Here the colours and textures of the environment were tried and tested to create a not too realistic, cartoony feel yet still with depth and texture.
This is an example of screenshots of previous stages and renders of the bench scene.
After establishing the scenery, I then started the animation by working on the most difficult scene, revolving around the bayonet falling into the water. For this I used the fluid simulation in Blender and rendered it using blender cycles.
The bayonet itself was taken from turbosquid.com with the UV textured edited before being imported into Blender and used as a moving obstacle to interact with the fluid. The shot was then rendered and altered in After Effects to achieve a night time/dusk render. There were some issues such as getting a decent looking splash and a water shader suitable for the style of this particular animation.
Here are various renders showing the changes made to the shot.
After this, I started animating Arthur throwing the bayonet in Maya.
I first started off doing the camera panning down to reveal him holding his bayonet along with some subtle body movements. I then added on a background on a moving layer as well as adding a night filter in After Effects
This a render which still needs to be brightened up a little
After this, I continued to animate Arthur throwing the bayonet by having a frontal shot of Arthur raising the bayonet over his head and a back view of him actually throwing the bayonet. Here I also learned of Maya's ocean shader and thus made a fairly convincing, low poly water surface.
I then moved onto animating part of the bench scene. Here I just animated Arthur sitting alone before noticing and waving at Merlin. It was then that i was made aware of a built in rig controller in Maya as previously I moved each bone individually. Using the controller, I then animated Arthur running towards the camera with a helmet and the bayonet brought in from Turbosquid.
The next task would be to animate Merlin's parts, again using the rig controller and finish of the last few shots of the animation. I will then bring them into after effects and edit accordingly.
I have also decided to remove the beginning scene of the row of bayonets and arthur in the barracks so that there are less scenes to animate before the deadline next week and to help make the storyline more linear.










































