Sunday, February 9, 2014

Cloudy 2: Pushing the Bar another 20 Feet or So

Sequels are just... geez, I can't even start out this blog with a good sentence on them. You either love or hate them. Or both I guess. Well, the bottom line is that in animation, it's a completely different process than with live action.

-Updates! Technology has advanced since the first Cloudy With a Chance of Meatballs, but not enough to invalidate the first movie. Character models and scene elements are recycled and refurbished in the new animation engine with polished textures, hair, and structures. It's always a good idea to recycle.

-Turning the volume to 11. With new tech comes more room to explore, and the animation team does just that. Taxing their machines to their limits, renderings which would be impossible just a few years ago are done with incredible effect. It's good exercise to keep testing your boundaries.

-You can't copy paste all of this stuff of course. Environments and scenes all have to be original and new. That means fresh concept art, and a whole lotta brainstorming and storyboarding.

It's really incredible to see how we do new things with just about every new major animation that comes out. I feel like before this class it was harder to realize the differences in fluidity and clarity in so many movies, but when I compare something like Toy Story 3 to the first movie, it's an incredible difference.

It really is a good habit to reuse what's still useful in future projects. Time and money is saved, and you can still impress and audience with the same stuff in a new situation.

The method into making Cloudy 2 is pretty professional if you ask me. How do other studios go about this?

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