I added the zoom there as a bonus (totally optional). Then I make her walk to the upper right of the screen using a walking rear animation, facing right (since rear animations are opposite, I’d write left, but she’d go right) and once she arrives at the desired position, I make her face right since that’s where I was making her walk to (to upscreen right using rear, facing right but in the script, it’s written left when she’s walking there since rear is always opposite but non rear animations aren’t so that’s good because we’d all throw a fit XD). The other values for the zoom changed in example A (320 to 6 means the camera went from right to left, the number decreased) and (366 to 499 means the camera went from the bottom to top, the number increased) so hope this makes sense ^^įirst of all, Jem’s standing at screen left (spot 1.280 50 0 is the spot direction for screen left) and she’s facing right. At the beginning when I placed the camera on her the % was 270. I put & in front of the zoom so it happens at the same time the camera follows her and it occurs in 1.5 seconds, which is the same amount of time she takes walking to her new position. Then I make her walk to the upper left of the screen using a walking rear animation, facing left (since rear animations are opposite, I’d write right, but she’d go left) and once she arrives at the desired position, I make her face left since that’s where I was making her walk to (to upscreen left using rear, facing left but in the script, it’s written right when she’s walking there since rear is always opposite but non rear animations aren’t so that’s good because we’d all throw a fit XD). &zoom on 302 499 to 270% in walks to spot 1.05 250 200 in 1.5 AND JEM faces left AND JEM does it while walk_rear THEN JEM faces right AND JEM starts for 1.7įirst of all, Jem’s standing at screen right (spot 1.280 270 0 is the spot direction for screen right) and she’s facing left. She then walks to the the upper right side of the screen using a walking rear animation, facing right. In this Jem’s standing at screen left and she’s facing right. CAMPUS QUAD LIGHTS OFF - on 0 366 to 270% in spot 1.280 50 0 AND JEM faces right AND JEM starts idle &zoom on 6 499 to 270% in walks to spot 1.05 70 200 in 1.5 AND JEM faces right AND JEM does it while walk_rear THEN JEM faces left AND JEM starts for 1.7ĮXT. She then walks to the the upper left side of the screen using a walking rear animation, facing left. In this Jem’s standing at screen right and she’s facing left. CAMPUS QUAD LIGHTS OFF - on 320 366 to 270% in spot 1.280 270 0 AND JEM faces left AND JEM starts idleĮxample: This lazy writer will walk to a rear spot LOL. And then the whole process starts again.Walking to a rear jemu77601.png 1324×618 282 KBĮXT. Once all these stages are complete, the whole studio gets together to watch the final product before each episode gets signed off. There, the sound designer adds in all the sound effects, while the composer uses his instruments to write the score to each episode. Next up, the episode is sent over to the music and sound department. These rigs have controls on their faces and joints, and using these, the animators can make the characters laugh, run and even wag their tails! It takes a team of animators four weeks to make one episode of Bluey! From here, the drawings of each character are made into animated skeletons, called rigs. It gets passed onto Bluey’s team of talented artists and designers, who produce the final drawings of the characters, props and backgrounds. Then, the episode is ready to be animated. To this animatic, some provisional sound effects and music are added, along with the voices of the characters. The editors then cut this storyboard together into an animatic (like a flip-book that tells you what’s happening in each episode). The whole process begins with the scripts, and while these are being written, every artist works on really early drawings of what happens in that episode. With Bluey, story and character come first. Want to know how a show about a loveable little blue dog and her family is brought to life, episode by episode? Let’s take a sneak-peak at how it’s done from behind the scenes at Ludo Studio in Brisbane.
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