Rendered Clips – Solution

Problem of reflection:

It was caused by the light that I created to emphasise the features of the face, in response to feedback we’d received, and simply breaking the light links between the light and the background eradicated the reflection. So then it was simply a matter of rendering the scene again. (See previous post for evidence of issue).

Colour problem:

When I rendered the scene again, the gradient was then consistent in the background, and the marble had green inside it again. So the cause of the discolouration was the point light located in the head model.

Camera issue:

It was simply a matter of taking my time and playing about with the marble and camera to come to a pace of movement that kept the marble in sight and at a reasonable speed.

Lesson from class on lighting:

Rendered clips

With these scenes, the camera angles and speed have been tweaked several times.

Original ending:

The group then wanted the pipes to move as they had in a previous test I had done before going flat. (See here for video of test STICKS).

Changing pipe movement 

When I went back to try and change the position of the pipes, however, I had to redo the scene. I was able to import the earlier version were the pipes did the wave movement and the pipes in my current scene were in the same position to do the movement but for some reason just kept going flat when I tried. So I deleted those pipes (120 of them) and duplicated the 40 pipes that did the required movement 3 more times. Which meant rebuilding the scene.

Thankfully, we had enough time to do that and get it rendered, but some issues came up.

Fixing Camera Movement:

The marble goes off-screen and it is also too fast, so I need to slow the pace of it down.

Current outcome: Shows issue with reflection

I ended up having a reflection in the background of the scene for some reason and so I changed the background to an Image Based Light with a gradient texture on top, like Alec suggested. This meant I could remove the point light that was lighting up the entire scene and it lowered render times. However, for some reason, the texture didn’t show up and it became an Alpha Channel, so I had to then take the scene into After Effects and add in a gradient background. Now, instead of the pipes being blue they are more grey.

I need to sort out this colour issue.

Alpha channel issue: and

Ground work


After class today I went down to the library to make a start on my essay. I couldn’t find any of the books on the required reading list for writing an essay, so I can only assume someone else got them out before me. That, or I just didn’t see them.

So, I found these books instead, and found them rather helpful for breaking down the process of essay writing. The notes that I made from them are in my folder.

I had hoped to do my essay on something around gender, but any books covering that were about films in general rather than focussing on animation.

Once we are finished doing our animation in Creative Strategies I will venture back down, and narrow my focus on what exactly I want to write about.

Rendered images

I just decided to pool together various screenshots that I’ve taken throughout the process. Some of them are just various poses that I’ve tried, different textures, or lighting.

Note: In the later red rendered images with the dreadful looking grey shadows, Mark told me about light linking and then I was able to remove them so that we don’t have to worry about them in our final animation.

Rendered Head Shots

I tried out different glass textures for the head model that Aidan modified.

Glass solid:


Screen Shot 2015-10-22 at 00.19.45

Green & blue (added a ramp shader):

Screen Shot 2015-10-22 at 00.15.13

Glass frosted:

Screen Shot 2015-10-22 at 00.34.00

We ended up choosing frosted glass for the final texture because it had much more of an ominous feel about it.

Screen Shot 2015-10-21 at 23.56.42

I’m so excited to see this animation when it’s all pieced together, I think it will look awesome! Just have to make sure the sound is up to par with everything else.

Note: In abstract animation, it is often interpreted in many different ways by each individual member of the audience, which we understand. That being said, we made certain choices in our animation which to us symbolised different elements that are related to Alzheimer’s (these choices are detailed in my folder).


The reason why it has taken us so long to actually comprise an animatic is because we weren’t entirely sure how to communicate our concept on paper, and had already created playblasts of the movements of the camera and various objects that we wanted in our animation.

So it seemed rather redundant to then go back and make an 2D animatic of what we had already done, when we essentially had the majority of our animation roughly done in 3D.

However, we decided it would be best to create an animatic- since it was one of the requirements in the brief.


This is a very rough 2D animatic of our animation, without sound as we are still uncertain as to which approach we want to adopt to it; do we want to create a soundtrack with synthesisers, or, do we want to use distorted voices?

This 2D animatic doesn’t fully illustrate the movement of the cubes and cylinders (what I keep referring to as “pipes”) that we actually have, as it is time consuming and there are already play blasted versions of this in my previous posts.