- Bubble effect
The particle’s material collaborator made last week looks more like stainless steel rather than water. So I redo it.
First, select the nParticle in the outliner. On the right of the screen, find aiStandaSurface. Maybe sometimes it is not this kind of window, we can find it in Type. Then select Presets.
I tried the Frosted_Glass first, but it is not attached to the feeling. Then I tried Deep_Water. And adjust the bright. Change colour Manage before saving.
At the same time, I emailed Peng, and he kindly recommended a tutorial to me. I didn’t use any of the techniques in the tutorial, but it reminded me that I could make bubbles with AE.
2. Scene
At first, I only use Skydome light to create the feeling of the deep sea. But after showing it to the teacher, he gave me some advice: the background is too realistic to fit the cartoon character. And considering the deadline. So I download several Maya scenes from the internet and pick them together. Delete something I don’t need. There is some problem in I need to similarize the file, which object respond for which part. Sometimes the texture didn’t appear. Because I separate 3 cameras into different files, I need to adjust each scene to fit the character.
3. Modify animation
Considering I need to render it again, taking advantage of this opportunity, I reworked the animation to make it look softer.
First, define the keyframe. Second, make each controller’s position. Third, smooth the curve. Forth, drag the whole keyframe and curve of the controller delay 2 frames from its next higher-level controller. For example, drag all the things of the wrist below 2 frames from the elbow to make the “Follow Through and Overlapping Action” feeling. We can see the red line in the timeline. The three bars correspond to the shoulder, elbow and wrist controllers. Follow the same principles and apply them to animations of legs and hands.
Here is the final video: