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June 13, 2007
lsgl: a sharp poke in the eye
by sven at 11:59 pm
The past three days have been spent trying to animate the Elder Things waking up... It's been pretty miserable.
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Three challenges.
One: This is the first time I'm really doing "character animation" in CG, and I'm struggling to get comfortable with the tools.
Two: I'm trying to figure out how to make a beast that has never existed -- and which has no Earthly analogs -- look natural.
Three: Mysterious technical problems have arisen (related to gimbal lock?) and I've been trying to trouble-shoot them.
Let's look at a sampling of renders that illustrate...
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The clip above was my first quick test. My initial conception of the eyes was that the stalks do all the moving, the eyeballs are fixed in place. I discovered with this clip that the eyestalks can't be too flexible, or they start looking comedic.
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To what extent do the eyes function independently versus in unison? My initial thought was that each eye essentially has a mind of its own. So I did this test render (above) where each stalk moves around randomly. ...I was thinking about simulating the way that human eyes dart from point to point.
Nope -- don't like it. The Elder isn't five separate creatures; it's one -- and has to act like it.
This clip also made me realize that the Elders are inherently a bit wall-eyed. Human eyes don't point in parallel lines -- the eyes' sight lines converge upon a single point. With Elders, though, in a neutral pose the sight lines point away from each other.
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Having seen in the first clip that the eyestalks ought to be somewhat stiff, I decided to try taking that idea to an extreme -- having them locked in place, the eyeballs doing all the moving. Result: creepy, but not in a way that fits into the film.
Still, this clip made me decide that the eyeballs do need to move in their orbits somewhat... Probably only 20-30 degrees in either direction.
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So, my new conception: Both eyestalks and eyeballs can move, but both should be somewhat stiff. And the five eyeballs all try to focus on a common point, rather than waving around independently.
How to accomplish this, from a workflow perspective? Animating one eyestalk at a time wasn't working out. I decided to pose all five eyestalks, save the file under a new name (so I could backtrack), and then move on to the next pose. And I decided to pose stalks first, then go back and animate eyelids, then go back to pose eyeballs in third pass. ...This plan of attack seems to work out pretty well.
I was feeling pretty pleased with the clip above... But then that weird little epileptic fit at the end emerged. Despite several hours of trying to eliminate it, I just couldn't figure it out. Ultimately I just had to admit defeat and start over -- not knowing what to do if this problem comes up again. Unhappy!
Production has slowed down to a crawl -- which is very hard to swallow. But I just keep telling myself that doing the CG animation will get easier as I keep getting more familiar with the process.
My random observation of the day: I wrote at one point that I was feeling "utterly baffled." ...Hey! That's anagram for "butterfly's leaf!" Neat!
posted by sven | June 13, 2007 11:59 PM | categories: let sleeping gods lie