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Design for Animation, Narrative Structures and Film Language Term 1

Design for Animation, Narrative Structures & Film Language: Critical Report Presentation

Research presentation with audio recording

Images:

Background image 1. Russian Doll (2019) [Screenshot] Available at: https://www.netflix.com.

Image 1. Russian Doll (2019) [Screenshot] Available at: https://www.netflix.com.

Image 2. 12 Steps of the Hero’s Journey, StoryFlint [Image] Available at: https://www.storyflint.com/blog/heros-journey-christopher-vogler

Image 3, 4, 5, 6, 7, & 8. Russian Doll (2019) [Screenshot] Available at: https://www.netflix.com.

Videos:

Vid 1, 2, 3, & 4. “The Great Escape” Russian Doll (2019). Season 1, Episode 2. Netflix. Available at: https://www.netflix.com.

Vid 5 & 6. “The Way Out” Russian Doll (2019). Season 1, episode 7. Netflix. Available at: https://www.netflix.com.

References:

Hodgin, N. and Thakkar, A. (2017) ‘Introduction: Trauma Studies, Film and the Scar Motif’, Springer eBooks, pp. 7. Available at: https://doi.org/10.1007/978-3-319-41024-1_1.

Quinlivan, D. (2014) ‘Film, healing and the body in crisis: a twenty-first century aesthetics of hope and reparation’, Screen, 55(1), pp. 103–117. Available at: https://doi.org/10.1093/screen/hjt053.


Hazen, M. (2020) ‘Exploring narrative complexity in Outer Wilds: A textual analysis on how user agency and a time-loop influence the narrative complexity’, BA. Thesis. Utrecht University. Available at: https://studenttheses.uu.nl/handle/20.500.12932/865


Cabeen, C. (2023) ‘Trauma Responses in Social Choreography: Accessing Agency and Opportunities for Healing through Mindful Embodiment’, Arts, 13(1), pp. 4–4. Available at: https://doi.org/10.3390/arts13010004.


Graßl, K. (2018) The representation of drugs in movies: narrative and social functions. Thesis. Available at: https://unipub.uni-graz.at/obvugrhs/2878997.


van der Kolk, B. (2014) The Body Keeps the Score: Brain, Mind, and Body in the Healing of Trauma. London: Penguin Books.

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3D Computer Animation Fundamentals Animation Term 1

Week 8: Animation

This week we’re doing the final work on our walk cycle before moving onto our body mechanics shot.

Walk Cycle Spline Feedback:

Feedback from George:

  • Clean up the transform z animation graphs, make sure the curves are smooth instead of too janky
  • Work on the timing of the feet between steps, again make sure the transform z curves are clean
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Design for Animation, Narrative Structures and Film Language Term 1

Week 8: Design for Animation, Narrative Structures & Film Language

During my 1-2-1 tutorial with Nigel, he clarified and explained some aspects to the brief that up until now I had misunderstood. I thought this critical report would be a predecessor to the thesis and as such I was trying to focus my critical report topic within the scope of what I wanted to explore in my later wider research. Nigel explained that while we could do this, it would be more effective for us to move onto a different topic for the thesis, especially with the limited word count of the critical report.

Since the 1-2-1 I’ve been considering alternative topics for the critical report, and I think I would like to explore how digital media can specifically help the healing process of viewers struggling with mental illness. While I have seen a lot of research on the general effects to mental health across the board, and on representation of mental illness within digital media, I haven’t seen specific research on my specific desired topic. I do think I would be able to find a lot of interesting research supporting the topic, yet I would be curious to know how well documented it is considering the ethical implications of conducting a study on such a topic when, unlike more traditional treatment methods, I assume it doesn’t have a viable basis as a potential treatment method depending on the outcome of such a study.

If I were to research this topic, I think it would also be useful supporting research to have examples of digital media specifically centred around exploring mental illness in a respectful yet accurate/realistic way. The first two examples that come to mind are Joker (2019), and Russian Doll (2019).

With the Joker, I found the depiction of a man being let down by the mental health treatment system very profound in a time where many are experiencing the same thing. I have seen some criticise the movie based on the idea that mental illness is being depicted as the reason for the main character’s violence, but I personally consider it a (perhaps extreme but still realistic) example of how mentally ill people can suffer and cause suffering when the system they ask for help fails them repeatedly.

As for Russian Doll, I see the series as a raw and honest journey from the point of suffering with mental illness and trauma to finally being ready to start healing. Both characters Nadia and Alan are forced by the narrative to acknowledge their mental health issues, with the narrative both punishing them when partaking in toxic and unhealthy coping strategies, and only progressing as they choose to take the difficult steps towards healing.

While I think the Joker could be an interesting way to explore how difficult the healing process can be without the proper help from the health system, I feel Russian Doll would offer a more clear and concise narrative to explore such a topic with.

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3D Computer Animation Fundamentals Immersion Term 1

Week 8: Immersion

Project Progression:

I’ve been a bit slow with progress the past couple of weeks, but I’ve managed to make a start on animating. I’ve also found a few more issues with the rig that I’ve been able to fix, one by using the Discord server the creator of the rigs made for users. I also added a Bugs/Issues page to my Google Sheet that I’m using to keep track of the project, mostly so I can note down issues as they come up to look into later and keep track of what I’ve done to fix issues that may come up again and need the same fix. This sheet did prove helpful when I had to redo all of the changes I made to the original rig file due to part of the rig breaking in one of the early rendition scenes. I didn’t notice this issue until part way through animating, but was able to use the sheet I made to quickly reapply the changes without having to try and remember off the top of my head what changes I made.

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3D Computer Animation Fundamentals Animation Term 1

Week 7: Animation

This week we splined our blocked out walk cycle and started adding details in.

Side Step Spline Feedback:

Feedback from George:

  • Focus on the timing of the ball, give it more ease in and out both just before it follows the screen left foot on the side step, and as it holds balance over the left foot after the step (as the right foot is still moving over)
  • Have the feet touching the ground faster at the end of their movement
  • Have the side of the feet touch down first and then quickly touch down fully

Walk Cycle plan and blocked animation feedback:

Feedback from George:

  • Have the toes flap as they follow through on the movement of the foot
  • Make the heel of the foot touch down, then the main foot with the toe still up, then the whole foot touching down, each on a frame
  • On the front view, push the ball movement along the x axis more. May need to adjust the y translation followed by the x rotation accordingly
  • On frame 4, the space between the legs might be a tad too big (try reducing it and see how it feels), and the toe of the back foot should still be flat on the ground
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Design for Animation, Narrative Structures and Film Language Term 1

Week 7: Design for Animation, Narrative Structures & Film Language

Narrative Structure and Character Role

This week we looked at different use cases of narrative structure and, going back to last weeks lecture, how Mise-en-Scène is used to convey narrative. For example, we were shown a chase scene where the characters are always crossing the scene from left to right, to convey the chase continuing even as the setting and time changes (aka, narrative continuity).

We also looked at editing, and how there isn’t as much (at least not in the same sense) editing in animation vs live acton, since animation shots are often much more pre planned down to the frame length, whereas live action cameras can keep rolling after the shot end time which the director may choose to do for various reasons.

This lecture was another great source of language and research for my own topic, since narrative structures have always been fascinating to me and I would love to focus on researching the use of them within my topic.

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3D Computer Animation Fundamentals Immersion Term 1

Week 7: Immersion

Project Progression:

In Maya, I posed some of the ‘Body Mechanics Rigs‘ (created by Joe Daniels) in the subway train. I then imported these into UE5 so I could set up the cameras there, and export the cameras back into Maya for animating. While convoluted, I found setting up the cameras in Maya less intuitive than in UE5, and I think overall I saved time as setting them up in UE5 was quick and easy when also using my storyboard sketches as reference.

I then set up each key shot (the shots I consider necessary to convey my project idea) in Maya with the Apollo rig referenced in. I had already deform wrapped the clothes to the skin of the rig and hidden the faces beneath the clothes, and saved this as a separate scene to be referenced in.

Before I got ahead of myself, I wanted to test the pipeline I had planed out to import the animation into UE5. From previous research, I decide to export the rig geometry as an alembic. I did a very rough animation for shot 0070, and exported this for the test. However for the materials on the rig, I misunderstood how these would transfer in and found that while the materials did import, they all showed as black. I put this aside to fix later, and I was then able to set up the alembic in the sequencer and see that, other than the materials, the alembic import would work as I planned.

For the materials it was a little convoluted but again, would save time later, to recreate all the materials in UE5, make sure the names of the UE5 materials matched the Shading Group node of the materials in Maya, and (while I couldn’t 100% confirm this was necessary, it works as desired) assigned the materials to the geometry faces rather than the object as a whole. I also had to make sure to assign the hidden faces a unique material that, in UE5, was transparent or “invisible”.

While I was already planning on switching out the subway train materials for my own, seeing the Apollo rig in the level gives me an even bigger urge to do so, as the contrast between realism and stylised stands out far too much to me.

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3D Computer Animation Fundamentals Animation Term 1

Week 6: Animation

This week we received feedback on our blocking animation of the side step, and learnt how to animate a walk cycle.

We will be using the Walker rig (a ball with legs) for the walk cycle so we can focus on the leading actions, and the follow-through effects of these on the rest of the lower body without worrying about the upper body for now.

Side Step Blocking Feedback:

Along with the animation plan, reference, and blocking, we were asked to take 3 pose sketches we’ve done this semester and pose the Bony using the sketches as reference. While doing this, we were asked to pay close attention to the weight distribution and balance. (George’s feedback shown as the sketches on top of uploaded images)

I noticed with all three poses I didn’t push the arcs enough, even when both the reference image and my sketches did so in the case of the middle image. With the left image, I think I focused too heavily on matching the pose and not enough on pushing the arcs and balancing the weight distribution, which made me completely miss how far back the dancer is on his grounded foot. For the right image, I missed how far forward the woman’s weight is in relation to her feet and, slightly so, her hips. I realised when thinking back that I was sat quite low when sketching the statue, and didn’t take this into account when studying the angles of her body. While this might have been fine for a general still life study, it might have been better for me to choose a more level eyed pose to study weight distribution from. Good to know for future studies like this!

Side step reference, plan, and blocking animation:

Feedback from George:

  • At start feet should be rotated out a bit more
  • Ball should lean more on the screen right leg as it raises screen left leg, otherwise it’s off balance
  • Don’t shift the weight of the ball so soon into the side step
  • Let the heel touch down first
  • Overshoot the body a little as the screen right foot is almost done with side step
  • Drag the screen left foot rather than lift it when it does the little corrective step
  • Body isn’t following through at points, its moving at the same time as the feet instead of lagging slightly
Categories
Design for Animation, Narrative Structures and Film Language Term 1

Week 6: Design for Animation, Narrative Structures & Film Language

This week we looked at the importance of Mise-en-Scène, and how powerful just the staging of a scene can be in conveying a lot of information to the viewer. I myself love dissecting cinema to what may seem its unimportant features, so this lecture was very enjoyable to me and gave me new language to use when analysing such content. I also was reminded of a few breakdowns of recent cinema and tv series that were met with negative reviews, and how a common question when breaking down specific scenes and aspects was “Why is this even there?”. While I’m sure it isn’t a new thing by any means, it is interesting that, even to many on a subconscious level, the lack of thought put into the Mise-en-Scène can convey a messy and empty narrative.

One of the series I’m considering researching, Andor (2022) is often compared with its close predecessor in the Disney+ Star Wars series collection, Obi-Wan Kenobi (2022). While many different people have compared the two in many different ways, the key theme everyone seems to land on is that Andor goes above and beyond with its Mise-en-Scène. Every element of every shot feels deliberate and immaculately crafted to convey the vast complexities of the story without needing to hand feed the viewer the information on a metaphorical platter. Obi-Wan Kenobi on the other hand is heavily criticised both for its hand feeding narrative style, and the senseless elements to most if not all of the scenes, both pulling the viewer from any potential immersion in the story.

A wonderful, and quite simple in how specific it is, example of this I found was in a YouTube video I watched a while ago by ‘Master Samwise’, who does commentary on many different series and movies. In his video titled ‘Andor vs Obi-Wan Kenobi – A Scene Comparison (Part 1: Action)’, he breaks down the reasons why the two fighting scenes from both series feel so different. From Andor, he focuses on a scene from episode 6. He breaks down how every small movement during the fight from all characters, whether the main character or background characters we’ve never met, makes perfect sense for how these characters would act in such a perilous situation. There was a specific moment that, when rewatching the video after this weeks lecture, struck me as astounding Mise-en-Scène. In a shot that doesn’t hold a huge weight in such a hectic scene, one of the characters draws back into cover, there’s a short pause, and then a blaster shot hit where he was out of cover previously. This attention to detail is what subconsciously mounts in the viewer’s mind, growing into anticipation and suspense, because we see all of these small details that tell us this is a real fight with real consequences. We see a character realistically, with his background, reacting to a threat as if it is such. I don’t believe the creator of the video mentions it at any point, but I can almost envision the creators of Andor literally mapping this scene out for every single character we see on screen, and planning their movements according to how a fight like the one we’re shown would realistically go down. They had some characters with a backstory and personalities, and each acted within those confines, for some leading to their deaths.

While I don’t think it would be fair to say Obi-Wan Kenobi didn’t have such planning, it either wasn’t done equally to all characters shown on screen (leaving a feeling of “untouchable main character”), or it wasn’t done effectively. I can also see the potential that the lack of attention to the background characters was purposeful in an attempt to make the main characters look cool and make the viewer feel excited, an attempt at, as the video creator perfectly labels it, sceptical. Yet by not giving those enemy character’s actions weight, as Andor does so well in this scene and across the series, it doesn’t give the payoff they might have been hoping for in Obi-Wan Kenobi for many members of it’s audience.

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3D Computer Animation Fundamentals Immersion Term 1

Week 6: Immersion

In Class Work:

This week we looked at rigging in UE5. While I’m planning on prebuilt rigs for Maya and then importing the animation into UE5, this lesson was still super helpful for if I want to make my own rigs for UE5 for future projects, which is something I’d like to try in a future project.

I have done rigging in Maya before, and quickly picked up how similar the general process is to the UE5 rigging process, just with a different interface, names, and (from what I understood) being more node-based.

Project Progression:

As previously planned, I edited my sketches into a rough animatic. This also includes all shots for my initial idea, as I wanted to have the full version so that if I do have time to add more shots the layout is already there to work from. I also started filming reference for the key shots where there will be character animation. In some of the shots (mostly those focused on the background characters after the transition to the creepy, bizarre vibe), the characters will be static and staring at the camera, so those won’t need reference. If I have time, I will probably add some camera animation in along with the 2D Animated eyes to give the shot some interest in place of character animation.

Since I’m still quite new to UE5, I wanted to quickly test how easy it would be to replace one of the textures in the subway file with my own. I had the sketch from my storyboard for a rough idea of how I wanted the final shot to look, so I went with replacing the text on the scrolling screen as a test since, if successful, this could also be something I keep for the final render.

Reference sketch:

First I located the material for the screen, then the node for the text texture. I exported the text texture, opened it in Photoshop, and replicated the texture by searching for a similar font (I settled on ‘Dogica’ by Roberto Mocci (link), and manually added the semi-transparent grid on top of the letters.

Original:

My replica: