Joe Sykes The chase (Part 2)

We started on the task straight away. Dan Gilbey was making the script and writing our initial story idea.


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These are the storyboards I drew up for the chase. As this was a 3D animation and Joe wanted to make it close to a film style chase they were mainly focused on the camera shots than anything else. As I was drawing the shots out I would give them to Joe so he could het Keyframing/ animating straight away.

Joe Sykes playblast’s:




These are all the scenes playblasted out. It works really well although some of the timing need’s fixing but I can sort that out when it comes to editing.

I also did a quick edit of all these shots just to see how they peace together when I fully edit it.


Louis’s Backgrounds:

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Joe Sykes The Chase (meeting and roles)

After we had done Dan Gilbey’s animation we moved on to Joe’s animation.


A car chase scene. A police car is chasing another car through a built up city. After a short chase the normal car turns down a alley way and dupes the police car so that it can get away in the opposite direction.


Me- Editing and helping Joe with finding a car model to use and storyboard’s

Joe- Key frames and in-between’s.

Dan- Scripts, write up and helping with background’s if needed.

Louise- 3D environment/ background.

3D group work all final videos


This was the one I worked on last. From start to finish it has kept the same momentum and style. The movement is there but it could have done with a bit more tweaking and better timing. It wobbles rather a lot and although I tried to fix it the arm still looks like it goes through the head. Overall I would say this is the closest animation to the reference footage that was used.

Long Jump:

This was the one I started of with and did the blocking and planning for. I thought it come out rather well and is a lot smoother than I thought it was going to be from my blocking. It still has it’s problem’s like how it seems to bob up and down a lot more than it should and also it picks up speed and then loses it really quickly which takes away from the animation.

Shot put:

This is the one I did the blocking for after Hannah had key framed it out. It moves rather smoothly and looks better than I thought it would come out in the end just because there was a few problems with the keys. The only problem is that it is not very close to the original and lacks the intended effect. Although Sophie did a really good job of sorting out the release timing at the end.

3D group animations part 3 (Sophie’s)

Now I had done the spline/ blocking on Hannah’s I gave that to Sophie to finish. I then got Sophie’s from Hannah to finish and all the files with it.

Reference footage:


Blocking video:


Hannah’s edit:

From the blocking to this you can see straight away its flaws and strengths. The flow of the animation is still there and also follows the original rather well. The biggest problems I had to overcome with this is the arm going through the head. You cant see this because of the export. The reason it did this is because the elbow control was not animated properly.

After I had edited:


Good points:

I managed to animate the elbow so it did not fold as much and also I think I have kept it rather close to the blocked version:


There was two big things you can see straight away with this. Because I had edited and tried to fix some of the controls that had not been animated before. The model wobbles a lot and the timing is a bit off. Also the other big problem I had was the head kept un-attaching and reattaching. This made it a lot harder to notice parts when you have a head flying around the screen.

Rigging Model part 3 (final)

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(Some of the pictures went weird and were in the files after I put them on WordPress)

Firstly I picked back up from my handle for the head. I orient constrained this to the head joint. I then parented this to the chest control. I then went on to create a layer for my controllers and a layer called Misc and added all the IK’s to it. I then hid the Skelton so it was easier to work in the scene.  I then created a short animation so i could check the deformation of the character as it moves. I then went to skin-> Edit smooth skin-> Paint skin weight tool. I then had a brush to paint on the weights. I then started to paint on the weights to smoothen out the head deformation.

Lastley I started to work on some of the other parts of the model with the paint on weights. I did the leg so it doesn’t just fold in half when it is moved. Also the same for the arms, feet, neck and any other areas that show any deformation. I then mirrored the skin weights so that the other side of the body was equal.

Rigging Model part 2

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Firstly I picked up from the first parts by finishing the point constrains on the models controllers I created before. I then went on to create another control for the hip joint. This tim I did not attach it directly. I created an IK for the spine first. But I used the IK spline handle tool instead. This creates a IK and a curve. It makes multiple single control points through the spine. I then moved the pivot to the hip joint. You do this because it gives you the extra option for roll and twist on the channel box. I then point constrained and orient constrained it. But this time I only constrained X and Z. After this I got the connection editor open.

Secondly I loaded my hip control into the left box and spine IK into the right. I then looked for rotate in the left side and roll option in the right. I then connected rotate Y to the roll option. This not only connects the control of that IK it also makes for a smoother movement. I then made a handle for the chest. I then reloaded the left side of the connection editor with the chest control. I then connected rotate Y on the left side to the twist option on the right. I then dragged the two arm controls and put them under the chest controller. That way everything moves with it the way it should. I then moved on to create a ground control. I chose to snap to grid and then drew out the controller like and arrow. I did this by changing curve settings to 1 Linear. I then parented this to the leg controller and the hip controller so that this way everything follows it. I then went through some of the options on the channel box and hid the ones I want using. I then finished this part of by creating a control for the head.

Landing Animation PT3

This is the video after I have done all the keyframes and most of the filling.

In the end I decided not to go with the explosion as I felt like that would take to long. Instead I went with him destroying the floor and also added a steam/ wind effect to make it look a bit cooler.

I think it is rather smooth and also I thought that the smear frames in him coming down worked well so that it looks like a very fast drop. I now need to add the character over the top and if I have enough time add a bit of colour.

Landing Animation PT2

Reference footage for idea:

This reference footage is so I can see how they use smear frames to have the character look like he is falling fast. Also so that I can see how the cape moves when it is coming down and also when he has landed.

This was so that I can see how the legs bend on landing from a rather high place. Mainly for the shape of the body and also so I can see the perspective.


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Its mainly just for a basic outline so I can see the key poses/ movement. I am still undecided on if I will do the explosion or just have the floor break underneath him.

Landing Animation PT 1 (planning)


For this I decided to use the landing animation we did as a bomb project(Superhero landing) The basic idea of the animation is this hero comes out of nowhere and lands on the floor below. This causes a massive explosion or destruction to the ground below him.

I did some sketches of the character as well.

Character sketches:

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These are just basic sketches of the animation so that I could get on with the animation.