Scene 4 + 5

In scene 4 we can see the glove try and use a skateboard as a catapult to shoot up to the handle. The viewer expects that the glove will be propelled too far and overshoot but instead the skateboard snaps in half since the bowling ball used is too heavy. 

 

I used some continuation here by using the bowling ball that was previously in the bookcase. I also gave the viewer a bit of a break from the usual camera style by having a small, few second, angle change. We see the bowling ball rolling towards the camera IndianaJones style. This happens in the middle of the animation, sided by only two other camera angles. 

 

I also kept some of the same boxes from the previous scene scattered about just to keep the animation flowing nicely. Originally I had planned to 'reset' the environment each scene to show time passing. However I ended up changing this to seem as if little time had passed. The glove urgerntly needed to get through the door so there wouldnt be enough time between his attempts for all the mess to be cleaned up. It just makes the animation more smooth.

 

Scene 5 featured four barrels of explosive denotated in an attempt to blow the door up. I used a different wood texture on the barrels than the other wooden objects in the scene to make them instantly different and out of place in the environment. 

 

I placed a WARNING label on the detonator of the barrels. This label also features the line "Praise the Lord" at the end of it. This was another small (bad) joke I added in with my textures. 

 

When the barrels of explosive exploded I used a really bright light to display the explosion. As it happened off screen I did not need to create a realistic explosion which added to the cartoony effect I was aiming for. I also used a second camera to shake around when the explosion happened. I mapped a noise map to the x and y position of the camera to achieve this. This gives a slight realism to the scene when a large explosion would take place.

 

Once the camera pans back to the door we can see that I have used some texture maps to create explosion marks and burns on the surrounding furniture. These were created in photoshop using templates and double blurs and then mapped onto about 14 planes in the scene. These planes were ajusted frame by frame so that the door handle would remain pristine, an indicator that it was indestructable. These marks were imported into the remainder of scenes so that they stay throughout the rest of the animation.