Joe sykes story and Louise Backgrounds for the Leap (Directed by Dan Gilbey)

While me and Dan was working on the Key frames. Joe and Louise had there own jobs to do.

Joe had to write out the story concept  and he has started to research ways we can change the characters style.

Joes written out story:



Louise had created two backgrounds painted and finalised in photoshop (for reference in MAYA)


The first one she created was of a rocky canyon at night. We was going to have a darker story were she just jumps into an abyss and this is the original environment thought. We scrapped this idea after a while.


This second one is of our decided animation were she just jumps into water below in a canyon. We went with this as it was less depressing.

Louise has also created a 3D environment but the file she sent me won’t open so I will have to get it from her next time we meet up.


Key framed animation and camera set up for The Leap (Directed by Dan Gilbey)

Dan had asked me to help him get the key frames done for Friday to show our progress to Dan (Teacher).

We halted the work so we could get it done quicker and more effectively. I made the first three shots Keyframes. And Dan did the last two(I will upload them once I get them from him)

The first one I created was for the beginning were she walks towards the edge of the cliff. I set up the camera so she starts in a mid shot and ends on a close up shot.


The second animation  I created was a simple shot of her looking over the cliff edge. For this I used an over the shoulder shot to show the drop from her perspective.


Lastly I finished of my parts of the Key framing by doing the part were she steps back from the edge. The shot I chose to use was a dutch angle/ slanted angle. This is to give it a distorted feel (and I wanted to throw in a different camera shot.


I have given them to the rest of the group and we are all going to carry on working together to create the final piece.

The leap (Directed by Dan Gilbey)

In our first group session we started by getting to grips with our groups. In my group/team is:

-Anthony Benwell (me)

-Dan Gilbey

-Joe Sykes

-Louise O,shea

This session was mainly just for talking and starting to sign the roles for the creation of our animation. We are doing this because we have been given four different animations and have decided what one each of us shall do. I have chosen to do ‘The Fight’. Dan is doing ‘The Leap’, Joe is doing ‘The Chase’ and Louise is doing ‘The Plea’.


The Roles assigned:

Dan Gilbey 

  • Director
  • Key animator
  • Character designer

Anthony Benwell 

  • Editing+ render
  • Breakdowns
  • Script writer

Joe Sykes 

  • Sound director
  • Story writer
  • In-betweens


  • Assistant Director
  • Layout artist
  • Visual Development artist

And we are all taking part in the story boards.

Lastly we created a calendar with dates on for when we plan to do and finish things. I will upload it soon but I need to get that off Dan Gilbey.

Finishing the Model

Although I had problems with the pelvis of the model and that it had come apart from the legs. I decided to carry on with the model so that when I get help with the problem I still have a full model ready.

The tutorial started me back off creating the hands. I started by extruding certain points of the hand and using the vertex to create different shapes until I had created a basic hand shape (kind of like how I did the feet.

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I then separated the first finger from the model by selecting Mesh>Extract to separate the finger so that I could copy over and shape the other fingers so I did not have to waste to much time extruding and shaping.


After this I went on to combine all the fingers to the main object and attached them to the main mesh using Mesh Tool> Append to polygon.

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After that all I had to do was straighten and clean some of the parts of the mesh.

Doing this also made me re visit what I had done earlier with the broken pelvis. I decided to try and do what I had done with the fingers using the Mesh tool>Append to polygon. So I found the breaks and the parts that overlapped, deleted them and re attached them using the append tool. And luckily it actually worked. So I smoothed the model and added a shaded colour to it so you could see this process.

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After I had sorted this out I started to add extra edge loops so that when it came to rigging the model it would have more joints to mend to.

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The Last part of this now was checking over and smoothing the body. I had to smooth the neck and shape it and I also did the same with the shoulders. After this I smoothed it once more and I was happy with it.

To finish it off I went to duplicate special, created a copy of the right side (mirrored) and combined the two objects together.

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The biggest thing I learned doing this is not to stop doing something just because its inconvenient. With the groin/ pelvis problem I managed to find a solution and used that to fix my current problem.


Skip Jump Animation

I created a parkour skip jump animation from the video below:

Time of reference footage- 1.05 minutes in to the video.

From this reference footage I combined all my knowledge from the walk cycles and stylised walk. I also had to scroll through he video frame by frame to pic out the main movements.

This is my playlist of the animation after I had played out the main poses and put the start of the animation through blocking.

After this I finalised the animation in the graph editor and tried to change it so it run smoothly.


I like how the animation came out. The only problem is that I didn’t take into consideration that the reference clip is slow motion so it come out really slow. But in comparison to the speed of the clip it is the right speed. Also I don’t know why it exported as a silhouette.