Monday, May 9, 2022

Major - Submission Post: Final Animation, Reflective Statement and Links


Final Reflective Statement

When starting the Major Project, there was still quite a lot of work left over from Minor for the planned final animation. When reviewing the workload and looking back over the animatic, a decision was made to leave the rigging for the “Pipe-Dwellers” until a good portion of the animation was done. As animating is my main area of interest as a career pathway, I wanted to try and create some good solid animation rather than rush everything and run out of time. The animation itself was quite a challenge and took more time than I had originally allocated, but seeing it develop made me want to keep pushing forward to try and get the best results I could. Although I did use some referencing for the extreme movements, I did struggle to stick to them due to the “Stealer’s” rig limitations, meaning most of it was freestyled. Looking back on this aspect, I would have liked to have improved the rig first before animating so I could really incorporate the references into the animation like a professional would have. As a result, I feel that I had managed to achieve the animation I set out to create to a high standard and am quite happy with the final outcome. 

 Another area that I felt went well was the post-compositing stage. Taking on my tutors and peers’, feedback of using rendering layers worked out to my advantage in the long run. Utilizing the render layer system meant a reduction in rendering times and gave me the time I needed to start rigging the “Pipe-Dwellers”. Rendering layers also meant I had more control over areas such as colour correction/ saturation and re-rendering any individual components. If the rendering was done as a whole scenes, some would have taken a day or two to complete, whereas using this method took only a few hours. This is a lesson I intend to take forward with me when working on my own projects in the future.

Although the “Pipe-Dwellers” did not make it into the final animation, looking through a few different tutorials enabled me to learn a new way of rigging a character. Relatively similar to rigging a biped, IK’s seemed to have a much greater involvement when coming to quadrupeds due to grounding 4 legs. This was very helpful as it taught me how to successfully use colour blend nodes to incorporate an IK/FK switch (this was placed in the tail rather than the legs due to time). Also, as the “Pipe-Dwellers” have hand like paws, creating a separate control allowed for more movement in the fingers/ toes. Using a spline IK in the spine along with some scripting produced stretchy joints and permitted for some more exaggerated movements when posing the character. Even though this ability wasn’t really used, it was still an invaluable lesson to learn. I’m quite proud of this outcome of this character, but sadly I was unable to place corrective bendshapes due to rigging the skeleton before skinning. This problem makes the character not suitable for animation but works well to capture its cheeky personality when placing into animated poses. 

Referring to areas that could have been improved, I found lighting to be very challenging even with some lighting style references and tutorials. Each scene had to be lit individually and then transferred to the next scene to be modified. At first this was working out ok, but I found my patience quickly running out towards the end. This way of working caused a lot of fiddling around and some scenes ended up being too dark or too light, leading to a couple of re-renders. However, I did learn a lot when it came to using the light editor and light/object linking, making sure that the “Sock-Stealers” lighting affect only it’s geometry and not the room. If I was to approach this project again in the future, I want to try and make sure the lighting is correct before attempting any animation, making little tweaks only when needed. 

Overall, I feel that this project has had led a successful outcome and like the previous ones, I have learnt many valuable lessons to take forwards with me into the future. One of the biggest being to make my models a complete mesh and use texturing to create stylised aspects, such as stitched seems. Using separate meshes should only be used when necessary or in areas that will hide seems well, such as scarfs and baggy tops. Although being an animator is the path I would like to pursue as a career, I want to keep expanding my knowledge in multiple areas of the pipeline so not become tunnel visioned, continuing to create my own stories/characters/worlds.

Reflecting over the last three years, a part of me is happy to be completing my degree and a part of me quite sad. Happy to start adventuring out into the exciting path ahead but sad because going to university has been, although difficult at times, an enjoyable time in my life. There has been a range of life changing experiences, from a world pandemic and personal challenges to fun times chatting, laughing, and learning with my peers. I have met many creative and inspiring individuals in my time at university that I hope to meet again in the future, hopefully to work alongside with. These experiences have made me feel a little more confident in who I am as a person and even though I know I will continue to get anxious at times, I know it will all work out fine in the end.   



Links

Jacket Rigging

https://kimberleydavis32.blogspot.com/2022/01/major-jacket-testing-01.html

https://kimberleydavis32.blogspot.com/2022/01/major-adding-rivets-to-jacket-and.html


SFX and Room Rigging

https://kimberleydavis32.blogspot.com/2022/01/major-twinkle-maps-and-curtain-movements.html

https://kimberleydavis32.blogspot.com/2022/02/major-moon-render-experiment.html


Animating:

https://kimberleydavis32.blogspot.com/2022/02/major-opening-scene-01.html

https://kimberleydavis32.blogspot.com/2022/02/major-opening-scene-plus-musc-02.html

https://kimberleydavis32.blogspot.com/2022/02/major-animation-progression-01.html

https://kimberleydavis32.blogspot.com/2022/02/major-animation-progression-02.html

https://kimberleydavis32.blogspot.com/2022/03/major-animation-progression-pt-03.html

https://kimberleydavis32.blogspot.com/2022/03/major-animation-progression-pt-04.html

https://kimberleydavis32.blogspot.com/2022/03/major-animation-progression-part-05.html

https://kimberleydavis32.blogspot.com/2022/03/major-animation-progression-part-06.html

https://kimberleydavis32.blogspot.com/2022/03/major-animation-progression-part-07-and.html

https://kimberleydavis32.blogspot.com/2022/04/major-animation-progression-part-08-and.html


Rendering:

https://kimberleydavis32.blogspot.com/2022/02/major-render-progression-01.html

https://kimberleydavis32.blogspot.com/2022/04/major-rendering-progression-part-08-and.html

https://kimberleydavis32.blogspot.com/2022/04/major-rendering-progression-part-09-and.html

https://kimberleydavis32.blogspot.com/2022/04/major-final-film-construction-and.html

https://kimberleydavis32.blogspot.com/2022/04/major-final-animation-plus-sound.html


"Pipe-Dweller" Rigging:

https://kimberleydavis32.blogspot.com/2022/05/major-pipe-dwellers-rigging-progress.html

https://kimberleydavis32.blogspot.com/2022/05/major-pipe-dwellers-rendered-poses-and.html


Final Animation:

https://kimberleydavis32.blogspot.com/2022/05/major-final-animation-where-do-all.html


Art of Documents:

https://kimberleydavis32.blogspot.com/2022/05/major-submission-art-of-documents.html



Major Submission - Art of Documents

 

Sunday, May 8, 2022

Major - Final Animation "Where Do All the Socks Go?"

Major - "Pipe-Dwellers" Rendered Poses and Turnaround

To round off the "Pipe-Dwellers" section of the Major Project, I decided to create a few animated poses (one within the pipes) and a quick turnaround to show the textured, clay and wireframe variations of the model.


Pipe-Dweller Theme by Tom Will Morris: https://linktr.ee/TomWillMorris

Thursday, May 5, 2022

Major - "Pipe-Dwellers" Rigging Progress

 Working though two main sets of tutorials for the quadruped rig, the "Pipe-Dweller" now has a fully functioning rig and skinned geometry. The feet have been rigged with IK's and the tail has a IK/Switch to allow better positioning. 

Although fully rigged, there isn't really any blendshapes on the body due to rigging the character before skinning, which means I won't be able to do much animating but will be fine for capturing some poses. This was good fun to make and I've learned a lot more about rigging, finding this process much faster than doing the "Sock-Stealer".

I'm going to place this character in the environment and then take some in shot poses. 

Joints and IK's

Joints and Geometry


Controls

Controls

Rendered Pose Front

Rendered Pose Front

Rendered Pose Back


Saturday, April 30, 2022

Major - Final Animation Process Plus Sound

Coming to the final stages of the rendering and animation process, sound/ music has now also been placed by Tom Will Morris, some sound final placements directed by myself. There are a few areas on the rendering that may need changing and a light noise has been placed to soften the CGI look. I had also placed a vignette on the animation, but it seemed to make it far too dark, so this was removed. 

Alongside this, rigging and skinning is underway on the "Pipe-Dwellers".


Music/Sound Folly - Tom Will Morris: https://linktr.ee/TomWillMorris 

Monday, April 25, 2022

Major - Final Film Construction and Colour Correction

With all the scene rendered and at a good stage, I decided to place them altogether to get a better idea of timing with the logo and credits. When reviewing this, there are some areas that are a little overblown due to the lighting so I aim to go back an correct these but I am happy with the outcome so far. 

Alongside this, I have also done a little colour correcting. Using ambient occlusion renders worked to add depth but have a bad habit of washing out the colours. After watching a few videos on colour grading via Adobe Premiere, I decided to increase the saturation and add a little warmth to the scene by increasing the orange and pink tints. Firstly I was going to add a overall gradient change to the whole video, but as the lighting varies due to the activity in the scene, I decided to colour grade each shot individually. 

Having just blue lighting was making it far too cold and as this is meant to be a childs bedroom, adding a little warmth brought a bit of life back into the scene. 


Render Layers: Background, Shadow, AO and Main Animation

Colour Grading Via Premiere

Pre Colour Grading

Post Colour Grading




Tuesday, April 19, 2022

Major - Rendering Progression Part 09 and Logos Animation

 All the scenes for this animation has now been rendered, the next step is to make any final tweaks to the renders, add some blurring in some scenes via Adobe After Effects and colour balancing. Using render layers has been a huge help though out this process as it has made rendering far quicker. Working a little on the studio logo, some animation was created via After Effects and some sound added. 

Once these are all done and the majority of the "Art of" completed, I am going to start rigging the "Pipe-Dwellers" in the hope to create some simple animations or stills. 

















Tuesday, April 12, 2022

Major - Rendering Progression Part 08 and Logos/Credits

 At present, I have decided to stop the animation with the "Sock-Stealer" hugging the socks. Originally, I had planned to show him with a new jacket made from the socks it has in it's arms. However, this would mean either re-rendering the jacket in already done in multiple scenes with different textures or completely re-designing the aesthetic of the jacket of the skinned model. Sadly, this does mean some wasted time on unneeded animation.

With this in mind, the next step is to start rigging the "Pipe-Dwellers" in hope to have them making a appearance at the end of the animation, allowing the story to continue like the animatic. If not possible, at least to make some rendered poses and turnarounds.

I have also put together some ideas for the end credits, the studio logo and have started placing together the final "Art of" document. 








For the Logo, I was debating between: Lost Marbles Studios, Thingamabob Studios and something in relations to creatures as that is what my animation is about. After a little designing and talking to my partner/family, I created the two designs below. 

Out of the two, the "Cheeky Monster Studios" is by far my favourite and will I use this one as it is more in relation to my animation. If I get time, I may see about placing a little animation on the logo.

First Studio Logo Design

Second Studio Logo Design


Tuesday, April 5, 2022

Major - Animation Progression Part 08 and Rendering Progression

 Working back on the animation, I had to think about how I was going to get the "Stealer" to keep the socks in its arms when coming back up from the drawer. After some experimenting, I found the best way was to parent groups holding the socks to a rivet on the forearms whilst placing a bend deformer within the group so to create some movement to the socks. The socks was molded to arms by using nCloth and then duplicating when getting the desired effects.

Currently the socks are not textured, as I am making a small change to the end of my animation due to time, they will be textured to match the fabric of his coat. I am going to have a small scene at the end with the "stealer" wearing its coats.

 I have noted a few areas in the renders that can do with a little tweaking. Luckily, all my renders have been conducted via layers and shadow mattes so it won't take long to fix these errors. 










Sunday, March 27, 2022

Major - Animation Progression Part 07 and Rendering Progression

Having caught Covid again this week, progression in terms of animation had slowed down but has allowed me to concentrate a little more on rendering (meaning I can rest a little more and let the computer do the work).

For the renders, I used a render layers to separate any moving components from the background, making rending much faster and giving me more control via compositing, using AO layers  helped to cement it all together. 

Lighting has been quite a challenge due to it being moon lighting, but using layers will allow me to make any needed tweaks later and with reduced rendering times. For some of the more crowded scenes, I am debating placing a bit of blurring in the background so to help direct the viewer's eye.

The tutotal led to some amazing advice that I aim to try and introduce once more animation and rendering is placed. 






Saturday, March 19, 2022

Major - Animation Progression Part 06

Working alongside the animation, I have tried to do a little rendering. At present, I have done scenes 06, 07 and 09 as I feel quite confident with the timings. 

To help create a bit more depth, I rendered out AO passes and placed them as liner burn at 30 - 20% within After Effects. Looking at them, they seem a little dark. I'm not sure if my screen is calibrated at a brighter setting but I will more likely make alterations in Premiere once they have all been placed together.

Animating is still working out to be a long process due to the difficulties that come with having only FK arms, but I am making some progress and am quite proud of the outcome so far. Currently I have the layout for scene 29 but this again, is working out to be a real challenge.

I am aware there is quite a few changes in term of shots/animation compared to the animatic. This is mainly due to my confidence around animating and the limitations of the rig. I am acutely aware of the amount of time I have left compared to the amount of stuff  that still needs doing, but I will try to get as much done as possible.  

 
 
 

Saturday, March 12, 2022

Major - Animation Progression Part 05

 Starting back with scene 20, I removed the odd jarring to the walk as it felt unnatural. Lucky, I was able to utilise the progressive walk cycle when walking up to the stool for the scene after. There was more to this scene but it was making it far to complicated so I removed that also.

When animating the pushing of the stool, it was proving to be a real challenge due to the arms only having FK controls and sadly I am unable to place IK on the model. Using locators to try and pin the wrist controls was creating some strange results and twisting the rig, so I had to settle with the arms moving around when walking. I aim to try and do a little more research to see if there is a method I have missed and then go back to this scene as I am not overall happy with it. Originally I wanted the hand flat but due to the limitations of the rig, I had to place the hands on the sides.

Scene 25 is currently in "stepped" animation as I this is the next scene I want to work on but I wanted to show how it was progressing. The overall timing for the animation still needs some fine tuning and is a area I will revisit once the main bulk is completed. 

Saturday, March 5, 2022

Major - Animation Progression Pt 04

Returning back to Scene 11 and undergoing some further research, I have managed to create a progressive walk cycle that allows for the "Stealer" to keep walking without using the world control. Although this was quite a challenge to get right and is not quite perfect, I'm quite happy with how it turned it. The shorter legs for this model means there is some over-stretching in the stride but this does add a little character. 

With a progressive walk all done, I aim to transfer this model into over scenes that require so to not have to do it all again.

For the head and to reduce wobbling when walking in the scene, I used a orient constraint between the neck control and a cube. For the render, I removed the contraint but may re-add it at a later date .

Wednesday, March 2, 2022

Major - Animation Progression Pt 03

 Working on scenes 17 - 20, I wanted to give a little child-like persona to the "Stealer" when it realises the paper doesn't taste very good after biting into it. As with the previous parts, some refinement will be needed.

Monday, February 28, 2022

Major - Animation Progression 02

Continuing to work on the animation, it is definitely taking a lot longer than I realised it would but this may be down to my perfectionist nature rather than the animation. I am quite happy with how the animation is developing even with some of the rigs' limitations, there are some still parts that need to be improved upon but I will go back a refine these areas at the end. 

For Scene 11, I had created a walk cycle for the "Stealer" to walk off the screen but it come out quite jerky. So, I intend to go back when all the rest of the animation is done and redo it.

Saturday, February 19, 2022

Thursday, February 17, 2022

Major - Animation Progression 01

 Working on the animation, I have managed to animate 10 scenes so far. The 10th one still needs to have a little more added to it so the "Sock-Stealer" walks off the screen. Although animating is proving to be a challenge due to some of the limitations of the rig, thinking carefully about the camera shorts is allowing it to become easier.

Monday, February 7, 2022

Major - Moon Render Experiment

Experimenting with rendering, when processing the opening scene there seemed to be quite a lot of noise, even with higher samples. Within After Effects, I found a plugin called "Neat Video" which works to remove noise and reduced my render time. However, when looking at the second part of the animation, due to the varying lighting, some parts are nosier than other. 

The next step for this scene is to experiment with render layers, using different sampling levels to reduce noise. This may mean rendering out the walls/ windows, furniture and the moon separately.  


Noise Issue

Thursday, February 3, 2022

Major - Opening Scene Plus Musc 02

When reviewing the opening with it just having the night-time ambience, it seemed to empty and didn't capture the magical feel. After some discussions with music producer, Tom Morris, a more sleepy version of the outro was created and I am extremely happy with how it introduce the environment.

As I aim to keep the timings the same when rendered, the soundtrack should go over to the final product with ease.


Music and SFX Produced by: Tom Will Morris

https://linktr.ee/TomWillMorris?fbclid=IwAR1mMlmASBv3-Q27XyFrK5nsfHfRzVewVaB5bucosdcRC9-HnsieH9Fztyc

Wednesday, February 2, 2022

Major - Opening Scene 01

Starting on the animation, I have placed the cameras ready to start rendering out the opening scene. I have placed some animation on the curtains, the sleeping girl and the jewellery box to reduce the stillness in the room. 

Currently I am not sure what to do with the title scene as it is far to plain a present, but this is something I will sort out nearer the time. The stars/ moon will be rendered out separately so to add a glow effect in After Effects. 

Monday, January 31, 2022

Major - Twinkle Maps and Curtain Movements

Glow and twinkle maps tests in After Effects to create emotion in the opening scene. The twinkling needs to be a bit stronger and as these was just tests, the render sampling was kept low for quickness. Also, a simple rig for the curtains movement to reduce the stillness whilst a stool rig was made for later in the animation.

Thursday, January 27, 2022

Major - Adding Rivets to the Jacket and Revamping Bed Control

 Coming to the final steps for the jacket rigging, the blendshapes are now all complete and rivets have been placed for the buttons. The pocket has been skinned.

Also, I was unhappy with how the squash deformer worked on the bed, so I placed in a few joints/ controls to do it instead. This also allows me to have a little movement for when the "stealer" is shuffling around and trying to get out from under the bed. I only used 3 joints for the bed, 1 as a base and the other two in groups so not to cause any trouble when being connected to the controls.

I am debating whether to make a a small rig for the curtains so to create a little movement to the room during the first scene.

Wednesday, January 26, 2022

Major - Jacket Testing 01

Having taken a small break to work on thesis, the blendshapes and the jacket rig is now starting to take form. Overall the jacket is skinned to the body and the front has a control to create a swinging effect. This rig is far from perfect and there is a few issues that I will have to iron out as a start to animate. 

I am debating to start the jacket again and use a ribbon along the bottom hemming to create better animation, but then that may be over complicating the jacket.

I did run into some problems with placing the post-deformers, but after some research, changing the inputs on the jacket solved the issue. when being made, the post deformer blenshapes was coming up before the skinning node, causing massive amounts of deformation to the geometry. With the clavicles done, next is the shoulder blendshapes and placing some more rivets for the buttons, hopefully meaning the "stealer" is ready for animation.

I am currently running behind on my schedule, but now that thesis is getting close to completion, major will be my only focus and I intend to catch up as fast as a I can. 

Monday, January 17, 2022

Major - Reviewed Project Proposal

 Starting on Major this week, the first job was to review how the project has progressed from Minor and any adjustments that are needed. Also, the creation of a timetable will allow me to manage my time more effectively. 

Thursday, January 13, 2022

Minor - Final Submission Post


Reflective Statement

Starting the minor project, I felt quite confident and excited about the prospect of bringing my premise ideas to life. Starting first with the environments, I wanted to really capture a magical, child-like world where the imagination could become real. Overall, I am very happy with how the bedroom turned out, although looking back, some of the models may be far too dense and the textures too high a resolution. But I found that I highly enjoyed the texturing process and found going between Substance Painter and Photoshop becoming easier the more I practised. Moving forward, I have learnt to be more careful with the size of texture maps and the correct usages of normal/bump maps.

When it came to modelling the "Sock-Sealer" and the "Pipe-Tapper", again I really enjoyed the modelling but found the rigging process to be highly frustrating. So, to capture the patched together teddy style for the "Stealer", I decided to make the legs as separate meshes in the hope to create a pinned on aesthetic. When it came to rigging the legs however, there was quite a lot of problems with placing the correct skin weighting but using blend shapes have been a bit of a life saver. Also, the use of a ribbon spine made the body a bit more flexible but placing the weights was complicated due to his torso being so short. In my future models, I aim to work on making all the meshes a complete body regardless of artist style and use UV's more to my advance. Regardless of these issues, I do feel quite accomplished and happy with the outcome of my fully rigged character. 

To be honest, having kept running into rigging problems made me very fed up at times and wondered if I am taking the right approach to my project. Now, with the "Stealer" fully rigged and animatable, I want to keep pushing forward to see how the project continues to develop. Another area that I want to improve is my time management. I feel that it has not been my best area this year due to the multiple problems I have encountered in and outside of university. Also, moving into Major, I am going to make some changes to the project so to be able to make a completed animation rather than trying to do too much and adding too much pressure to myself. 

 

Links

Project Proposals



Animatic, Scripts and Storyboards

https://kimberleydavis32.blogspot.com/2021/10/minor-animatic-tweaking-pt-4.html

https://kimberleydavis32.blogspot.com/2021/10/minor-updated-storyboards-and-scripts.html

https://kimberleydavis32.blogspot.com/2021/10/minor-animatic-tweaking-part-3.html

https://kimberleydavis32.blogspot.com/2021/10/minor-animatic-tweaking-pt-2.html

https://kimberleydavis32.blogspot.com/2021/10/minor-animatic-tweaking-part-01.html


"Sock-Stealer" Modelling, Rigging and Texturing

https://kimberleydavis32.blogspot.com/2022/01/minor-sock-stealer-hair-and-ear-rigging.html

https://kimberleydavis32.blogspot.com/2022/01/minor-sock-stealer-hair-and-ear-rigging.html

https://kimberleydavis32.blogspot.com/2022/01/minor-sock-stealer-texuring.html

https://kimberleydavis32.blogspot.com/2021/12/minor-facial-rigging-and-scarf.html

https://kimberleydavis32.blogspot.com/2021/12/minor-earshair-joint-dynamics.html

https://kimberleydavis32.blogspot.com/2021/12/minor-sock-stealer-rigging-pt-01.html

https://kimberleydavis32.blogspot.com/2021/11/minor-sock-stealer-skeleton-and.html

https://kimberleydavis32.blogspot.com/2021/11/minor-sock-stealer-uv-layout-pt-01.html

https://kimberleydavis32.blogspot.com/2021/11/minor-sock-stealer-body-modelling-pt-03.html

https://kimberleydavis32.blogspot.com/2021/11/minor-minor-sock-stealer-body-modelling.html

https://kimberleydavis32.blogspot.com/2021/11/minor-sock-stealer-body-modelling-pt-01.html

https://kimberleydavis32.blogspot.com/2021/10/minor-sock-stealer-head-modelling-pt-05.html

https://kimberleydavis32.blogspot.com/2021/10/minor-sock-stealer-head-modelling-pt-03_28.html

https://kimberleydavis32.blogspot.com/2021/10/minor-sock-stealer-head-modelling-pt-03.html

https://kimberleydavis32.blogspot.com/2021/10/minor-sock-stealer-head-modelling-pt-02.html

https://kimberleydavis32.blogspot.com/2021/10/minor-sock-stealer-head-modelling-pt-01.html


"Pipe Dwellers" Modelling and Texturing

https://kimberleydavis32.blogspot.com/2021/12/minor-pipe-dwellers-texturing-pt-01.html

https://kimberleydavis32.blogspot.com/2021/11/minor-pipe-dwellers-body-modelling-pt-02.html

https://kimberleydavis32.blogspot.com/2021/11/minor-pipe-dwellers-body-modelling-pt-01.html


Pipe Environment:

https://kimberleydavis32.blogspot.com/2021/12/minor-pipe-environment-texturing-and.html


Bedroom Renders: 

https://kimberleydavis32.blogspot.com/2022/01/minor-final-room-renders.html


Bedroom Modelling, Texturing and Lighting

https://kimberleydavis32.blogspot.com/2021/12/minor-lighting-progression-pt-1.html

https://kimberleydavis32.blogspot.com/2021/11/minor-room-texturing-pt-7.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-texturing-pt-6.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-texturing-pt-5.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-texturing-pt-4.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-texturing-pt-3.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-texturing-pt-2.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-texturing-pt-1.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-environment-modelling-pt-9.html

https://kimberleydavis32.blogspot.com/2021/11/minor-bedroom-environment-modelling-pt-8.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling-pt-8.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling-pt-7.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling-pt-6.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling-pt-5.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling-pt-4.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling-pt-3.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling-pt-2.html

https://kimberleydavis32.blogspot.com/2021/10/minor-bedroom-environment-modelling.html


Ending Credit Music

https://kimberleydavis32.blogspot.com/2021/12/minor-end-credits-music-progression-pt.html

https://kimberleydavis32.blogspot.com/2021/11/minor-end-credits-progression-pt-01.html


Major - Submission Post: Final Animation, Reflective Statement and Links

Final Reflective Statement When starting the Major Project, there was still quite a lot of work left over from Minor for the planned final...