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3D Computer Animation Fundamentals Animation Term 1

Week 5: Animation

This week we got feedback on our splined side step animation, and learnt the importance of weight distribution balance in preparation for doing our side step animation. To help us learn how to balance weight distribution, we will be posing the Bony rig using our pose sketches as reference. In general, learning weight distribution is going to be key for any weight shift animations we do in the future.

Ball with Tail Spline Feedback:

Feedback from George:

  • Keep tail scrunched up for longer, until frame where ball jumped up, then have tail whip down within 2 frames
  • Tail still needs pulling up to follow the curve of the ball/itself more
  • Make tail whip after landing quicker and add secondary flick in also

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Design for Animation, Narrative Structures and Film Language Term 1

Week 5: Design for Animation, Narrative Structures & Film Language

Social and Political Commentary Through Animation

This week we examined how animation has been used as commentary on social and political topics. Within these topics, messages can be delivered through moving image as things such as propaganda, subliminal messaging, documentaries, personal experiences, etc.

Activity

Our task for this week: 

Research and present an argument for an animated work you consider tackles any issues of equality, diversity or social injustice (150-200 words)

I decided to do this research on the Netflix series Arcane. The article by Perdhana and Kusuma (2023) highlights how various characters in Arcane struggle, benefit from, and work through social injustice, by closely examining various frames from the episodes. Yet I realised quickly that the, arguably, main two characters of Arcane weren’t discussed directly at all, Vi and Jinx. Within the story, they are the two characters immediately introduced as victims of the social injustice against the lower class of Piltover, suffering the loss of their parents and forever traumatised. They continue to suffer within the system of social injustice throughout the story. While every other character is explored through how they interact with the inequality, many even enforcing it for their own benefit, Vi and Jinx’s stories are the most profound because they are the most realistic depictions of victims of the system throughout the series. They care not for the system they are victims of. They show little interest in fighting against it or using it for their own benefit. Vi wants to save her sister and regain some of her lost childhood. Jinx in the first season wants to find reassurance that she isn’t broken, and in the second wants to walk away from her broken self. Even when pushed to interact with the social injustice they live in, they either reject it or merely go along with what the narrative forces them into.

Perdhana, P.D, Kusuma, A.S. (2023) ‘Representation of Social Inequality in the Netflix Series Arcane (Semiotic Analysis of Roland Barthes Model)’, Proceeding ISETH (International Summit on Science, Technology, and Humanity), pp. 1654–1668. Available at: https://proceedings.ums.ac.id/iseth/article/view/4558.

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3D Computer Animation Fundamentals Immersion Term 1

Week 5: Immersion

In Class Work:

This week Serra showed us some physics in UE5. We learnt how to make objects fracture upon impact, and how to constrain objects.

Project Progression

I bought the Apollo and Artemis rigs and, following the creators instructions, used a wrap deformer to attach the provided outfit to the rig. I’m planning on using Apollo for the main character, and I can use Artemis for one of the background characters. I have other rigs I would be happy with as the other background characters. I did however see on the Discord server for the Apollo and Artemis rigs that the creator, Ramon Arango, is going to be releasing six more rigs soon that look really cool. Depending on the timing of the release and the cost, I might buy these as well, both for the background characters on this project and for future projects.

I also finished my storyboard, and next will be taking pictures of the sketches and editing them into an animatic. I found music I like (link), and while I’m not certain I will use it for the final edit (mostly due to timing, but I could always edit the music also), I can at least use it as a stand-in for now.

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3D Computer Animation Fundamentals Animation Term 1

Week 4: Animation

This week we were shown how to spline our blocked animation, including cleaning up both the general animation and the animation curves with the curve editor.

Ball with Tail Blocking Feedback:

I uploaded my shot plan and blocking animation to syncsketch.

Feedback from George:

  • Tail should scrunch up more before jump
  • Remove rotation of ball other than for the stretch (on jump off and just before landing, landing shouldn’t have rotation) so the movement of the ball is more clear
  • Keep making sure the tail is following the arc of the ball and itself
  • Keep checking the end of the tail isn’t getting stuck between frames
  • Add more squash on landing
  • Give the tail more of a punchy whip movement on landing before it slowly settles
Categories
Design for Animation, Narrative Structures and Film Language Term 1

Week 4: Design for Animation, Narrative Structures & Film Language

This week we looked at ‘auteurs’, a descriptor developed by critics within the study of cinema. We learnt the history of the term, and how it considers the wider range of people involved in the production process when critiquing cinema rather than one singular member. However it can still be reduced to a small part of the production process, or even a single person who pushes and ties together the specific theme(s). On the other end of the scale, we could argue huge entities such as Disney are auteurs.

I would argue that Walt Disney himself was an auteur because of his attention to detail and desire to ensure every part of the production process met his standards. I found this blog post by Barry L. Linetsky, which spoke of some interesting insight into how much Disney oversaw and managed each creative decision on his films, ensuring they were the creative, magical artforms that are still beloved to this day. While the blog post also notes he withdrew from his on the floor approach to management in later years, I would also argue by then his vision had been poured so deeply into the foundations of the Disney company that, even with a more hands off approach, his earlier efforts meant his vision was still being meticulously crafted to his intentions. And therefore, I would also argue that even after Walt Disney’s death, the corporation still carries that intention.

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3D Computer Animation Fundamentals Immersion Term 1

Week 4: Immersion

In Class Work:

Last week we had to cut the lesson short a bit, so this week we finished off looking at sequencers, particularly with their uses and how to organise them.

We then moved onto materials, looking at how to make them, and how to make material instances. With materials, it is easy to make changes but can get a bit annoying when you might want to see those changes happening live in the viewport. With material instances, as long as the material it is created from is set up correctly, you can change the parameters live and it also doesn’t change the base material, making it easy to undo/reset parameters.

Serra also showed us how normal maps work, and how they can add depth and detail to objects without changing the geometry or needing to use high resolution assets.

Finally, we learnt how to blend materials together. I realised this will be very useful to achieve the aesthetic look I was hoping for (as shown on my Pinterest board screenshots from Week 2), because combining and laying different materials will probably be more successful to achieve the mixed media, textile look of the references I was inspired by.

Project Progression:

Finding rigs:

I didn’t get a response from Hernan Ares regarding his ‘Zio’ rig, so I started looking for alternative rigs. I’m considering buying the Artemis and Apollo rigs created by Ramon Arango, who has a strong background and experience in rigging and animation. While I really like the more unique facial features on these rigs and the level of technical detail, the tracksuit outfits that come with the rigs (and need to be deform wrapped to the skin geo) are a bit too plain for my taste. I’m planning on having a detailed environment with interesting materials, so without modification the tracksuits would stand out against the louder backdrop.

Because the rigs are more on the premium side, I want to wait another week or so before buying in case I find something else. While I would be happy to spend the money for them since they will come in useful a lot in future projects also, I don’t want to buy rigs I don’t need and that could be far more complex/detailed than is necessary for this project if there are better options.

Storyboard/animatic:

I began by quickly sketching a storyboard to visualise my ideas. To maintain momentum, I prioritised speed over detail, knowing I could refine the sketches later. I’m planning to make an animatic later by photographing the storyboard, saving time on digital redrawing.

Some shots were difficult to sketch, so I imported the subway train level from UE5 to Maya, and used the ‘Body Mechanics Rigs’ (created by Joe Daniels) as placeholder characters. This let me experiment with different camera angles and character positioning a bit before adding a shot to my sketches.

I realised early on that my project’s initial scope was too much to complete in the time we have, so I decided to sketch out all my desired shots, then selected the minimum number of shots needed to convey my idea and aesthetic to move forward with. This approach allows me to prioritise the essential elements, complete the project efficiently, and potentially add back more complex shots later if I have the time to do so.

Organisation method:

To help me track all of this and to keep myself as organised as possible, I made a Google Sheet for the project that I’m planning to have several pages for, each with their own purpose to help my workflow.

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3D Computer Animation Fundamentals Animation Term 1

Week 3: Animation

Class work

This week we are going to be animating a ball with a tail, referencing squirrel footage for the moment. We aren’t going to be focusing too much on how the body moves, as we are mainly practicing the anticipation movement before the jump, and the follow through of the tail in regards to the body.

George also mentioned it’s better to exaggerate and overshoot these kinds of movements and then scale it back depending on feedback, since when working in a study animation supervisors don’t want to have to keep telling you to increase movements bit by bit by bit. It’s a better workflow to overshoot (within reason of course), and it saves time on feedback since whoever is critiquing can say something like “scale that back by about half” rather than having to guess how much it needs increasing.

The animation for next week should be blocked so we can practice working pose to pose and blocking out anim. The week after will be splining and clean up.

Pendulum Feedback

I uploaded both my pendulum plan and animation to syncsketch.

Feedback from George:

  • Bottom joint should trail back slightly more
  • Bottom joint shouldn’t go higher after stopping than while moving (I originally thought this might give the feeling of the base stopping suddenly some weight, but I can see now it feels wrong)
  • The movement of the second from the bottom joint just before it stops swinging back and forth should be reduced slightly
  • End of animation could do with being extended to give more time for the bottom joints to finish moving. Feels a bit too quick on the last few back and forth swings
Categories
Design for Animation, Narrative Structures and Film Language Term 1

Week 3: Design for Animation, Narrative Structures & Film Language

Formative vs Conceptual Abstraction

This week we were exploring the history of experimental and abstract animation, and within this the difference between Formative and Conceptual abstraction.

From my understanding, formative abstraction refers to the visual language and aesthetics, whereas conceptual abstraction refers to the narrative and storytelling methods. With both, it is important to consider why and how something might be abstract.

Activity

An activity for this lesson was to choose a short film we think is experimental, and consider how we might argue for it being either or both formatively and conceptually abstract.

I chose the short film ‘Scavengers’ (2016), later turned into the series ‘Scavenger’s Reign’ (2023). I would argue that while it feels different, the narrative isn’t actually abstract or experiential. While the environment of both the short film and series, planet ‘VESTA – 1’, can be considered a character in its own right by the narrative, this isn’t a new or rare concept to see. I would look at iconic films and series to draw examples of this, where the way the characters interact and are impacted by the environment present the environment as a character itself.

Instead of being Conceptually Abstract, I would argue that the film is a piece of Formative Abstraction that is so successful it transforms the audience reaction to the narrative and tricks the viewer into thinking the narrative is unique. With the short film, we are repeatedly shown brutal and visually uncomfortable behaviours from the humans towards the planet, all so they can experience a moment of the feeling of their home planet. The visuals are like that of a nature documentary, holding on to the details and causing discomfort and sorrow for the planet and its creatures as they suffer the brutality of its own existence and the further impact of its human invaders.

The genre of “Scavengers” would traditionally be science fiction, however as previously mentioned the visuals represent that of a documentary, following both the planet and how it copes and suffers and adapts to the humans. In “Scavenger’s Reign”, this is explored further and we see how, in turn, the human characters react to the planet. I feel the focus on the planet being at mercy to the humans in the short film is representative of how the series as a whole explores the environmental character first and the human characters second. I would argue that the short film isn’t science fiction at all, it is a visually experimental, explorative, documentary of what lengths humans will go to survive and cope with their surroundings, and how in turn the environment suffers from these lengths when the environment isn’t considered as its own being to be respected.

My Research Topic

An activity for this lesson was to choose a short film we think is experimental, and consider how we might argue for it being either or both formatively and conceptually abstract.

I chose the short film ‘Scavengers’ (2016), later turned into the series ‘Scavenger’s Reign’ (2023). I would argue that while it feels different, the narrative isn’t actually abstract or experiential. While the environment of both the short film and series, planet ‘VESTA – 1’, can be considered a character in its own right by the narrative, this isn’t a new or rare concept to see. I would look at iconic films and series to draw examples of this, where the way the characters interact and are impacted by the environment present the environment as a character itself.

Instead of being Conceptually Abstract, I would argue that the film is a piece of Formative Abstraction that is so successful it transforms the audience reaction to the narrative and tricks the viewer into thinking the narrative is unique. With the short film, we are repeatedly shown brutal and visually uncomfortable behaviours from the humans towards the planet, all so they can experience a moment of the feeling of their home planet. The visuals are like that of a nature documentary, holding on to the details and causing discomfort and sorrow for the planet and its creatures as they suffer the brutality of its own existence and the further impact of its human invaders.

The genre of “Scavengers” would traditionally be science fiction, however as previously mentioned the visuals represent that of a documentary, following both the planet and how it copes and suffers and adapts to the humans. In “Scavenger’s Reign”, this is explored further and we see how, in turn, the human characters react to the planet. I feel the focus on the planet being at mercy to the humans in the short film is representative of how the series as a whole explores the environmental character first and the human characters second. I would argue that the short film isn’t science fiction at all, it is a visually experimental, explorative, documentary of what lengths humans will go to survive and cope with their surroundings, and how in turn the environment suffers from these lengths when the environment isn’t considered as its own being to be respected.

Categories
3D Computer Animation Fundamentals Immersion Term 1

Week 3: Immersion

In Class Work:

This week we opened a sample project so we could use existing assets to learn about sequencers in UE5.

Sequencers are essentially timelines, and are a key aspect of making a film in UE5. It’s best to have different sequencers for different types of assets, and then a master sequencer from which the film will be rendered out from.

We also looked into cameras, and how we can use prexitising settings to replicate different brands/models of physical cameras.

Project Progression:

I found a rig I would love to use for my project (the Zio rig by Hernan Ares), but despite many of the creators social media pages saying it was available to download, I couldn’t find a page to actually download it. I contact the creator via email in hopes he might be able to provide a link to a purchase/download page or even provide direct access to the rig for a fee. In the meantime, I can focus on making a rough storyboard and looking for alternative rigs to use.

Serra also was able to find the city subway train project from the Unreal Marketplace again and its actually on sale for free at the moment, so I was able to add that to my vault for future use. I’m also planning on exporting the model to use in the previs. Serra also sent me a link to some documentation on 2D Materials in UE5, which I will be referring to when I start experimenting with materials myself.

Categories
3D Computer Animation Fundamentals Animation Term 1

Week 2: Animation

This week George showed us a cool gif that explains and shows examples of the 12 Principles of Animation:

  • Squash and Stretch
  • Timing and Motion
  • Anticipation
  • Staging
  • Follow-Through and Overlapping Action
  • Straight Ahead and Pose-to-Pose Action
  • Slow In and Out
  • Arcs
  • Exaggeration
  • Secondary Action
  • Solid Drawing
  • Appeal

George mentioned to think of the solid drawing more as solid posing when it comes to 3D Animation.

We also watched a video about using spheres in more complex shots to break down motion arcs, and how tracking over existing shots with high visual appeal with spheres can show how simple it can be to create such appeal. The breakdown of the shot from ‘Brave’ was my favourite, as when viewing the shot alone it was easy for me to get overwhelmed when thinking about how the animator managed to create such satisfying movement in the characters, and while the overlay of the spheres doesn’t discount the animator’s talent it does make it seem much more achievable with practice and understanding.

George advised we do some post sketching, focusing on anticipation, lines of action, and clear silhouettes. I went to the V&A museum to sketch some of the statues, and also used the Bodies in Motion site to sketch some still frames of interesting poses. I sometimes focused only on the silhouette, sometimes only drew a stick figure representation, and sometimes sketched out the full or nearly the full pose. I also tried to draw over some with lines of action so I can translate this understanding of them into my 3D animations.

For the practical work, we animated a pendulum shot today, with extra focus on learning the ‘Follow-Through and Overlapping Action principle.

We also got feedback on our bouncing ball animation from last week.

My bouncing ball animation:

My feedback:

  • Have more of an arc on the entrance drop of the ball
  • Have the stretch come in a little later and make it more extreme
  • On the later bounces, track how low the ball is and make sure its height at the frame before impact is getting lower each time
  • Drop off the squash and stretches sooner
  • Have more rotation on the last few bounces and as it rolls
  • Add a few more frames to the end to give it time to come to a halt