-The parachute. This could be done via morphs, softbody, animate by hand with rig, etc. Come up with a solution and share.
I agree with Messiah Guru:Joe Cosman on this one. Parachute is a simple matter specially through what he suggested. Can also add a spherize effect for when the parachute first bulges out (at least for when the parachute actually works). Now collision detection would need to be considered for when he lands with the chute or when the parachute clings on anything. Also cloth simulations can also be altered through RealFlow, Syflex, and Qualoth, just some food for thought.
-The character is going to have some hair even its just toon. How can we do this?
XSI has a cool way to just paint 3D hair/splines and its clusters and its easy to animate. Sasquatch for Lightwave as well has its benifits. You can have it to where the hair is generic like Jimmy Neutron since you are wanting the short simple anyways. We can have it that simple and just have the hair be in parts for animating. Your call.
-The characters skin will need to move and shift as he falls, how can we do this?
Adding softbody dynamics to the characters body with Puppet Master and other custom setupscript controllers can allow you to have weightshift manipulations. Also other weightshifting techniques can be applied or adding sliders for multiple animation sequences (like the wind in his hair and cloths be in your control through sliders). Adding softbody dynamics, Puppet Master, field weighting with metaeffectors and sliders to control forces works well for me. You can get a fat man jiggle for you in no time, watch out Britney Spears!
-Bug splatter? Done with particles? Realflow? Blender?
This is easy, RealFlow can do nifty thick or thin green goo and the particles are easy to transfer, at least in a lightwave scene to my knowledge. Here we can also use RealFlow to have buoyant force on an object for floating if this skydiver character were to fall into sea or something (safe landing in water but then falls off this huge water fall is also a good idea–kinda like the Wild E coyote, super genius). So with RealFlow, it will be easier and it will be like blood in the water if thats how you like it.
-environment? how will we create the feel of the character falling?
Vue 5 or if we bleed into this project when Vue 6 comes out, we can test Vue’s updated new metacloud feature! Suppose to make real looking clouds for your atmosphere. Then we can get that elaborate scene and groups of buildings or foliage when the character plunges through the sky, having all those clouds to pass through. Then after this project is done, we can show the clip in E-on software site as well as PMG site for we used a pipeline of softwares to accomplish certain scenes in this short! Of course there are many ways to do smoke/clouds through other packages as well and that can allow us to put this short onto that website. But anyhow, to create the feel of the character falling can be a combination of your scene setup through Vue, animate the character in Messiah for the falling and adding inertia and lag, then composite the 2 and pick your camera shots!
-ground. how will we create the height effect and animate it?
This can be done with cinematography techniques to sequence the height effect. For instance, have the shot focus on the characters problem, him falling and him looking at the ground from his bird eye view. Close up shots of his face yelling with spit just flying everywhere, yelling his tonsils out. His nostrils flair with boogers running up his face to forehead. Then in each cloud the character passes, you can have something different happen to the character (like a bird clinging on to him with no feathers–bare ass naked to where when he passes another cloud, you get this jealous male bird beating the hell out of this skydivers face because he thought you were hitting on his female companionship). Then splat or a landing success is all up to you but I am sure Vue and the XStream plugin can make this ground and height effect in a scene a breeze.
I wanna play!!! Let me get in on this–I just emailed you so hurry up and respond, hehehehe.
Cypher
By the way, thanks for emailing the links to guide me to this post when the other link didnt work for me.
Hear from you soon.