Storyboards and Camera Tricks

In preparation for the ongoing collaborative project with Joanna Nawn,  I came to the conclusion that I needed to learn some basic cinematography techniques and a plan for the first scene.  It was tempting to just dive right into Maya and start animating away, but I knew that I’d likely find myself  either stuck deciding what to do or getting lost in some direction outside of my vision.  To order keep myself grounded and to emulate the professional planning process, I knew that I had to draw up some storyboards.


The storyboards were a helpful tool that allowed me to get my ideas on paper and make some creative decisions that would ultimately save me time in production.


Coming into the project I had very little background knowledge with using the camera as a storytelling device besides some basic still photography techniques, so I had to refer to a few sources to educate myself.  The best sources that I was able to utilize was a tutorial on, an extremely helpful video on Vimeo, A Guide to Basic Cinematography, and a wonderful YouTube channel, Every Frame a Painting. Below is a video from that channel that inspired me with the first scene.

The Lateral Tracking Shot was instrumental in the conception of my first scene.


With the knowledge I gained, I proceeded to tackle the test shot for the first scene:

As you can see, I utilized a renderable camera to create the tracking shot while having some secondary animations occur in the background.  As the camera stops and centers on the picture above the bed, I used a Push-In, simultaneously changing the focal length from 55 mm to 2.5 mm to achieve the vertigo effect, kinda opposite of the famous Hitchcock Pull.  The final intent of the shot is to have the girl literally fly into the scene, transitioning to the dream state.


First Real Steps

Here is my attempt at a true walk cycle using a pre -rigged character: Dumbu.  My objective was to learn about the different mechanisms utilized in a more or less complete rig and begin animating  the character to understand how they work and learn of any limitations I may run across.



At first glance, the outliner seemed very intimidating, but I was able to quickly navigate the different groups and determine which nodes I were able to manipulate by clicking on the various control geometry and using either the rotate or move tools.

My approach was to work from the ground up and refine as I go, being mindful of basic walk cycle concepts from traditional animation such as contact, recoil, passing and highpoint, the center of gravity, and secondary animation.


Screenshot (4)

Here’s a look at the graph editor, which I used to refine the animation, each color representing a range of motion, either in rotation or translation, across the x, y, and z axes.

The appearance of the sine wave represents smooth motion which us desired for a successful walk cycle.

There were a few mistakes I’ve made that would’ve been alleviated by being more mindful of the number of frames in my animation; the basic cycle was created in 60 frames and should have been created in 48, which would have made the walk a little more natural in speed.  Overall, I and happy with the result for a first go.

Project 4: Make it Interesting

A History of Flight | Made with Adobe Premier Pro

I had a bit of fun putting this one together. The challenge was to find a mundane object, in this case, hobby aircraft and make a video that makes it a little more interesting.  To be honest, who doesn’t like the occasional paper airplane?