This week I focused on completing a rough initial version of the Previs. There many benefits to completing a previs early in production as it can assist with many different pipeline stages to decrease production time. With the camera placements and character rigs in the scene, creating the environment is made easier as there is reference as to what will be in the shots and what needs to made for the scenes. It helps with sound production as it adds a visual aid to the sounds needed for the shots. It will help with animating further down the pipeline when the pacing/timing of the shots can be referenced to easier animation. Upon discussion with Banks on the Previs he mentioned the pacing needed to sped up in certain sections to keep with the vibe of the scenes.
The overview of the layout from my Pevis of the Lego DnD Animation. I made 5 animated traps and 15 animated camera's for the previs. It was a long process but I smashed it out by the end of week 3 which I'm pleased with.
I worked on the Mimic more as well. Creating a new model after duplicating the Idle state Chest and building it from there. Still relatively low poly except for the teeth and gums, which are very high poly and I have run into issues with. The tongue is a whole lot of problems I've attempted several different solutions for. My first attempt actually turned out to be the best looking for the flow and tentacle look of the tongue. Though it unpredictable in it's movement patterns and glitches a fair bit. The next attempt was creating a rig skeleton for the tongue with Banks. That attempt was easier to animate with, but it looked way to stiff and rigid.