Friday, 20 December 2013

Creating My Pearl Harbor Video Scenes

Creating the storyboard scenes for our pearl harbor video, my scenes I am creating and animating is Scene 11 – which is a static shot of the back of the u.s.s. Arizona as a plane flies over.
Scene 12 – is a moving shot, where the camera rotates around the back of the u.s.s. Arizona following beside a Japanese plane.
Scene 13 – is a high angled static shot, at the front of the u.s.s. Arizona as Japanese plane fly around it.
Scene 15/16 – is a shot of the back of the u.s.s. Arizona looking out to sea as a bomb near misses the deck.
Scene 23 – added plane model, this scene is being done by David, but I am animating a plane to merged into his scene.


Scene 11


After exacting the complete file from a zip file, the file was opened up.
This screen shot is showing that I am adding in a camera and using the move tool I am moving the cameras targeting square and camera into the correct position to shoot scene 11.
The camera targeting square is positioned at the end of the u.s.s. Arizona to allow the camera when positioned correctly to pick up a passing Japanese plane when its animated.
This screen below is showing an alternative view of the cameras targeting square placement on to the
 u.s.s Arizona.



A screen shot showing the cameras view of what the scene will look like.
At this stage before the plane was imported, my idea is as the plane flies over the camera will look up and follow the planes swift movement and then come down, so the camera will create a motion arc.


Problem with the planes texturing in file


A problem occurred in this file with the planes texturing, despite the fact that I re-imported the planes textures into the file to put on the plane, but this still kept the plane as shown in the screen shot, in a dark plain green colour.
Solution:
According to my members after discussing with them about it, they said try putting the plane files in the same folder as the project file and it turns out in the other scenes as I imported the plane files, the textures were fine on the plane.
This non texturing only occurs if you merge in a file that not in the project folder, because I  import merged another plane file, that was inside the folder and its fine.


After importing the plane, this screen shot is showing where I wanted the plane to start from.
Using auto key frames and setting the timeline to 200 frames I can move objects more easier, as the timeline notes down a key, every time you move the plane and setting the timeline to 200 frames is standard for my scenes because looking at Alex’s example timeline of the video, my shots are about 3- 6 seconds.


This screen shot is showing I am using the auto key frame to move the plane, using the move tool and the rotate tool, The rotate tool was used to rotate the plane at an angle, this is to make the plane bank as it turns because this what a real plane would do.


To add to the scene, this screen shot is showing that I am animating the u.s.s.  Arizona's turrets.
So as the plane flies over, the turrets will be animated so the turret turn to shoot at the plane.
In the editing process, gun shots can be added to finish off the scene.


Here is a screen shot of the turret I am animating is at its new location.
As shown in the screen shot the timeline shows how big the key frames are from each other to turn this turret realistic and slowly.


Another screen shot showing the camera targeting square being key framed to follow the arc motion of following the plane as it shots past the ship.
The camera will now move in a swift action to follow the plane.


Lastly a screen shot of scene 11 being completed.
I also have a note to point out, why the plane was key framed manually and not on a spine line like you would normally do, this is explained more further down.


Scene 12


After completing scene 11, I have moved onto scene 12, starting with a fresh file and moving the camera and targeting square into their new positions, placing the targeting square near the middle of the u.s.s.Arizona and placing the camera up high beside the radio tower.


Here is a screen shot from the camera view of what the scene will look like.


Next I am grouping parts of the front turrets which has to be done every time I start in a fresh file.
By grouping the all four separate turrets is better to animate and wont causes any pieces of the turret to glitch


 I have decided to create a spline circle to place the Japanese plane on and another one for the camera, but I will soon find out that with the camera and the plane it is a complete time wasting and awkward to make them do what you want.


The Japanese plane was then imported in this file, because the plane was never placed in the file, so I have to keep import merging it every time I start a new file.
, but notice in the screen shot, after placing the plane files and textures in the project folder, all of its textures are correct, So this explains why it went wrong before in the first file, but why it went wrong when it’s a folder file not in a zip file I don’t know.


A screen shot showing the how you place a object model on a spline line, using the animation path constraints in the top menu.


A screen showing that another path constraint for the camera was done so as noted in the storyboard the camera can follow behind a swooping plane around the u.s.s Arizona.
Also shown on the right I have cloned another plane, as this plane will fly straight by the u.s.s. Arizona as this plane circles around it, the other plane does not get scene much in this shot, but was added to give the scene more life.
To note according to my storyboard there were meant to be three Japanese plane, but I decided to have two because I could not find a suitable action for the third one.


Then Problems started to occur with the path constraint method, to a degree that it got on my nerves, to scrap the method and stick to manually moving the planes and camera.
The problem is that the path constraint's become fussy to where it wanted the plane or camera to go and taking them a degree out so that i could not put them where I wanted them, the path constraint would then put them back where it wanted them to be and not where i wanted them.
As shown in the screen shot, the plane is trying to be animated and rotated, but it came out as shown with the panel being at a funny angle, so the spline method was taken away.


Key framing everything myself is better

Here is screen shot from the cameras view and as shown was manually done, so now the plane and camera are exactly where I wanted them.
Manually moving them is much better for me as less frustrating.


Lastly the final things I finished up before the scene 12 was completed was animating one of the back turrets and moving the other plane discussed above.


Here is an overview shot of the scene.
Having both planes animated, one of the back turrets rotating to follow the circling plane to try and shoot it down and the camera animated to follow behind the circling plane.


Scene 13


Setting up scene 13, by keeping the cameras targeting square in the same place as scene 12.
The camera was moved up at angled to look down upon the u.s.s Arizona.


A screen shot showing the cameras perceptive of the u.s.s Arizona.
The idea is to have keyed Japanese plane fly in to the camera view and the over u.s.s.Arizona and then leave the scene, because the camera in this shot is static, the Japanese's planes have to be key framed and checked frequently in the camera view to see if you can see the planes more without them leaving the scene to soon or not being seen at all.




A screen shot of the turret guns being grouped, so I can select them to rotate them up at an angle, so it looks like the turrets are pointing up at the high flying planes.


A screen shot showing one of the Japanese plane being imported and being grouped with a imported bomb model.
In this scene, all the planes need a bomb placed under them.


A screen shot of three Japanese planes positioned in there starting positions to enter the scene and then fly out again,
Deciding where I wanted to position the three planes the idea is that the three planes will come on in sequence, and not on the scene at one time.


A simple screen shot of the rotate tool being used to animate the movements of the first plane, so it looks like its banking around the u.s.s Arizona ship.


A camera view screen shot showing a test run positions of the three animated planes to see if they are in the cameras perceptive and as shown they are on screen to help grab the audiences attention.





The finishing touches to the scene as the planes are now animated, the turrets are grouped and animated.
But this time in this scene the front turret is the only one that moves.


I decided the 2nd turret would not need to move to shoot at a plane, because most of the time its position it perfect as it is too shoot at a plane because the plane it is shooting at does not come in the scene to about 110 frames, so moving it afterwards is not needed because the rest of the 200 frames makes it move very fast compared to the first front turret and it makes it look unrealistic.


Scene 15/16 placement


A screen shot showing a new scene being set up with the positioning of the camera and targeting square.
Scene 15/16 has the same camera placement as scene 11.
The idea behind this scene is start off with a static shot and end on a swift camera turn to the left as the camera reacts to seeing a bomb fall beside the ship.


A camera view screen shot showing the scene 15/16 shot.


After the camera was positioned into place, the bomb model was import merged into the file.
Shown with no texture, the texture will be added later when the animation of the bomb is done.


A screen shot of the bomb model being animated and scaled correctly in perceptive to the u.s.s. Arizona.
The animation of the bomb takes up the last ¾ of the animation scene.


A plane model was added and animated above the camera, this was done so you can see a plane coming with seeing the plane model
It was added to the mix, to give more movement in a static, first half of the scene.


Lastly the turrets were grouped and animated to finish off the scene to track and shoot down the plane.


Scene 23


Lastly we have our final scene, where my contribution to this scene that will be created by David is the plane flying over a burning u.s.s Arizona.
This scene consists of a low level angled shot.


Cameras perceptive screen shot.


This screen shot was done in file because I wanted to use the u.s.s. Arizona ship model to know how high the Japanese plane has to be positioned when it flies over, knowing this I can start in a new file, replicate the angle the plane is animated in the camera perceptive as the screen shot below shows.



The bomb texture used in scene 15:

http://www.thespecialistsltd.com/50lb-free-fall-bomb



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