Me and Stuart, before thinking about adding any cameras first made a dope sheet so that we could see what was going to happen and when. We made dope sheets firstly from the anamatic and the Maya animation so
we knew what had to happen where. We then made one using the Maya animation to
help with the position of Cameras and these are our following notes:
Anamatic to Unity DopeSheet
Frame = Action
1-96 = He gets out of the water
169-6748 = He walks to middle of boxes
649-696 = He jumps of four legs
697-1008 = Sniffing around in circles
(104 frames each rotation)
697-801 = First circle
802-906 = Second circle
907-1008 = Walks to next point
1009-1089 = Needs to see raccoon
1090-1176 = Raccoon looks up
1176-1210 = Platypus walks toward Raccoon
1211-1248 = Cut to lying on back
1249-1440 = On their back snoring.
The next Dope Sheet was for the Cameras and what they need to be looking
at. We did this by counting the shots in the anamatic and writing down
what the shot needs to be concentrating on.
Cam 1 = gets out of Water
Cam 2 = Beak (PANNING)
Cam 3 = Shocked face walking to midddle
Cam 4 = Shot of Camp fire
Cam 5 = Shot of Fishbone
Cam 6 = Shot of Applecore
Cam 7 = Shot of knocked over barrel
Cam 8 = Shot of knocked over create
Cam 9 = Confused face with question marks
Cam 10 = Magnify glass shot
Cam 11 = Shot of foot prints
Cam 12 = Dino thought bubble 1
Cam 13 = Shot of scratch marks
Cam 14 = Dino thought bubble 2
Cam 15 = Shot of fur
Cam 16 = Dino thought bubble 3
Cam 17 = tracking run and jump
Cam 18 = Side shot as he crawls and sniffs
Cam 19 = Shot of his bill from front
Cam 20 = Shot of his tail from above
Cam 21 = Shot of Platypus walking (PANNING)
Cam 22 = Birds eye view as he sniffs round the camp fire
Cam 23 = Platypus sees Raccoon
Cam 24 = Shot of Raccoon (ZOOM IN)
Cam 25 = Platypus stands up and walks toward Raccoon
Cam 26 = Birds eye shot of them snoring in the floor (ZOOM OUT)
We then married these up to the former Dope sheet while working to we knew which camera was looking where and for how long for.
By Meg Sugden
I
then took the final animation of it and exported it into Unity as an FBX
and we found that all of the animation was working great. We then just
had to line up the animation with the terrain which was fairly easy and
then put a few of the textures back on. At this point the only thing
that we had issues with was the planes of the exclamation points,
question marks and the dinosaur pictures come up as they didn't turn
invisible during the animation. We fixed this fairly easily by going
back into Maya and instead of making them invisible we just made them
pop up from under the ground within a frame and then pop back down
again, making it work. So we took it back into Unity and started working
out where we wanted the cameras. We thought first about how we were
going to do this and we could either use around 5 cameras and then move
them around to get the different shots or we could a different camera
for each shot. In the end we decided that this was a better way to do it
as we only had 26 shots so it wasn't that many cameras to move around
and this way we could concentrate first abut getting them static and
then working on the movement after, if necessary.
I then looked at the camera timings and this is where our dope sheet really came in useful. We were easily able to key in the timings of the camera switches in the Unity animator, after I had made the relevant script for the switch which is featured below, and easily able to adjust them so they were happening at the right point on the time line. After that was done I then moved the cameras so that they were in the right place. This again was fairly easy as we had all of the camera angles written down we just had to check that they aligned correctly with the animation. Once this was done all that was left was to add sound which Callum was sorting out and we were finished.
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