Heavenly Grocery • Animation Breakdown • Kinetic Rush Challenge

This is my entry for the Kinetic Rush 3D challenge and I have gained a lot from this journey! I learned four ways to rig in Maya (and only one works). Maya has crashed for several times but I had fun!

Final Result

When I think of Rush, the first thing that comes to mind is the market place. I started looking for reference for the morning and evening lighting of the market, also vegetable layouts.

When I think of Rush, the first thing that comes to mind is the market place. I started looking for reference for the morning and evening lighting of the market, also vegetable layouts.

In return, I find references for the rendering style. I find the style I like and that suits the scene from previous successes.

In return, I find references for the rendering style. I find the style I like and that suits the scene from previous successes.

Now let's sketch out key poses in animation!

Following, I started modelling characters, in cartoon scales!

Following, I started modelling characters, in cartoon scales!

Soon I created rigs for this character, both IK and FK (This is IK for both arms and legs)

Soon I created rigs for this character, both IK and FK (This is IK for both arms and legs)

(This is FK for both arms and legs)

(This is FK for both arms and legs)

I played with lighting and made a little portrait for this boy.

I played with lighting and made a little portrait for this boy.

Cute!

Cute!

Sweet!

Sweet!

Painterly hair was achieved by procedurally scattering the image planes. The planes are made and adjusted in the Bifrost editor.

Painterly hair was achieved by procedurally scattering the image planes. The planes are made and adjusted in the Bifrost editor.

Then go to the node editor and give the image plane a prepared brush alpha texture.

Then go to the node editor and give the image plane a prepared brush alpha texture.

I also used this method on vegetable baskets.

I also used this method on vegetable baskets.

I checked the animation curves to make sure the movements were nice and enjoyable.

I checked the animation curves to make sure the movements were nice and enjoyable.

Little multi skills always hot.

Little multi skills always hot.

Always

Always

I achieved the multi by exporting the character animations as a separate cache and delete thee meshes I don't need. This is an lightweight approach that doesn't put an extra burden on the project.

I achieved the multi by exporting the character animations as a separate cache and delete thee meshes I don't need. This is an lightweight approach that doesn't put an extra burden on the project.

Let me introduce one last cool tool I put together. This is a simple focusing setup consisting of two locators bound to the camera at one end. The focus point can be easily visualised and controlled by keyframing the locator at the far end.

Let me introduce one last cool tool I put together. This is a simple focusing setup consisting of two locators bound to the camera at one end. The focus point can be easily visualised and controlled by keyframing the locator at the far end.

It's very simple to realise by connecting distance out of two points and input of camera's focusing data.

It's very simple to realise by connecting distance out of two points and input of camera's focusing data.

Here's some more of the interesting frames from my work.

Here's some more of the interesting frames from my work.

Thanks for watching.

Thanks for watching.

Have a good day!

Have a good day!