Showing posts with label Studio Brief_1. Show all posts
Showing posts with label Studio Brief_1. Show all posts

Wednesday, 26 April 2017

Responsive: Project Report

OUAN503- Responsive: Project Report

Introduction
For me, Individual Practice this year has been an opportunity to experiment with different forms of animation; to find and mould a creative form of practice moving into my third and final year of the course. For me it has been where I have taken the most risks and tried new things. While not always successful in my endeavours I feel Responsive, though Individual practice in particular, has given me a direction in which to take my professional practice moving into next year. On the whole I would say that I have become more confident in my ability to respond to briefs in creatively interesting ways, though the way in which I manage my time between modules could still use some work, as twice during this module I found myself dropping a project due to missing the deadline.

Going into this project I didn’t really know what to expect, I outlined in a blog post shortly after the briefing that I was interested in experimenting with 2D Rigging, Motion Graphics and modelling in Maya; all bases which I have touched upon at some point during the module, though with some not to the extent I had hoped in the beginning.

From the outset the Collaborative part of the module piqued my interest, as the prospect of working across courses over a period of two months to respond to a live competition brief seemed ideal in developing my skills as a collaborative practitioner, which is where I see myself getting a job in industry, at least in the beginning of my career. Not knowing what to expect and not wanting to tether myself to one idea or another I was very open to working with both Illustrators and Graphic Designers on a project of social importance, which is why I ended up working on the D&AD National Autistic Society brief.

Individual Practice
LoopDeLoop-Breakfast
Fresh off the heels of the internship at Paper Owl Films where I had been working over the summer, at the start of Individual Practice my main area of interest was 2D Character Rigging. On my internship I had spoken to industry professionals (including my Uncle) who had shown me the After Effects plugin DUIK, used for character rigging and animation on numerous children's television programmes as well as web animation. Emboldened by this I decided I wanted to experiment with using DUIK for some animations this year and Individual Practice seemed like the perfect outlet.

LoopDeLoop is a monthly online animation competition where participants from all over the world submit short, shareable looping animations based on whatever word is given that month by the Organisers. Part of what attracted me to this brief was the freedom it allocated me in terms of subject matter and medium. Scouring through previous entries submitted by fellow animators there was a great deal of variety in terms of how the themes had been interpreted which I found encouraging. I was attracted to LoopDeLoop mostly due to the flexibility it affords its participants. As long as the content you produce isn’t terribly off-colour or offensive, basically anything goes and experimentation is encouraged so that your submission stands out in the timeline amongst all the others.

For ‘Breakfast’ I chose to focus on character, as this would allow me to hone my DUIK skills and experiment with 2D character Rigging. Childrens animation was also an area of interest following my internship, as the show I was working on ‘Pablo’ was being commissioned for Cbeebies, so I tried to cater the design of my character both to the tools I was using (DUIK) and the intended audience of children. Catering one’s animation style to the tools at their disposal during the animation process, limiting them if need be, is an important factor when it comes to creating commercially viable animation as tight deadlines and brand guidelines tend to be the norm.

For the design of my character I tried moving away from my Hewlett-inspired comic style of character design in favour of a more Pendelton-Ward-esque style, making use of more primitive shapes and simpler forms to accommodate the DUIK tool in the design process. Simple arms with less curvature and form I found from working on this project are far simpler to animate and the overall style just seems more aesthetically pleasing in motion. This style, born out of necessity which I first experimented with on this brief is something i would go on to develop later in the year on later projects.

As for the looping animation itself, the process of making was fairly straightforward. I opted to create the assets in Photoshop as I prefer using Photoshop’s brushes over Illustrator’s pen tool; it just feels more natural for drawing and is more flexible for me to use, though I do recognise the merit of using Vectors, particularly for Motion Graphics animation. I created two rigs for this animation, one short and one taller one with lankier proportions. In the end i ended up going with the shorter model as I felt the lankier model looked too old for the character I was trying to convey, who was supposed to be modelled after my six year old brother. The arms were the main points of articulation on the finished model, made up of two counterclockwise three-layer IK chains, rigged using the puppet pin and DUIK’s bone tool. For the character’s facial expressions I created separate hidden layers in the PSD which I would swap out to swap out facial expressions in the Pre-comp.

Overall, I am happy with the finished product, though I do have a few reservations on the use of motion blur in the final export. For the more vector-y style I was going for I feel the motion blur detracts overall as it draws attention to the fact the character is rigged in After Effects and would have been better served without the blur effect enabled. Aside from that I would have liked to explore and implement more texture as well as perhaps add leg movement, which I had initially planned on doing but had to cut back on due to time constraints and preoccupation with other modules.

LoopDeLoop-Cute
I initially approached this brief from the perspective of wanting to experiment with Maya. I had briefly tried my hand at the modelling process in previous modules but had never modelled, rigged and animated my own character. Around the time I was developing my initial ideas in response to this brief I had been binge-watching David O’Reilly videos and was fascinated with his approach to minimalist 3D animation and sought to emulate his low-poly aesthetic for this brief. Part of the reason I chose to do LoopDeLoop again this month was the generous amount of time afforded to me to respond to this particular brief. Initially I thought a month would be long enough time to learn character rigging in Maya with the help of online tutorials, however with this I greatly overestimated my ability at time management.

I started out with a concept drawing in Photoshop of a Hamster at a feeder with a toxic/poison sign on the front, intended to be a tongue in cheek subversion of the theme for this month which was ‘Cute’. I then used this drawing as the basis for my 3D model, which was my first misstep. Reference is important when it comes to 3D modelling, however you need multiple angles to reference if you’re creating a coherent character model and to put it bluntly I didn’t really know what I was doing, so I improvised, which proved my undoing. I managed to model the head of my Hamster character, but I had created too many subdivisions for my wireframe and made the rigging process much more difficult for myself to the point that the model was virtually unusable.

With the deadline for LoopDeLoop fast approaching I opted to scrap what I was working on in Maya and to create another quick graphic animation using DUIK, based off my initial concept image. Similar to the ‘Breakfast’ animation I opted to create the assets in Photoshop and then import the PSDs into After Effects as a composition so I could rig them in DUIK. The animation itself was fairly subtle, with a few minor details to add to it’s authenticity. The hamster rolls slightly on his back when he drinks from the feeder, which is on it’s own IK chain. The bones at the end of the hamster’s arms were parented to the feeder, which was in turn parented to the hamster’s arm layer, to give the impression the hamster is holding on to the end as he is drinking from it. Similar to how I created the character’s face in my ‘Breakfast’ animation, to create the face of my hamster I used a pre-comp, swapping out layers with other pre-made assets so as to make the character blink on occasion.

Ultimately I was slightly disappointed with the outcome of this brief as I had wanted to use it to explore the 3D modelling and rigging process more in depth, only to be shackled by my own poor time management and modelling efficiency. I did learn a lot from this brief however and do intend to explore 3D animation in a more meaningful way some time in the future. For now however I cannot help but feel a little bit disappointed in how I handled this brief and how safe I played it in terms of final outcome. There’s nothing necessarily wrong with the finished product, in fact I would say it’s on par with more professional motion graphics in terms of aesthetic and rig construction, but I feel I relied too much on a pre-existing skillset for this brief rather than honing new skills and taking risks on Maya animation. This disappointment in myself is what lead me to undertaking my next brief...

11 Second Club
Disappointed that I hadn’t had a proper chance to animate a character in Maya I decided to attempt that month’s 11 Second Club brief. 11 Second Club is another monthly animation competition in which participants animate an 11 Second sound clip taken from a film (this month it was Ocean's 11), usually using pre-made 3D models available on their website. Wanting to at least attempt 3D character animation, I downloaded a Moom Rig from E-studio as well as 50 or so David O’Reilly’s rigs from his short film The External World which he has made available on his website.

At the time I saw this brief more as an opportunity to fit in some practice around 3D animation in Maya, as it interested me but I did not have the time to learn to model and rig a character on my own. By using these pre-made rigs, this allowed me to focus more on the animation aspect of 3D, particularly the lip-synching and character gestures. Moom is a fairly flexible and accessible rig to animate with meaning I could focus on communicating body language through gesture and facial expression; skills that would not only serve as improving my 3D animation, but also cross over and affect my other forms of animation as well.

For maximum comedic effect and due to the fact that many of O’Reilly’s rigs were impenetrable to a newcomer such as myself, for the secondary character I opted to use what can only politely be described as his ‘breast monster’ character rig. This rig had fully articulable arms as well as breasts and could change the shape of it’s pupils by changing the values in the action window.

I definitely enjoyed animating with Moom. I had never done proper lip-synching up until this point and I found the process of animating facial expressions using Maya’s graph editor rewarding and easy to use. I picked up numerous subtleties of 3D character animation when working on this brief, notably the importance of maintaining eyeline between two subjects in the stage, as well as animating idle poses for when the character’s aren’t talking or are only partially on-screen.

While not perfect, I feel for a first timer the final animation was fairly well put together and effectively communicated character in a verbal as well as a visual manner. A problem arose however when it came to exporting the finished scene. The David O’Reilly rig I had used for the second character, the one I had previously dubbed the ‘breast monster’, did not have compatible shaders with the version of Maya I was using and thus, when it came to render, the model had no shaders; which looked terrible. On top of that, on the renderer which I could use to render the shaders, this affected the Moom rig, who started suffering numerous visual glitches, such as pupil disappearing and screen tearing. Not wanting to submit a subpar animation I quietly dropped the project for the time being on the day of the deadline.

While this was disappointing for me, I still found the experience of working on this brief rewarding in it’s own way, pushing me in future to explore Maya a bit more in depth and one day model, rig and animate my own character. I feel like I picked up a lot in terms of 3D animation principles as well, principles which can be applied to any animation I may do in the future.

Do It In Twenty- Utopia
My next undertaking was a little more ambitious. With some time freed up after finishing Character and Narrative, before starting on my collaborative project for Responsive, I attempted to complete the website Show Me The Animation’s new ‘Do It In Twenty’ competition, which for the month of February and March revolved around the world Utopia. I saw this as an opportunity for a larger undertaking, as up until now I had been creating what were essentially simple animated GIFs. Wanting to take the brief in a more narrative driven direction after being disappointed with the way my Character and Narrative turned out last Semester I brainstormed an idea based around a sort of dystopian future where humans are highly evolved yet due to their intelligence highly medicated and emotionless drones.

Most of my inspiration came from visual artists I was interested in at the time. I had recently gotten really into Genndy Tartakovsky’s background artwork for Samurai Jack. What drew me to this style was his emphasis on texture in digital painting as well as his strong emphasis on simple shapes and form. His style for some reason reminded me of the metaphysical Italian painter Giorgio De Chirico and his almost dystopian landscapes, so I drew up some backgrounds based off a couple of sketches I did in my sketchbook of sort of cyberpunk/retro-futurist architecture. Tartakovsky’s style also owes a lot to traditional Japanese painting just as much as it does to contemporary graphic design, so communicating that sense of tangibility in my own work was important.

I drew up a few sketches in my sketchbook of storyboards and character designs and began working on the first few shots in Photoshop. I did contemplate creating a 2D rig in DUIK again, however I thought I’d take the opportunity to try my hand at Frame-by-frame again as I had recently bought myself a cintiq. I composited the first shot in After Effects as a style test, complete with camera blur effects, D.O.F and a lens flare.

Ultimately however I didn’t finish the project. I had to put it on the backburner once I started my collaborative brief and ended up missing the deadline for the end of march despite having almost a month to finish it. I put this down to poor time management and just  generally poor planning on my part. I do intend to finish the animation at some point in the future in my own time and blog about it as a part of Personal Professional Practice as I feel the idea is strong enough and funny enough on it’s own to sustain perhaps a slightly longer animation. When I do eventually finish the animation I intend to rework a couple of things I wasn’t happy with; the character design for example which I feel could have been simplified to consist of more primitive shapes and the main character’s colour scheme, whose muted tones I felt clashed with the backgrounds just a little too much.

LoopDeLoop-Six
Having tried and failed to complete several of my modules before their respective deadlines, this final brief was undertaken towards the end of the module just over a week before the deadline as a way of making sure I had completed at least three of the briefs. While this brief was partially taken for convenience sake, I did feel a form of artistic drive when making it. I had been listening to the Molly Nilsson song ‘Hey Moon’ in the early hours of one morning and after hearing what the theme for this month’s LoopDeLoop was, the idea hit me.

I decided I wanted to create more of a mood piece, a sort of animated GIF set to music for the viewer to soak in and tune out to based off my mother’s experience of dealing with younger siblings at six in the morning. I approached this more as an illustration project, emphasizing detail and texture over movement, using real photographs as reference, paying particular attention to the patterns on the bed covers and cushions. I created the bulk of the illustration in Photoshop using frame-by-frame animation techniques. However I did use the puppet pin tool in After Effects on the bed covers in order to simulate the characters breathing under the covers. The distortion on the mesh of the bed covers is subtle, but I think it works well nevertheless.

Feedback I received on this was mixed, with some people praising the mood and atmosphere of the piece and others criticising the reliance on the music; while some saw the lack of motion as an intentional, adding to the piece, others saw it as motionless and lazily animated. Personally, while the lack of significant or sudden motion is intentional, there are a few small details I feel I could have added had I more time that would have improved the piece as a whole; details such as having the mother move her head slightly or take a drink from her mug. Some things that people pointed out as being continuity errors, such as the fact the clock doesn’t change at all over the 6 minute animation, but these were intentional; essential in establishing a sense of place outside of time, something I feel lends to the medium of looping animation in a profound way.

Collaborative Practice- D&AD New Blood Awards National Autistic Society

Selecting a Brief/Getting into groups
For the Collaborative portion of the Responsive module we were required to undertake a cross course collaborative project with Illustrators and Graphic Designers; choosing a minimum of 3 competition briefs from YCN or the D&AD New Blood Awards and getting into groups based on our mutual interests in the subject matter and our practice in general. I knew from the start that I wanted to create something socially conscious, a campaign for a charity or to raise awareness for a cause/condition. The three main frontrunners which were up for my consideration were the Hasbro brief, Respect for Animals and the National Autistic Society.

I was initially attracted to the Hasbro brief due to the prospect of making a board game aimed at young adults akin to something like Cards Against Humanity, as this applied to my darker comedic nature, however at the same time part of me was leaning more towards creating some form of animated documentary to raise awareness for a charity campaign. While Respect for Animals aligns closely with my own personal beliefs on a certain level, the message of the brief for The National Autistic Society resonated more with me on a personal level due to my experiences with friends and family who have various forms of Autism. Having researched into the subject somewhat, checking out the first stage of the NAS campaign with a short film they made about sensory overload as well as Tim Webb’s short film ‘A Is For Autism’, which visualises a series of conversations by autistic people discussing their experiences, I decided I wanted to create something that instilled empathy in an equally effective way for my project.

After reading through the brand guidelines on the NAS website and setting my mind to the sort of thing I wanted to achieve with this brief, we went searching for groups. After a lengthy showcase of everyone’s work in the lecture theatre in the form of Pitcha Pitch Slides I eventually founded a small group with two illustrators, both of whom had some experience with Autism before.

Initial Ideas
After some early brainstorming sessions we established a friendly, laid back and most importantly collaborative group dynamic from the get go. With similar artistic inspirations yet aesthetically different styles we were able to approach the brief from the same perspective. We all shared similar visions as to how we should approach the brief, wanting to shine a spotlight on the various forms of Autism in adults, but particularly in women, as we all came to the realisation that most media depicting Autism does so from a predominantly male perspective. Exploring new perspectives and gaining a mutual understanding of the condition was key to our collaborative effort.

We created a joint Pinterest moodboard and brainstormed ideas for concepts and imagery that appealed to us which we felt could be used to explore the topic of Autism in a tasteful and respectful manner. In order to come up with ideas we consulted the brand guidelines so as to know our limitations on this project. The brief stated that we were required to create 1-2 minutes of animation as a part of the next stage of their campaign. This is where we got the idea to create three separate, short-form, shareable, social-media ready animations exploring Autism from different perspectives in the form of animated conversations with real life people who have or have experienced the condition with friends or family; to explore the brief with three separate animations falling under the same broad stylistic convention.

We looked to documentaries such as Interviews, Tough and Life Animated for inspiration as to how we could visually explore the topic, how conversations are visually interpreted for animated documentation and what we could do differently to ensure we stood out from the crowd. The one-sided nature of the conversation in ‘Inner Views’ proved to be the general consensus as to what format our documentary should be; a simple visualisation of the conversation taking place where the visuals tell you just a little bit more than the audio would on its own.

Conducting Interviews
Documentaries by their very nature are dictated by their factual content, so it was important for us to gather research material and content we could then use to create our documentaries. We put up posters around college and posted on social media to reach out to people who were willing to discuss their experiences at length for the purposes of our documentary. Within a matter of hours we had organised around half a dozen interviews with fellow LCA students and staff, so we booked a room to record in the next week and planned for what we were going to say during the interviews.

It was important to us the interviewees not feel like they were being interrogated, not just out of decency but also for the sake of our documentary. Many animated documentaries of this ilk are edited down to monologues almost, with the speaker painting a pretty clear picture without the aid of an interviewer’s voice. It was important to us then that the conversation unfold naturally with the interviewee driving the conversation forward. We tried asking deliberately vague, open ended questions which would spark conversation and for the most part the interviewees were talkative enough for this to work. We interviewed around half a dozen people, a mix of people with autism and people who had experience with somebody who had autism, for roughly 15 minutes each.

At the end of the day we listened back through some of the conversations we had conducted, listening carefully for segments where we could turn an interesting anecdote of quotation into something visual. We bounced a couple of ideas off one another and at the end of the day had each set our minds on a subject we would like to depict in each of our documentaries.

Development
After the recording process we had roughly an hour of audio to work with for our animated documentaries. Split between the three of us, we each have around 40 seconds to work with, totalling in at around 2 minutes, the maximum amount of time allowed by the D&AD brief.

I decided I was going to use Alex's conversation as I felt it dealt with a lot of interesting motifs and imagery and that her general tone suited the format and aesthetic I was aspiring to fairly well. While editing, I rewatched parts of 'Innerviews' to get a feel for how the conversation should be arranged into a monologue, paying specific attention to the space in between sentences, making judgements as to how long a line of dialogue should be given to breathe in order to set a consistent pace. I eventually settled on a few little snippets which I arranged in an order I felt told a sort of visual story, setting the final audio clip to some royalty free music from Podington Bear to set an ethereal mood.

When it came to character design I chose to further develop the style which I had been honing since my first LoopDeLoop for Individual Practice, that of the simplified caricature with pipe-cleaner like arms and legs for ease of animating. For the sake of Alex’s privacy I also didn’t want my character to too closely resemble her real life counterpart, so I took some artistic liberty to paint a picture of a character defined by the things they say in the short 40-second snippet of conversation we’re using for the documentary.

For the actual animation I toyed with the idea of using DUIK, however, having never finished my Do It In Twenty brief I opted to do it frame by frame, aiming for a sort of clunky, tangible, almost cut-out aesthetic which I definitely think came across in the final product. There were a few things I was unhappy with, mostly in regards to how lifeless the character’s face could appear at times, which speaks to the extent to which I need to improve my frame-by-frame character animation. While I feel my art direction is definitely on point in this project, it could use a little more motion to give it more life; things such as secondary and overlapping action could really lend more weight and presence to the characters in the scene.

Another area I feel I could have improved with the collaborative animation is in the way it was storyboarded. Due to the time constraints of having roughly three weeks to produce three 40 second animations, some corners had to be cut and unfortunately one of those was the storyboards. Instead of creating fully rendered colour-scripts to properly lay out my animation I relied heavily on some very rough thumbnail sketches which didn’t give any proper indication as to colour scheme or timing; an animatic would have also proven useful for determining the timings instead of doing what I did and leaving it until the compositing stage.

While I feel overall the creative partnership was useful in building professional bridges and learning what its like to be a part of a collective collaboration, part of me feels that I didn’t make the best of this opportunity by working on a single large project together. While I am satisfied that everyone brought their A-game, I feel it would have made for more of a cross-pollination of ideas relating to our specific practices had we all been working on the same animation with the same art style. Part of what put me off this was experiences with collaboration in the past where the group dynamic has lead to fundamental disagreements as to the direction of the project. In hindsight I feel there would have been little chance of that happening with the two illustrators I was working with as creatively we had the same sorts of ideas as to how to go about the project from the very beginning. Even so, fundamental disagreements and how you work your way through them are an essential part of any collaborative practice, and by depriving myself of that I feel in some way I have deprived myself of a valuable learning experience, to a degree.

Responsive: Submission Boards












Responsive: LoopDeLoop-'Six'

Having tried and failed to complete several of my modules before their respective deadlines, this final brief was undertaken towards the end of the module just over a week before the deadline as a way of making sure I had completed at least three of the briefs. While this brief was partially taken for convenience sake, I did feel a form of artistic drive when making it. I had been listening to the Molly Nilsson song ‘Hey Moon’ in the early hours of one morning and after hearing what the theme for this month’s LoopDeLoop was, the idea hit me.



I decided I wanted to create more of a mood piece, a sort of animated GIF set to music for the viewer to soak in and tune out to based off my mother’s experience of dealing with younger siblings at six in the morning. I approached this more as an illustration project, emphasizing detail and texture over movement, using real photographs as reference, paying particular attention to the patterns on the bed covers and cushions. I created the bulk of the illustration in Photoshop using frame-by-frame animation techniques. However I did use the puppet pin tool in After Effects on the bed covers in order to simulate the characters breathing under the covers. The distortion on the mesh of the bed covers is subtle, but I think it works well nevertheless.


Feedback I received on this was mixed, with some people praising the mood and atmosphere of the piece and others criticising the reliance on the music; while some saw the lack of motion as an intentional, adding to the piece, others saw it as motionless and lazily animated. Personally, while the lack of significant or sudden motion is intentional, there are a few small details I feel I could have added had I more time that would have improved the piece as a whole; details such as having the mother move her head slightly or take a drink from her mug. Some things that people pointed out as being continuity errors, such as the fact the clock doesn’t change at all over the 6 minute animation, but these were intentional; essential in establishing a sense of place outside of time, something I feel lends to the medium of looping animation in a profound way.

Tuesday, 28 February 2017

Responsive: 11 Second Club (Unfinished Project)

Disappointed that I hadn’t had a proper chance to animate a character in Maya I decided to attempt that month’s 11 Second Club brief. 11 Second Club is another monthly animation competition in which participants animate an 11 Second sound clip taken from a film (this month it was Ocean's 11), usually using pre-made 3D models available on their website. Wanting to at least attempt 3D character animation, I downloaded a Moom Rig from E-studio as well as 50 or so David O’Reilly’s rigs from his short film The External World which he has made available on his website.


At the time I saw this brief more as an opportunity to fit in some practice around 3D animation in Maya, as it interested me but I did not have the time to learn to model and rig a character on my own. By using these pre-made rigs, this allowed me to focus more on the animation aspect of 3D, particularly the lip-synching and character gestures. Moom is a fairly flexible and accessible rig to animate with meaning I could focus on communicating body language through gesture and facial expression; skills that would not only serve as improving my 3D animation, but also cross over and affect my other forms of animation as well.


For maximum comedic effect and due to the fact that many of O’Reilly’s rigs were impenetrable to a newcomer such as myself, for the secondary character I opted to use what can only politely be described as his ‘breast monster’ character rig. This rig had fully articulable arms as well as breasts and could change the shape of it’s pupils by changing the values in the action window.


I definitely enjoyed animating with Moom. I had never done proper lip-synching up until this point and I found the process of animating facial expressions using Maya’s graph editor rewarding and easy to use. I picked up numerous subtleties of 3D character animation when working on this brief, notably the importance of maintaining eyeline between two subjects in the stage, as well as animating idle poses for when the character’s aren’t talking or are only partially on-screen.


While not perfect, I feel for a first timer the final animation was fairly well put together and effectively communicated character in a verbal as well as a visual manner. A problem arose however when it came to exporting the finished scene. The David O’Reilly rig I had used for the second character, the one I had previously dubbed the ‘breast monster’, did not have compatible shaders with the version of Maya I was using and thus, when it came to render, the model had no shaders; which looked terrible. On top of that, on the renderer which I could use to render the shaders, this affected the Moom rig, who started suffering numerous visual glitches, such as pupil disappearing and screen tearing. Not wanting to submit a subpar animation I quietly dropped the project for the time being on the day of the deadline.

While this was disappointing for me, I still found the experience of working on this brief rewarding in it’s own way, pushing me in future to explore Maya a bit more in depth and one day model, rig and animate my own character. I feel like I picked up a lot in terms of 3D animation principles as well, principles which can be applied to any animation I may do in the future.

Tuesday, 14 February 2017

Responsive: Do it in Twenty- 'Utopia' (Initial Ideas)

After a month-long hiatus, Show Me The Animation's monthly 'Do it in Ten' competition is back for February with a slight twist. The competition for the next two months is a twenty second animation competition compared to the usual ten second competition and the topic is 'Utopia'. I was immediately drawn not only to the change in timeframe but also the the topic itself; Utopia, which in my mind conjures up some some interesting themes and imagery.


Immediately the theme of Utopia planted the seeds of an idea revolving around the aesthetic of surrealist, metaphysical Italian painter Giorgio de Chirico. Theres something about the derelict, surrealist desert landscapes, juxtaposing architecture with a wide landscape that reminds me of supposedly utopian modern cities such as Dubai. My idea is to portray the dark side of an uneasy, imperfect utopia.



I started off with a few thumbnail sketches and character designs in my sketchbook. The character I want to portray a future where human beings have evolved to be super-intelligent, evident by their visibly large throbbing brains. I feel this is a clear, visual and humorous way of portraying this idea, which is vital in communicating the 'bit', as the animation is only going to be twenty seconds long. I created rough thumbnail storyboards in my sketchbook which rough out the composition of shots and the longevity in relation to the rest of the animation.


Another thing I wanted to communicate through the character's facial expression is the suppression of emotion, though I haven't decided yet whether that would best be communicated through a fake, force smile of a vacant facial expression. After creating several variants in my sketchbook, I created a more finalised version in Photoshop using my Cintiq.


As well as character designs and thumbnails, I also created a few rough fine liner sketches of possible buildings and landmarks to use in the background of some of my shots. In  preparation for the new series in March, I have been watching a lot of Samurai Jack recently, and have long been a fan of creator Genndy Tartakovsky's backgrounds, so for this animation I am attempting to emulate this style to a degree while also putting my own spin on it. Simplicity seems to be the key to Tartakovsky's striking vistas, owing just as much to contemporary vector based graphic design as to traditional Japanese painting. I created my backgrounds (pictured below) in Photoshop using some of Kyle T Webster's brush presets, most notably the pastel and oil paint presets which have a more tangible texture to them.



Monday, 16 January 2017

Responsive: LoopDeLoop-Cute (And my attempt at 3D modelling)

This month, as a part of my individual practice for Responsive I have chosen to do another animation for LoopDeLoop. The theme is 'Cute'; not something I'd normally do for an animation, which is why I have chosen to do it. Having looked at some of the submissions which have already published on the LoopDeLoop website for this month, the main underlying theme unsurprisingly is that they all seem to depict sugary, colourful characters in cute situations. Being the person I am I have decided that for my animation I want to subvert some of these themes in order for my submission to stand out.


My initial idea for this brief was to show a compilation of cute characters, moments from danger as to detract from their cute demeanour. Example of this I had thought about include a hamster drinking out of a bottle labelled toxic or a child about to fork an electrical socket. In the end I opted to develop the first option, as I felt the latter would have crossed the line a little bit. I drew up a concept for my animation in Photoshop shortly after, using a green and orange complimentary colour scheme and a vector-like artstyle, with the intention of animating the final character using DUIK. 


However, I did toy with the idea of modelling, rigging and animating the character in Maya. I have never used Maya to create and animate a character from scratch before and thought I'd use this opportunity to accustom myself to the tools in order to gain a better understanding for use in the future. However, after showing some more experienced Maya modellers and animators an early render of my character's head I opted for the 2D option over 3D. The way in which I went about modelling the character, I heard from my tutors and my peers, did not necessitate the rigging process and would have made it extremely difficult for a beginner. My wireframe had too many subdevisions and the surfaces weren't consistent across all axis', as this was my first time modelling a character in Maya for myself using my own reference imagery, which I had imported ono the stage in the form of an image plane in order to ease the modelling process. 


From David O'Reilly's 'The External World' 

I had wanted to emulate the style and design of one of my favourite CG animators, David O Reilly, who creates surreal animated sketches with what appear to be fairly simple character rigs. However, I learned through doing it myself that his rigs are deceptively more complex than they appear. I also learned that O'Reilly makes use of light sources on the Maya stage in order to give his characters a more cartoony style by ensuring they are well lit from all angles, so they don't cast any self shadows. I tried to emulate this effect my lighting the model I did by lighting my character using multiple directional lights set up around the Maya stage, and the final effect comes fairly close to what I was trying to emulate.


As for the final submission which I did end up submitting on time for LoopDeLoop, I used DUIK in After Effects to create a short looping GIF of the Hamster drinking from the bottle. There was very limited movement, with the only real points of articulation being the legs, arms and tummy, however I feel the design of everything as well as how it moves and loops more than makes up for that. I just hope in the future that one of my Maya endeavours ends with me producing some kind of finished product. 

Sunday, 27 November 2016

Responsive: Final Submission for LoopDeLoop-Breakfast

My final LoopDeLoop submission was created using Photoshop assets assembled in After Effects using the DUIK plugin. Throughout my Character and Narrative module I have been using the plugin to animate my character, so my pre-existing knowledge of DUIK has served me well when it comes to creating a LoopDeLoop animation for Responsive. I did toy around with the idea of creating the assets for this animation in Illustrator, due to the many advantages using vectors has over bitmaps (smaller file size, more resizable...) however I opted to use Photoshop in the end as I am overall more experienced using it's toolset. While a lot of what I was doing would be accomplishable in Illustrator, Photoshop's brushes proved to be the deciding factor for me, as I prefer using them to Illustrators more technical vector based approach.

Each of the moving parts on my rig was created in a separate layer in Photoshop using the concept image from the previous post as reference. While generating the assets for my character I was taking into account the tools in which I would be using to animate. I have been having trouble with animating certain types of characters in DUIK in the past due to the artstyle I used and the way they were constructed, so for this character I looked to more simplistic character designs for inspiration. One of the main inspirations I took was from the characters from Pendelton Ward's Adventure Time, whose characters for the most part have long, almost pipe cleaner-like arms and legs which facilitate working with the IK chain tool in DUIK.



I imported the PSD file into After Effects as a composition retaining layer sizes and rigged the model within said composition. Initially I was going to have the character in my animation walk back and forth as he flips the pancake, however due to time restraints and the limited mobility of the assets I had created for the legs, I opted to cut the character off at the hip. As for the animation of the pancake itself I created three variations of the asset, one for when it was resting in the pan, one when the pancake is in mid air and one where it is resting on my character's head. In DUIK I would go on to animate the pancake using a 2-point IK chain so the pancake would flop slightly when being thrown in the air. In order to animate the pancake batter filling the pan, I simply resized the pancake asset.

Having finished my animation and submitted it to LoopDeLoop, I can say I am satisfied with the final product, but at the same time believe that it could have used more detail in the animation. I also feel that I could have simplified the design of my character a little more, and possibly moved away from animating human characters. Character Design is an area I feel I definitely need to branch out in order to diversify my output, as too often I resort to the same two or three character types. Perhaps in the future I will experiment with creating characters based around animals or using more unconventional body types.


Tuesday, 1 November 2016

Responsive: Developing my ideas for LoopDeLoop

This week I continued working on ideas for one of my responsive briefs, settling on an idea for an animated GIF for LoopDeLoop. The idea is to have a looping GIF of a young boy, somewhat based off my younger brother, flipping pancakes, animated in DUIK. The deadline for this brief is November 27th, which should leave plenty of time, so I might produce another submission if I have time, as I have more than one idea for how to answer the brief. I am hoping this short brief will help me develop my skills in using DUIK as well as developing my skills in a more motion-graphics style of animation. I am actively trying to explore different styles with this module, so moving away from a linework-based illustrative style is important to me, as it has been my default, got-to drawing style for a while now. I came up with a quick concept illustration in Photoshop and hope to begin working on the rig next week.

Friday, 21 October 2016

Responsive Briefing

On Thursday we were given our first brief for the Responsive Module of our Studio Practice. For this first studio brief we are tasked with responding to one of several individually focused live or competition briefs as a way of demonstrating 'emerging creative interests and professional ambitions within animation.' On the college's E-Studio, we have been given a list of potential websites with potential briefs to respond to, so most of my time was spent researching into what brief I feel I want to respond to in order to reflect my own individual creative ambitions. I was immediately drawn to the website Loop-de-loop, which runs a monthly international animation competition revolving around a key phrase, which this month is 'Breakfast'. I was inspired by the sheer variety of the responses so far from gifted animators around the world, who showcased a diverse range of abilities. For this brief I definitely want to stray away from my usual stylistic trappings and experiment more, particularly with motion graphics, 2D-Rigging and 3D, though the relatively short turnaround that is expected for Loop-de-loop probably doesnt leave much time for me to learn 3D character animation to my own required personal standard. Still, I am very much looking forward to exploring the brief as I feel it will come as a welcome change to what I am currently doing on Character and Narrative. One thing I definitely want to ensure and lay out from the outset is that the final outcome of this module be completely different in style and tone to what I am currently working on in the Character and Narrative Module.



Thursday, 5 May 2016

Studio Task: Modelling a Mug in Maya


The final task for this studio brief we were tasked with modelling an everyday object in Maya, so I chose to model a mug with the help of online tutorials and the skills I've picked up by using Maya so far. I created a primitive polygon cylinder to act as the base for my mug. The specifications as stated by the online tutorial were...

Set the Axis to Y
     Set the Radius to 2 
     Set the Height to 4
     
Set the Axis divisions to 10
     
Set the Height divisions to 3
     
Set the Cap divisions to 0

After doing that I selected the top Face by going into Face Mode and using the extrude tool, manipulated the face to shrink it down into a smaller shape, pressing 'g' once I finished and then extruding said face on the Z axis in order to hollow out the cylinder. Once I did that I used the bevel tool to round off the edges towards the top and the smoothing tool to smooth the overall object, applying a lambert texture to make it look more realistic. 

I then created the handle from a primitive cylinder, to which I applied some deformers before merging it with the rest of the mug. Once the handle was in place I combined the two polygonal objects and smoothed out the edges ever so slightly one last time. I then coloured it red and added light to give it more dimension. I used a three-point lighting setup using two spotlights of varying intensity, the main one to light the Left side and a softer one on the right. I turned on raytracing when rendering out my image in order to achieve more complex and deeper shadows.

Overall I am fairly satisfied with my mug, though I do see where there could be room for improvement had I had the time to properly follow a more advanced tutorial. I would also in the future like to create my own textures when modelling objects in Maya so as to claim more authorship over the final products. As it stands however, these three studio tasks have proved useful and garnered me a beginner's level understanding of Maya as well as insight into what the programme is capable of creatively at more advanced levels.

Studio Task: Animating a Walk Cycle in Maya



Moom is a preset character model for use in Maya and it's what I used in my introduction to animating using keyframes in Maya. Moom is already rigged to go, so in order to animated a walk cycle it is all a matter of posing the rig by manipulating it in Maya.



The Richard Williams Walk Cycle I used as reference for my animation

To start off with, Moom needs a flat plane to stand on, so first I created a primitive plane shape. Second, in order to properly mimic the key poses required for a walk cycle, I created another polygonal plain with a texture with a photo taken from Richard Williams Animators Survival Kit applied to it, to use as reference. These were all placed on separate layers to the character rig so that I didn't accidentally select the floor plain when trying to move the character's legs for example.

The way the rig is constructed means that the arms move on a sort of pivot, requiring me to equip the rotation tool in order to simulate movement of the arms. The legs however move just fine with the standard move tool, however one must be careful when using the perspective camera to ensure the legs do not stray too far from the y axis. In order to do this I kept a close eye on the front, side and top views to ensure Moom was walking in a straight line. To create a keyframe I pressed 's' on the keyboard, however Maya has an Auto-Keyframe option to make it easier and more efficient.

The way in which I animated my walk cycle was by animating one element at a time and going back and editing the keyframes until I had the full movement. This mean't starting off my animating the head and body bobbing up and down, then animating the legs and finally the arms. This sort of pose-to-pose animation ensures consistency across all the frames, making for a more believable walk cycle.

Once completing the walk cycle I exported it using the playbast feature, which captures the project workspace and exports it as a quicktime mov. I chose to capture my walk cycle from multiple angles to show off how naturalistic I managed to get the character to move, although in the future I would like to include in-betweens to create a smoother motion, as it stands now the cycle does seem a little too jerky.

Studio Task: Modelling a Truck in Maya


For this module we were expected to get to grips with the basics of Maya. Maya is a piece of industry standard software which allows for both modelling and animation, so for this studio task we were expected to demonstrate a basic understanding of the essentials by creating a simple truck design with the aid of video tutorials on E-Studio. The first thing I did when I loaded up Maya, before starting on my truck design was setting up project folders. This is important as it gives Maya a place to automatically store all the various data types required in the construction of a scene.

For modelling, I used the Polygon Mode of Maya, using Polygon primitive shapes to construct the basis for my truck design. The main body of the truck was constructed from a primitive cube shape, which was then altered using the edge loop tool and Vertex mode, which allowed me to Manipulate the shape, giving the front of the top of the truck a sloping shape. I then froze this transformation and deleted its history, which allows me to move the object wherever I wish.

After creating the body I constructed a base from another primitive cube shape, however this time I manipulated and deformed it to make it more of a flat rectangular shape. I then snapped this to the body of the truck and used the bevel tool to smooth the edges around the back to give it less harsh edges. Lastly I constructed the wheels and the axis from primitive cylinders which I widened and narrowed. After that I combined the wheel and the axis into the same mesh and copied it in order to create four wheels, using the different perspective cameras to align them with the rest of the truck.

As it stands I still have quite a way to go with Maya. I am not so used to the complex interface and creating assets along three different axis'. However I do feel that by creating an object as simple as a truck, I have garnered a greater understanding of the software and can certainly see it's potential. I am particularly interested in how Maya uses ray tracing, lighting and shadows, features I stumbled across while rendering my truck. Creating lighting and camera rigs which work in 3D space is an area of Maya that does greatly interest me, so I look forward to using it again once I come to terms with the interface.