from Sailor Moon Wiki
So for this attack she has a weapon that is kind of like a scythe spear looking thing. I had to figure out how to constrain it so I could use it properly and that took me a while to figure out what kind of constraints I wanted to use. I'm not particularly good at figuring out which I should use right off the bat so that took some time. I ended up finding an article that basically said to use groups to help constrain. 

Why Use Prop Group?To have the ability to animate the prop even during constraint, you must let your prop controller be free. Instead of constraining the prop controller, you need to constrain something else that is:
  • of a higher hierarchy than your prop controller, and
  • controls the prop controller, but
  • without locking its attributes to it.
When I did this the prop started working without any problems and I could switch from FK to IK without any issues! so that was really helpful.


I finished my block and I was elated when I came into the spline with no noticeable weirdness.

Finally I figured out what kind of effect I needed for this attack and based off the gif and other videos  I saw of it, I settled on a kind of wave looking pattern that I want to move from the tip of the scythe weapon. In the end I used a tutorial for a circle burst in after effects and played with the effects to get this final video.