New Narratives

Finished Animation

This is our finished animation with response to feedback from the presentations!

We are so happy with how it turned out!


Response to Feedback

Since the presentations we have been working on responding to the feedback given to us by Conann, Yuan and Mike.

I was having some trouble with working out what was wrong with the colour management in Arnold so I did some research to help me figure it out. It turns out the all we had to do was uncheck the Use Colour Temperature box in the skydome light settings and it fixed the issues with the render. After this we got to rendering! We split the animation up into scenes and used each of our laptops and any computers we could get our hands on to render the frames. It is looking so much better than what we showed in the presentation.

Here are a couple of frames from the re-rendered animation:

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We are so happy with how its looking and can’t wait until the render is finished so we can put it all together and see the final thing.

Animation Presentation

We had our presentations today! Ours went pretty well! In the end we rendered using a render software called FurryBall because we were having a few problems with the lighting in Arnold which meant that the scene was really overexposed and washed out! It didn’t look good.

Here is a screenshot of one of the frames rendered using Arnold:

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By using FurryBall it cut our render time by more than half! Although the final render doesn’t look as good as it could with Arnold. For some reason it darkened it a little but we didn’t have enough time to work out the lighting.

Here is the animation that we presented:

I’m pretty happy with how it turned out!

Overall the feedback was positive! They did have a few suggestions but we expected that.

Conann told us that the reason Arnold was rendering overexposed and washed out was because of the colour management in Arnold so we want to fix this and render our final animation using Arnold. He also suggested that an apple roll up to the worm at the end to give an end result.

Yuan suggested that we could play around with time when the boot kicks the apple (slow motion) in order to build tension.

Mike commented on the design of worm but because of time constraints we don’t think that we will have time to re-design, re-rig, re-animate and re-render.



Rigging Wormy

When it came to rigging the worm character for our animation I watched so many tutorials on rigging to get the hang of it and to work out which would be the best way to rig him so that he moves in the way that we want him to.

First of all I watched a really helpful video on what the differences are between FK and IK, just to get a better understanding of the two types of handles.

I also tried to find any tutorials that showed how to rig similar character types like a snake or a caterpillar to get an idea of how best to rig the worm.

Here are a few of the videos that I watched:

After watching these videos and doing some research I thought that the best way to rig wormy would be using a Spline IK so I watched another tutorial on how to do this:

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I was having some problems with this method so I asked Alec if he had any suggestions as to which way would be best to rig the character. He suggested a Spline IK which was the method that I was struggling with. He sent me a few tutorials and really helped me with work out this rig (LIFE SAVER)

Here is a rig tutorial that Alec sent me:

A Bug’s Life Inspiration

When I was looking for some inspiration in terms of showing scale in our animation I thought that A Bug’s Life (1998) might help so I watched a few clips from the film and videos on how it was made.

I wasn’t happy with the design of the grass so far so I looked at the design of the surroundings in A Bug’s Life for some inspiration.

Here is an example of some of our original grass, I felt like it was too clumpy and needed to be more subtle:

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Here is a still from A Bug’s Life where you can see the tall grass in the background, this helps the give a sense of scale to the world. I liked the way the grass seen here was curved and resembled real grass much more than my early models. So I decided to try remodelling the grass.


I started off by attempting to model a single blade of grass and was just planning on duplicating it over and over but when I looked back at the still from above the blades have much more diversity. Some were more curved than others, some had slightly different thickness which made it look much more convincing.

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So I then started over, modelling another single blade of grass and duplicating it, I then bent the tops of the grass by selecting the vertices and rotating them, then I made a few variations of the blade of grass and put them together:

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After this I added colour and put it into the potential scene for our animation to get a sense of the scale in regards to the worm and its surroundings.

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This is an early model/s of the worm’s hole and the gravel/dirt around it, I felt like it looked too blocky so I decided to remodel it taking inspiration from the style used in A Bug’s Life.

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Here is the remodel of the worm’s hole/dirt, I added different colours to individual pieces of dirt to break it up a little bit and make it look more interesting.

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I then imported the worm hole and the dirt into our scene and scaled it down so that it was the right size compared to the trees around it, I then placed the worm model into the hole to get a sense of scale and how our final animation could potentially look.

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We tried adding a HDR photo to the sky dome but we were having some issues with lines showing up in the sky in the render so we then tried using a drawing of the sky and clouds (drawn by Jessica)

These are some of the HDR files that we tried to use:


These are Jessica’s sky drawings:


We couldn’t fix the problems we were having with the lines showing up in the render so we decided to use a sky shader instead. This gave a block colour to the background and ended up fitting in better with the cartoony look than the HDR’s did. We still thought something was missing from the background so we added in some clouds that Jessica modelled and I think this makes it look much more complete.

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Here is the scene with the clouds added:

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We still have to tweak a few things in the scene like the grass/bushes in the background but I am happy with the progress that we’ve made so far!

Now time to rig wormy!

Rigging a Boot

For our animation we need a boot to come into shot and kick the apple core away from the worm character so we needed a model of a boot!

This is the reference photo that I used when modelling the boot:


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We only see one boot in shot but I duplicated the model just in case we need to use two. I added a blinn material to the model to give it a little bit of reflectivity to simulate the rubber material that a welly boot is made from.

Once the boot was modelled and textured it was time to rig it, I used a YouTube tutorial which explained how to rig a leg! This really helped me with rigging and will hopefully help with other rigs needed for this project!


This is a quick little playblast of the boot taking a step:

Animated Short

Over the past few weeks everyone has been working on various parts of our animation.

These are some of Jessica’s concepts:



Emma’s worm design:


Carla’s concepts:


Some of my sketches:



I took some inspiration from an illustrator that I found online, unfortunately I could not find the individual artist only the illustration company.


These illustrations (especially the one on the top left hand corner) really inspired one of my designs for the worm character:

New canvas

I have been working on some possible worm designs in maya.. but so far I’m not happy with them. We want the worm to be much cuter than this!

Since the first presentation Carla has been working on drawing an updated animatic for our animation. Once she was finished I added the sound to it.

Here it is:


We had our second presentation at the start of this week and Mike said that he wasn’t happy with the camera work so after the presentations were over he sat down with our group and drew out a storyboard using much better camera shots.

Here’s Mike’s storyboard:


We will definitely keep Mike’s feedback in mind when we are drawing out our new animatic!

He also mentioned that we need to come up with a final design for our worm. So I started working on a new design for him. I started by modelling the head and body before moving onto the worms face whereas with the earlier designs I was focusing solely on the worms head and face.

Here is the progress so far:

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After showing the design to the group we decided that this was the kind of design that we wanted to go for.

I played about with the idea of giving him teeth and enlarging the eyes but I’m not sure if we are going to go for this in the end:

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After this I realised that he needed some more detail so I found a YouTube video which explained how to model a tounge.

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Modelling an Apple

I wanted to try modelling an apple for our animated short so I tried modelling one without looking at any tutorials for help.

Here is my first attempt at an apple:

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After I modelled this apple I wanted to find out how to make it look more realistic so I watched a YouTube tutorial which explained how to give it more of a realistic texture (adding bumps so it isn’t a perfect circle)

Here is the tutorial:


This is my second attempt at modelling an apple, I used the same texture as the first but made areas of the top uneven to give it a more realistic look.

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For these two models I used a lambert material but I wanted the apple to have a bit of reflectivity since its meant to look amazing to the worm so I added a blinn material which made it look shiny.

I also used a different texture image so that it was all red instead of red with a bit of yellow.

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I need to work on texturing but I am feeling so much more confident than I was at the start of the semester.



For our animation we each worked on concept art to get an idea for the style that we wanted to go for.

This is Jessica’s work:


My work:

worm looking at apple1Worm

I watched a few videos to get an idea of how worms move!

worm movements

Emma’s Work:

Carla and Jessica started work on the storyboard and animatic

Here are some of Carla’s storyboards:


Jessica did some models of a worm!


Once each of the shots were drawn I used Final Cut Pro to edit it all together. I found sound effects from various websites which are listed in the references below! I found various choices for some of the sound effects and tried each of them but the final version of the animatic shows the ones that I thought fit the best to the story.

Here is our final animatic:


Hallelujah Sound Effect Options:


Chariots of Fire:

Bird Sounds:


Falling Apple:

Kicking Apple:


Worm’s Cry:


Worm’s Hmm?:

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