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Advanced and Experimental 3D Computer Animation Techniques George's Class Term 3

Week 6: Adv&Exp [George’s Class]

Class Content

Animating Dialogue (Blocking)

Most important thing is the vowels, the rest of the letters are there to help shape those vowels

When talking, it isn’t just the lips moving to create the sounds: tongue, lips, jaw, teeth, and vocal chords all go into this as well. Furthermore, these parts moving are followed by the rest of the face as the skin and muscles stretch and contract (eg nostrils, cheeks, etc).

The tip of your nose typically moves along as people talk, very subtle most of the time, but you will see it if you pay attention.

Phonemes: “smallest unit of speech distinguishing one word (or word element) from another, as the element p in “tap”, which separates that word from “tab”, and “tan”.

When we talk our jaw moves up and down, and the corners of our lips move in and out, these two things being the primary main movements to convey sound.

This week’s assignment:

  • Blocking pass: keys and breakdowns only

The week after will be blocking plus, so just put the essential keys to convey the idea for this week.

3/4 perspective view, stepped keys only.

Week 5 Assignment: Final Body Mechanics + Acting Plan

I again had the issue where I really struggled to get one reference with all the elements I wanted. I did enjoy making the planning sheet, and it was a good exercise to really get into the mindset of the character I’m animating.

Final Body Mechanics + Acting Plan Feedback:

Body Mechanics:

  • Hold the pose at 192 (when the character stands up and notices the audience/camera) until about 205
  • The transition following these feels a little odd, so could do with some tweaking
  • As she bows, the hips lock a bit so try to keep them moving

Acting Reference Footage:

  • Recommended going with reference no.3, as the cup shouldn’t go up and down as it does in no.1. No.3 and no.1 could be combined though to avoid the cup issue

Categories
Advanced and Experimental 3D Computer Animation Techniques Serra's Class Term 3

Week 6: Adv&Exp [Serra’s Class]

Class Content

I wasn’t in class this week unfortunately, but I was able to catch up with some of the content which for this week was around projection mapping. I recently went to see a projection mapping on the Battersea Power Station with some friends, so learning how this could be done was fascinating. As I’ve said previously for other techniques, this could be a really cool way to have a unique showreel piece using 3D animated characters or creatures, but I would need to put some thought into how to do so in a way that would work in a showreel. Maybe having a character interacting with the space they are projected onto could be an interesting exploration of the medium and demonstration of my skills in a different way to the standard showreel piece I usually see in 3D Animator reels.

Project Progression

I managed to make a small start on the concepts for Rahela’s clothing in photoshop, using the rig as a base for the drawings and the previously shown visual research as reference.

Categories
Advanced and Experimental 3D Computer Animation Techniques Literature Review Term 2

Week 6: Literature Review

Class Content

The focus this week was on developing an argument.

Guide reader through argument in logical way. Think about what questions your reader might have. If you can answer these questions through your argument, it will seem more convincing.

Key elements of an argument:

  • Statement of problem
  • Literature review
  • Procice focus of your research as stated by hypothesis, question, aim, or objective
  • Method of methodology (can also state parameters here)
  • Results/evidence
  • Discussion and conclusion (including implications for future research)

The BBC site that has lots of documentaries, interviews, etc, that BBC have produced. Could be good for the methodology and for analysing

Including your voice: your voice will emerge through your discussion, interpretation, and evaluation of the sources. Good to open chapter with citation, but equally good to make own statement and back it up with citation.

Establishing your voice in writing:

A good exercise to put your chosen topic through the following questions:

Nigel also asked us to post our current considerations for topic titles to a Padlet for him to give feedback on. This was the feedback for my topic title, ‘How do chosen visual styles reflect and comment on the socio-political themes explored within their respective narratives?‘:

  • Very broad topic, needs narrowing down
  • Two questions: What social political themes? What respective narratives?
  • Alternate question: How do animators influence social political elements?
  • Need to be a lot more specific
  • Find that visual style, format, (eg children’s tv) to make topic more concise

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Advanced and Experimental 3D Computer Animation Techniques Previs Term 2

Week 6: Previs

Previs Development:

I wasn’t in classes this week, but George still gave me some feedback through syncsketch which was super helpful. I also made extra use of something I try to do a bit usually, where I write my own feedback after not looking at the work for a day or two so I have a fresher take on it. This also proved helpful, since even though I will think these things to myself having them written down allows me to remember and consider my own reflections more.

Some of my own feedback I noted down:

  • I tried moving table scene (Shot 0090 and 0100) right the the end, but feels a bit too slice of life-ish compared to the gritty/janky/punk vibe I was going for. Character animation could help with this though. For now I have instead placed it just before Shot 0190, as I feel this retains the fast paced janky vibe I prefer.
  • Shot 0120 feels a bit dull, so I would like to add something more to that.
  • I also decided that I’ll remove Shot 0150 + 0160 as these shots feel out of place and for me they break the immersion due to that.
  • For Shot 0180, the punch action feels a bit dull also, but I would still like a hype action shot in its place. I’m considering a shot of the main character swinging their weapon (a Falx, a traditional Dacian weapon) towards the camera instead.
  • Finally, the dance at the end feels too slow compared to the fast paced, hype vibe to the rest of the opening, so I would like to change the dance at some point. The shot still works for timing and transition concept purposes, so changing the dance is something I’m considering lower priority for now.

Previs Feedback:

  • For Shot 0120, maybe instead of just walking his friends run past him and then he starts running?
  • Currently, the camera in Shot 0130 rotates as the wolf runs out of the smoke to be above the wolf, then it rotates again to be a side shot of the wolf. The amount of rotation in one shot feels weird, so try going straight from the first camera angle into the side shot instead
  • For Shot 0180, it could be good to experiment with some Maya viewport FX to make the shot more interesting
  • All shots should be at least blocked out in 3D by now, so have that done for next week

Categories
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.

Categories
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: