COVID: Breach

This scene is quick zoom in towards the zombies around the confederate flag. I animated the flag wave using the wave warp tool in After Effects. It isn’t the most believable waving flag animation in the world but it might do. I am considering importing the file into Callipeg to refine the shape of the flag to exaggerate the folds.

Last night I started working on a new shot that goes with the Lyrics, “Explode”. The image had been a crowd in India desperately storming an oxygen supply warehouse. The crowd is engulfed in flames. The trouble is that the shot is rather amorphous and difficult to read.

The shot I am considering replacing it with is iconic and easily readable. I am using the shot as an excuse to play with animation tools I seldom use in Callipeg. If it all works out it could go in the film. If it doesn’t work then it was just an experiment.

COVID: Lake Eola Zombies Day 3

If there is one thing I might change in this shot it is the shadows. Since the shadows on the grass were dark green, I decided to use a blue screen behind the animation to transfer it into the final composite. The shadow color changes from the dark green to a dark blue. That color isn’t entirely implausible so I have left it for now.

In the shot with the zombies walking down the steps from the airplane I just discovered that the single masked worker was missing. I will have to re-composite that shot. Right now I am separating out the zombies that are walking through airport security. There are 6 zombies so I will be working on that scene for a few days.

Juggling these zombie scenes is like juggling a dozen balls and once in a while a ball drops to the floor. One step forward one step back. I think after zombies I will be animating the animals in the film. There is a bear and several lions that need to be brought to life.

COVID: Animate Eola Zombies Day 2

Yesterday was a 2 zombie day. I also finished the keys for a third zombie. This scene will be finished by the end of today and I hope to start zombies going through airport security. I am still debating about the front zombie. I might slow down his forward movement a bit. I will make that decision after seeing all the zombies in the shot moving together.

So far I have submitted the film to about 20 film festivals. In the next couple of days I will get my first acceptance or rejections. I know this is a film that few people want to see, but I think it is a film people need to see.  Keeping track of 20 festivals seems like it will be my sweet spot. Once a film is accepted or rejected, I will apply to another festival.

COVID: Lake Eola Zombies Animation Day 1

After finishing animation on the zombies exiting the COVID Air plane, I jumped over to animating Lake Eola Zombies.This scene is also less than a second in duration, so there is only time for one stride of a walk. I stated animation of the front zombie and he moves the fastest. The plan is to have each zombie move less as they go back in space. The furthest zombies as well as the couple sun bathing and the paramedics will remain as held cells.

I had to paint quite a bit of the ambulance which was hidden by the zombies which I separated out to animate. I had to draw in the back tires since I think they might become visible once the zombies lurch forward. I am animating the front zombie’s arm but barely. I figure it is tiff with rigor mortis. I will probably add a back arm as well.

I will be using this scene as an excuse to try and encourage a student to walk a character towards the camera. The character was drawn last week and hopefully some animation will happen this week.

I have one more zombie crowd scene inside an airport that needs to be animated and I will jump on that scene once this one is completed hopefully by the end of today.

COVID Air Animation

I reworked the animation on the masking pans at the end of the film by adding an anticipation and making the timing quicker. The subtle changes made a big difference. Then I decided to start animating zombies again. This COVID Air scene is just 23 frames in duration which is less than a second. The zombies are being animated walking down the steps. There is just enough time for one step down.

I actually draw out the legs and feet completely but the background is separated so that the front edge of the stair ramp covers that animation. When drawing I make that level partially transparent. There are about 4 more zombies I need to animate in this scene and I hope to have them finished by the end of today.

I am keeping the arm animation very stiff which makes it go quickly since I can just cut and paste the arms in place. The leg animation is the most challenging to do but by now it is rather second nature. The scene is cropped rather tight in the film right now, because I needed the pan down for movement. With the zombies moving this long shot works quite fine. I am not sure which version I will use for the final edit. Depth should read best with this long shot. I’ll cross that road when I get there. Time to animate four more zombies.

COVID: Back to Normal

With this scene I decided to add subtle animation to the high priest and the bird men holding the victim in place. The high Priest and bird men heads were isolated in Procreate and I made a new depth mask without them. I animated a parallax effect in After Effects and then imported the high priest and bird heads as a separate layer. These were animated using pins. I just added a subtle bend to the high priests back and also animated the bird me looking up.

I had a quick pan upwards n the shot but decided to play down that camera move after adding the animation. The trouble with animating using after effects is that the computer tends to produce monotonous even timing. Even after adding slow ins and slow outs, I need to experiment quite a bit to get things to feel natural. The other issue is that After Effects isn’t able to play back the animation due to memory issues. I scrub the timeline to guess what the timing might look like. I have to due a render of the scene and import it into Premiere pro to see the animation in real time.  All the extra steps lead me to sometimes settle for a result that could be better with more refinements. I am thinking I will have to go back and rework several scenes from last week after watching them a few times in the overall flow of the film.

COVID: Animating Zombies Day 4

I have no doubt that I will finish animating this scene today. The partially transparent zombie has just had 3 keys blocked in for position. Next I will need to add the contact drawings, and the up and down drawings. After he is fully inbetweened I will need to figure out what to do with the rest of the background crowd. The zombie I will animate today is sandwiched between two more attractive zombies. I may just leave his arms stiff at his sides and see if that works. I will also rick him side to side so his weight is over the weight bearing foot in each step

I have several more zombie crowd scenes to animate so I will get more time to experiment on broken limps and shuffles.

COVID: Animating Zombies Day 3

When animating Zombies I am trying to break the walks to make then less natural but also not have them upstage the walk of the woman in the bathing suit. I am keeping all the levels intact in p in case I want to go back and make changes and that is happening often.

What remains now is a huge crowd of background zombies. I am hoping to get away with limited animation on them, I have 5 more I want to fully animate and then I will consider just scaling up the others as a crowd. I am not sure if it will work yet. The other option is to leave then as a held cell.

One zombie in the scene is more out of focus than anyone else. I suspect that is because I scaled him up too much and anti aliasing caused it to blur. Since Callipeg is pixel based it adds grey pixels to lines to smooth them out when they are scaled up. The result is a blur to my thin line work. I will try importing a much higher resolution version of the zombie and scale it down to the size needed and as he moves back in space scale him down. I need to train myself to never scale a drawing up.

The best way to execute walks going forward is to animate backwards from the position I had in the illustration so that the characters get smaller. Scaling down works fine but scaling up sucks.

COVID: Animating Zombies Day 1

I have al lot of zombies to animate. I want the focus to be on the woman in the swimsuit. She is animated in slow motion. I did that since at the time I thought the zombies would all remain still.The first two zombies I animated take 2 full strides to her one stride. I am debating weather I should add to her animation or leave her walking in slow motion.

One zombie walks rather normally and the other walks with a limp, dragging his foot. Today’s animation will likely involve more limps and shuffles. I don’t want to over animate the zombies because then they would upstage the woman. The limp was surprisingly easy to animate so more zombies will drag their feet in the sand.

Stiff an lifeless is my goal for the day. The bouncy lively walks I try and teach kids will have to be abandoned. If there is time I may even go back an dial back the walk on the zombie from yesterday who is walking rather normally. He does have to keep up with the woman who takes a very long and leisurely stride.

COVID: Slaughterhouse Breakdown

I reworked the slaughterhouse scene. With the rise in cases of COVID kids are being forced back into crowded unventilated rooms to repeatedly catch and spread COVID to friends and family. The simple step of putting a quality HEPA filter in each room could drastically cut the viral transmission but that seems to be a bridge too far of most Americans. People prefer to pretend that children are not affected by the virus. People who have blocked the first three years of the pandemic are shocked when their children are too sick to go to school. The virus is wreaking havoc on a whole generation of young brains.

The above image shows how paintings are broken apart and then reassembled in After Effects. I isolated DeathSantis and a single child for animation. The child swings subtly from the meat hook while DeathSantis tilts his head and looks up. DeaSantis spews breath and viral spatter. I had to separate out the upper support structure so it could overlap the swinging child’s legs.

I had to create another depth map without DeathSantis and the child. Animation trumps depth maps. The fact that someone moves implied depth. The wash element above goes over the final composite. It is super transparent since I set the mode to subtract. Subtract means the color painted will be super transparent and the opposite color of what I painted. The blue tones I painted show up as a subtle warm renaissance wash.

I finished 6 shots yesterday but each had very subtle animation elements. Today I am starting to animate beach zombies and that will take multiple days to complete. I found some amazing reference on you tube of people auditioning for zombie rolls. All the various limping walks should act as great inspiration. There are a few more zombie walking scenes so I should be an expert on various walks zombie before long.