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Have been overcoming issues with referencing that are mostly my fault because I thought there was a glitch when there wasn't. Seems fine now and I got one of my shots done. Still well behind where I'd like to be I have a lot more shots to get done. I have a feeling that I'm behind enough that I'm going to have to pivot back to working full time on the water sim again.



 
 
 

Alright only 2 days off now.


Ngl, I've been burned out for about 2 weeks and I'm now making a serious effort to fight against it. It's really been hurting my productivity and I should have had twice to 3 times the amount of work done by now.


Communication is hard when you are trying to explain a complex concept to someone has no experience in that topic especially while I'm still doing my best to try and digest the concept myself. I presented the roadmap last week and thought people understood, but I guess not. I have done my best to clear up any confusion but a lingering issue this semester has been my inability to properly communicate and break down complex VFX concepts in a way my team understands.


I got 2.5 shots done by the 10th and have been kinda softlocked there for a bit. I've been struggling with a new version of the lighthouse because Maya has been doing some weird stuff, I initially spent about a class period and a half trying to fix it and not have it be janky, but if there is a new version of the asset coming out next semester anyway, then screw it. I've been stuck on the third shot for a week and it needs to be done so I can go back and add the hat to my other completed shots + start the other shots in scene 3. I'm really not happy because I wanted to get all of scene 3 done in a week, but haha yeah, burnout + maya bugs=delays.


I'm well aware that everyone on my team is burned out at this point too, so I just need to put my head down and get it done.






 
 
 







I spoke to an VFX wizard and realized I am basically trying to do rocket science without knowing how to do addition, subtraction, division, and multiplication for the water sim. I need to build a solid base and actually understand VEX code. I have some plans moving forward to address said issue. With the Houdini advice and feedback advice in mind, I wanted to create a roadmap of sorts to guide to both my team and myself so that we can better understand where the VFX and water in general will be in December. I created a permanent edit of the last prod pass draft (the one I put in the last prod pass review) and edited it to show where I believe things will be in December. I put a Santa hat seal on shots I know will be done unless an act of god happens as well as provided realistic timelines for everything else. I hope my team is able to understand it. My main focus will still be on animating until at least Thanksgiving break.

 
 
 
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