Lights
I had to make a few changes to the light fittings because it looked too heavy and bulky. Also, the corridor was too bright so I also removed a couple of lights as well.
Cameras
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj60k2e74jy1N1EtHsmZL4PCN81psZBjlLgmX4zO2iQ7FSR2G_tsyXWnISZqagwA6rikv0QLyFbtH1cNZ9gEJSL8TevBOzqYszlDJVwNMVOucqWv3ba2fcXJO3Gwn05hB80D9O0hDrWLY-m/s200/lights+2.jpg)
In addition, as I was following the mud-map, the camera was too close to the character and it did not follow the story board. But with a simple change to the mud-map (adding another hallway and moving the camera back), the camera now follows the story board.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzFZuyfmnZxtlnMPZX3V8iwU1R8d4YQyJ3t_Fshfu-jh9LcPlC4iAyR5xLGhD_-MURRoYTdwm1Zzf2-CyX-Fw6dI3tCeDwDOIE7Sj2nlG8EKqQ1JsR2MKoCwU2uUOa4-o-2jSbPwOkpMrK/s200/sideviewcamera1.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK7JH8orW4_fZ4z57Pjpmd5QWdTyrimTKXwrCyJM5-MbO6XWLm7hVI8jmvfsPi9CU-zAqkGXF5MqltQUYI1GoTfU8uA0MEJIWmtFNPHkrTaDIRCozgOsLk2CTWNj8rosR82CrfLhw02wkN/s200/topviewcam2.jpg)
Blocking Animation
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1TIGH8r8gDTBu8epaRuWadJWiwY4gL4aluXv5qzrxPAOccwC6NV_i-axCEnj-Gp74bbnTQKEYgspOYTl-5M6fLWPdn-Uf17hVNy6o77hkQj5l_u3int3Nr7md3hJigqu0DN7kHYRAxpLc/s400/timing.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirRRqNqV-Q7GtFOYJScvx99FGW4xfTJFA-qeCV8HBI61AmNMNDtjkBuytWTMWDw-x7gu-b3n05_flf1H5eAfQGMhJC9Vqtir-Cw6SuhED1SREcL-LdV93shzjvKsBDeu6zEOnhkPRegF_q/s200/sideviewcam2.jpg)
I have finished animating my character but, the animation was too long (about a minute long) and if I move a group of key frames back using the graph editor, then the character and camera key frames will be out of sync. So what I did was go back to my storyboard animatic and timing how long is each scene. For example the first scene is 1 second, the second scene is 2 seconds and so on. Then I implement that into keyframes for the playblast camera, then keep the keyframes for the character with that time frame.