Project_2_Week_09.

When I try to export the characters as fbx and load them in c4d, I find that there are always missing and deformed meshes.

So I ended up caching the skins as alembic files and not exporting the bones. This saves a lot of hassle, but the downside is that the alembic files are completely uneditable after being imported into c4d, and you can’t even move them.

But luckily, the scene in my Maya is precisely the same as the scene in c4d, so caching as an alembic file is feasible.

After importing the character animation into C4D, add wooden textures to the character.

I am delighted with the effect.

But then I came across one of the most complex parts of the project: Cinematography and narrative.

During this period, I drew for a day and referenced a lot of videos, blogs, and YouTube videos.

These shots are close-up to show the details of the treasure or running details.

I used a Hitchcock zoom here to accentuate the tension.

Here I use a sleepover lens to express the complex inner heart of the character at this time.

Changing the focus from one thing to the other, here I use these tricks to guide the audience’s attention.

Rendering these sequences also took me a lot of time.

I organized the rendered sequence frames with the same naming convention.

Next week is time for clipping and dubbing.