Well, I’m trying to post my WIP’s a bit more frequently.
I’ve added some extra frames at the start to allow for a fade-in. Also, this way we “discover” the cube together with the main character (cartoon characters can never see anything that’s off-screen). Without any textures on the floor, the character looks a bit floaty, but that’s just in the OGL preview.
I’m in the process of changing the ending, so whatever is there from the 13th second onwards is very likely to change. At the moment, the main character seems to take forever to come to terms with that cube being there.
The cube follows a different path when being kicked out and re-entering. I think it creates better continuity this way.
Some of the animation in the middle bit has been made to be a bit “sharper”, eg. the impact of the cube is a bit harder… I’m probably the only one who notices the difference. You know what it’s like.
I did spend/waste a lot of time last weekend trying to get my head around retiming animations that reside in the spreadsheet, coming from rODEo, as opposed to keyframed stuff. It’s a seriously archaic workflow in there and I still don’t fully understand the relation between keyframes and spreadsheet, but I’ve got it working.
This is just an OpenGL preview without any textures of the animation in its current state:
http://www.funnylittlemen.co.uk/Quicktimes/cubed52.mov
The test I posted two weeks earlier:
http://www.funnylittlemen.co.uk/Quicktimes/cubed46.mov
My first test, rendered at final quality:
http://www.funnylittlemen.co.uk/Quicktimes/cubed27.mov
Modelling: Silo
Textures: Photoshop and Combustion
Plug-ins: Xpressionist, rODEo and Encage


