Since university is over for me, this will be the end of this blog. I will now move back to caitlinvickers3d.blogspot.co.uk and make that my home once again! So to finish off, here is the final product of everything this blog was for. :)
This was predominantly a character animation project, so the modelling, lighting etc. is minimal as I did not want that to consume my effort. The rig is 'Bonnie' by Josh Sobel. Full credits are on the Vimeo page.
I will always see things I would love to improve, but I will save that energy for whatever comes my way next. I learned so much from putting an animation like this together by myself and I now feel much better equipped to handle future projects. All that is left is to put my presence out there so that someone will consider me for a job!
Caitlin :)
Monday, 16 June 2014
Monday, 5 May 2014
End of university
Firstly I apologise for the long silence - the past two months couldn't have been busier if I tried!
I handed in this project on 21st March, and I haven't uploaded it yet because at the time I was too busy writing my report, and over the next week I want to improve a lot of the animation so I may as well wait until then and upload it completely finished.
In the meantime here is my current showreel which does show some of the work from this project:
ExpoTees is coming up on the 15th May - yay! - so I'm looking to have my animation to a better standard to show off then. I'm going to update my business cards, and I also designed this poster which is going to be printed about six-feet tall!
I handed in this project on 21st March, and I haven't uploaded it yet because at the time I was too busy writing my report, and over the next week I want to improve a lot of the animation so I may as well wait until then and upload it completely finished.
In the meantime here is my current showreel which does show some of the work from this project:
ExpoTees is coming up on the 15th May - yay! - so I'm looking to have my animation to a better standard to show off then. I'm going to update my business cards, and I also designed this poster which is going to be printed about six-feet tall!
Regarding the title of this post, I have now finished university (apart from my project viva on Wednesday). I can't really believe it… My final assignment was handed in a few days ago, which was the group project that has been running alongside this individual one all year. We had several jam-packed weeks of animation and fixing rendering problems, and just about got it done in time!
So here is Inky Squid's final animation, All Is Fair In Love And Playtime.
And if you have red-cyan glasses, we also made an anaglyph 3D version!
I have done so much animating this year! It's been great to learn so much in a relatively short space of time. I have no idea yet what the next chapter holds, but I am excited.
Caitlin :)
Caitlin :)
Sunday, 2 March 2014
Story changes
Firstly I should mention that I got into ExpoTees! I'm so excited to be able to take part in that and show my work to industry in May.
Secondly, yesterday I sent off my application for a 12-week summer animation internship at Pixar Animation Studios. I have no idea how likely it is that I will get in, especially given that I am in a different country, but I put my all into every part of the application. Regardless of what happens, it was a great learning experience as I had never written a cover letter before (I learned a lot from Google), and had never made a demo reel (or written a demo reel breakdown to go with it). I hope they will see my enthusiasm - fingers crossed!
I mentioned in my last post that I got some valuable feedback from Ed Hooks on the storyline of my animation. I have spent the two weeks since then implementing some ideas to improve it. It seemed a little scary to be changing aspects of the story so far into the project, but I felt like I couldn't just ignore the flaws now that I knew how I could (mostly) fix them! I quickly drew up some very rough animatic panels to see if the new scenes fit, and asked friends and family what they thought. Since they all thought it was much better - and so did I! - I decided to go ahead with the changes.
Previously the aim of the student character, Phoebe, had been hazy. While we could see she was supposed to be working to complete some work, it wasn't a very defined goal. She also didn't have much conflict - partly because of the vagueness of the goal. I have now made the central idea of the piece that she is trying to finish for a deadline that is at midnight that night, with shots of a clock throughout the day to emphasise that time is passing and tension is building. I have made her look less cheerful while she is working out her poses and walk cycles. The main change is that the scene of her waiting on her bed - relaxed - for a render has now been replaced with her waiting at her desk, incredibly tense and impatient, with the time ticking on towards midnight. I have also changed the ending; watch and see...
If you had seen the previous versions, I think you'll agree that this carries much more weight! It allows for more empathy from the audience, which is crucial.
I obviously still have a fair bit of work to do on the scenes that are still not in linear, and then I am going to have to prioritise which scenes I want to polish up as I probably won't have time to make every one perfect. With the time I have left I have decided that my product hand-in is going to be in playblast form, meaning I can do all the fancy rendering and compositing in May, after the group project is finished and before ExpoTees.
Caitlin :)
Secondly, yesterday I sent off my application for a 12-week summer animation internship at Pixar Animation Studios. I have no idea how likely it is that I will get in, especially given that I am in a different country, but I put my all into every part of the application. Regardless of what happens, it was a great learning experience as I had never written a cover letter before (I learned a lot from Google), and had never made a demo reel (or written a demo reel breakdown to go with it). I hope they will see my enthusiasm - fingers crossed!
I mentioned in my last post that I got some valuable feedback from Ed Hooks on the storyline of my animation. I have spent the two weeks since then implementing some ideas to improve it. It seemed a little scary to be changing aspects of the story so far into the project, but I felt like I couldn't just ignore the flaws now that I knew how I could (mostly) fix them! I quickly drew up some very rough animatic panels to see if the new scenes fit, and asked friends and family what they thought. Since they all thought it was much better - and so did I! - I decided to go ahead with the changes.
Previously the aim of the student character, Phoebe, had been hazy. While we could see she was supposed to be working to complete some work, it wasn't a very defined goal. She also didn't have much conflict - partly because of the vagueness of the goal. I have now made the central idea of the piece that she is trying to finish for a deadline that is at midnight that night, with shots of a clock throughout the day to emphasise that time is passing and tension is building. I have made her look less cheerful while she is working out her poses and walk cycles. The main change is that the scene of her waiting on her bed - relaxed - for a render has now been replaced with her waiting at her desk, incredibly tense and impatient, with the time ticking on towards midnight. I have also changed the ending; watch and see...
If you had seen the previous versions, I think you'll agree that this carries much more weight! It allows for more empathy from the audience, which is crucial.
I obviously still have a fair bit of work to do on the scenes that are still not in linear, and then I am going to have to prioritise which scenes I want to polish up as I probably won't have time to make every one perfect. With the time I have left I have decided that my product hand-in is going to be in playblast form, meaning I can do all the fancy rendering and compositing in May, after the group project is finished and before ExpoTees.
Caitlin :)
Friday, 14 February 2014
Animex week 2014
It's the end of the fifth and last day of the Animex festival here in Teesside, and it's been a jam-packed week! I'm so tired from all that learning!
For those who don't know, Animex is an annual event held at Teesside University, though it's open to everyone. It's centred around animation/film, games and comics, and you can buy a ticket to attend any or all of those event categories. Industry professionals from all over come in to do talks about films/games/comics they've been working on and things they have learned in the industry. There are also networking events where you can talk to the speakers and ask questions or get feedback.
I went to Animex Game, which covered Monday and Tuesday, Animex Talk (the animation and film part), which covered Thursday and Friday, and a masterclass by Ed Hooks for the whole of Wednesday on 'acting for animators'. So it has been pretty full-on for me, being in all day every day! I have come away feeling so inspired, though, and it was good (if not a bit scary in a way) to get away from my work for a week.
I also took advantage of, and thoroughly enjoyed, the two networking evenings, which I didn't do the last two years because I stood around being timid and question-less. My confidence has grown a lot since then, and there were questions I genuinely wanted answered, which helped a great deal:
For those who don't know, Animex is an annual event held at Teesside University, though it's open to everyone. It's centred around animation/film, games and comics, and you can buy a ticket to attend any or all of those event categories. Industry professionals from all over come in to do talks about films/games/comics they've been working on and things they have learned in the industry. There are also networking events where you can talk to the speakers and ask questions or get feedback.
I went to Animex Game, which covered Monday and Tuesday, Animex Talk (the animation and film part), which covered Thursday and Friday, and a masterclass by Ed Hooks for the whole of Wednesday on 'acting for animators'. So it has been pretty full-on for me, being in all day every day! I have come away feeling so inspired, though, and it was good (if not a bit scary in a way) to get away from my work for a week.
I also took advantage of, and thoroughly enjoyed, the two networking evenings, which I didn't do the last two years because I stood around being timid and question-less. My confidence has grown a lot since then, and there were questions I genuinely wanted answered, which helped a great deal:
- Austin Wintory, a brilliant games score composer, helped me with a method for coming up with appropriate music for my project. He said to find different pieces of music, of different moods, styles and speeds, and just shove them in with an edit of my film to see what effect they have - effectively a sound moodboard. Once I have figured out what styles fit where, I can then go about creating my own (original) music that matches that style or mood.
- Dan Lund of Walt Disney Animation Studios answered my question on how they keep everything so consistent across a film like Frozen when they have so many people working on it. They have a 'style guide', which was something I'd never heard of, which is a document of pictures and notes that show what characters move in certain ways, including which mouth shapes you should not use for specific characters, and what points in the film call for harsh shapes or soft shapes, etc.
- Ed Hooks, an acting teacher, I largely corresponded with over email. I sent him the latest cut of my animation for feedback on the flow and story and he gave me some good pointers, highlighting where there were discrepancies and what could be made much stronger and more compelling. I will write about these things as I come to address them, but first I have to plan and work out what I can change realistically in the time I have left.
- Liam Russell from Framestore described to me what kind of animation work there is in the visual effects industry, as I said I didn't necessarily want to limit myself to feature animation. As I expected, they mostly use creature work, and depending on the job there may be some character work involved (but not very likely). He said that really I just need to make a decision on where I want to be because that will affect what I produce to put on my showreel and the way I work.
- Shelley Page from DreamWorks and Victoria Long from Double Negative answered my question about how interested they were in 'creative CVs': it isn't worth spending time doing as the showreel should do the talking, and if anything is going to be done to one's CV it should definitely not be full of bright, painful colours or be white text on black so it won't scan properly!
I have a lot to mull over now, especially regarding where I can make my project miles better before I delve into the last stage of animation and commit completely to what I have.
Phew!
Caitlin :)
Monday, 27 January 2014
Breakdowns are (pretty much) complete
While I still have not tackled the shots involving lip sync (due to needing to splice my audio clips up into usable segments) and the housemate character, I think the bulk of the breakdowns are done. For some shots where the character, Phoebe, is not moving very much, this does not involve much or any change from the blocking stage. The walk is in progress at a linear stage at the moment (as blocking walks does not really work), but due to the nature of the shot a useful playblast is not yet available.
I am at a point now where I think things need to start moving from stepped animation to linear, but I know this is a difficult, time-consuming and often just depressing step - because it requires the animation to get worse before it gets better - so I want to review everything before I jump in. So, as I did when the blocking was done, I have compiled the latest versions of all my playblasts into one video file so that I can see more easily which shots are weaker/less developed.
As I have been working I have also been making notes of things I have figured out, remembered or read that I can include in my report - for example, only realising last week that I could switch Bonnie's arms to IK so her hands wouldn't slide around the desk when she moved... I have also been reading some of Keith Lango's animation tutorials to help me remember to keep an eye on how my arcs and poses are looking.
Caitlin :)
I am at a point now where I think things need to start moving from stepped animation to linear, but I know this is a difficult, time-consuming and often just depressing step - because it requires the animation to get worse before it gets better - so I want to review everything before I jump in. So, as I did when the blocking was done, I have compiled the latest versions of all my playblasts into one video file so that I can see more easily which shots are weaker/less developed.
As I have been working I have also been making notes of things I have figured out, remembered or read that I can include in my report - for example, only realising last week that I could switch Bonnie's arms to IK so her hands wouldn't slide around the desk when she moved... I have also been reading some of Keith Lango's animation tutorials to help me remember to keep an eye on how my arcs and poses are looking.
Caitlin :)
Tuesday, 21 January 2014
Today's progress - the happy celebration dance
I have largely been avoiding tackling the dance shot in my animation (the celebratory dance that comes late at night after successfully finishing an animation) since I first blocked it out because I always seemed to end up leaving it until too late in the day when I couldn't concentrate on something so complex. But today I seized the morning, and with good results! Her dance was looking too choreographed, so I went back to my original reference footage, in which I had been dancing spontaneously, for inspiration. Based on what I saw I edited the poses for Phoebe's first two dance moves. It completely changed it for the better, making her look a lot more relaxed and a fair bit less scary... I then went on to finish doing the breakdowns.
This is the result - before and after:
She suddenly looks so much more human in the latest version - I think because she looks less poised. I am now excited for how this shot will look when finished instead of dreading doing it. :D
I am otherwise powering diligently through the numerous shots, heading towards a stage when I can receive more detailed feedback and start fine-tuning. I plan to show my work to some of the speakers at Animex so I can get feedback from them, too.
Caitlin :)
This is the result - before and after:
She suddenly looks so much more human in the latest version - I think because she looks less poised. I am now excited for how this shot will look when finished instead of dreading doing it. :D
I am otherwise powering diligently through the numerous shots, heading towards a stage when I can receive more detailed feedback and start fine-tuning. I plan to show my work to some of the speakers at Animex so I can get feedback from them, too.
Caitlin :)
Tuesday, 14 January 2014
Blocking is complete
The first of five stages of my animation is now complete (bar her dancing shot - I still need to add in a few groovy moves)! Hooray! I am now well underway with the second stage - breakdowns - which is a more exciting stage because the more keyframes there are the better it looks!
There are obviously some props missing, but never fear - I will remember to add them at least before the final render!
I'm really excited to be moving into the more detailed stages of animation; it becomes a lot more fun when you see the movement becoming more fluid and really coming to life. It always amazes me how much of a difference just a few more keyframes makes!
I have made a video using some shots that I have been adding breakdowns to, playing the initial blocked versions first, as an example of this:
I aim to have another video ready for the first half of next week that shows the full piece through again with updated playblasts.
Caitlin :)
There are obviously some props missing, but never fear - I will remember to add them at least before the final render!
I'm really excited to be moving into the more detailed stages of animation; it becomes a lot more fun when you see the movement becoming more fluid and really coming to life. It always amazes me how much of a difference just a few more keyframes makes!
I have made a video using some shots that I have been adding breakdowns to, playing the initial blocked versions first, as an example of this:
I aim to have another video ready for the first half of next week that shows the full piece through again with updated playblasts.
Caitlin :)
Wednesday, 8 January 2014
Extreme timetabling!
Just a quick post to show the schedule I'm going to be following for the next five weeks. My production plan calls for the all animation to be completed by Animex (10th Feb) so that I have time before the deadline on the 21st March to do all the lighting, rendering, music production, foley, editing, and anything else that might need doing.
I've divided up my weeks into time for three things: this character animation project - The Life of a Student Animator; my group project with my team Inky Squid; and personal time/commitments. I have split each day into morning, afternoon, evening and night (i.e. late evening - I do plan on sleeping!) and assigned certain shot numbers and stages to each of those times of day. The idea is to complete at least those shots at those times - that way I know I'll finish in time - and if I run ahead then I can start on the next set of shots to reduce my workload later on. Sundays I have tried to leave free so that I can have at least some rest, haha, but otherwise they can be a day when any work that took longer than expected can be completed.
This is obviously quite full-on, but it isn't for long. I want to get this individual project out of the way as much as possible at this stage, because it means that the character animation I'm doing for the group project can then take up more time in February as the deadline for that is later.
So with that, I'd better start doing what this timetable tells me to!
Caitlin :)
I've divided up my weeks into time for three things: this character animation project - The Life of a Student Animator; my group project with my team Inky Squid; and personal time/commitments. I have split each day into morning, afternoon, evening and night (i.e. late evening - I do plan on sleeping!) and assigned certain shot numbers and stages to each of those times of day. The idea is to complete at least those shots at those times - that way I know I'll finish in time - and if I run ahead then I can start on the next set of shots to reduce my workload later on. Sundays I have tried to leave free so that I can have at least some rest, haha, but otherwise they can be a day when any work that took longer than expected can be completed.
This is obviously quite full-on, but it isn't for long. I want to get this individual project out of the way as much as possible at this stage, because it means that the character animation I'm doing for the group project can then take up more time in February as the deadline for that is later.
So with that, I'd better start doing what this timetable tells me to!
Caitlin :)
Tuesday, 7 January 2014
More animation blocking
After a much-needed Christmas break at home I am now back at uni - and that means diving straight back into my work!
Just before Christmas I blocked out another five shots of The Life of a Student Animator. The first two are the 'monotonous clicking' shots that I use to break up the pacing of the piece - and to show how quiet an animator's daily life can be! - with the second one having Phoebe (the student character in my piece) more fidgety than the first as it's later on in the day. The next shot shows her eating her lunch/procrastinating. Finally the last two shots show her viewing her work and then celebrating about what she sees.
I'm really happy with how these shots are turning out so far and I look forward to seeing them smoothed out and completed! The only thing I'm not sure about at the moment is the expression she pulls when she's trying to chew her sandwich (currently invisible) faster; at the moment Phoebe looks worried, when really I think she would be more likely just to look annoyed or determined.
Something I like when blocking is that even in a relatively short space of time you can see a lot of progress and improvements in your work as you go, between playblasts. Something that I thought wasn't working to begin with was one of Phoebe's celebration poses. Below is the initial way I had posed her in an earlier playblast:
Just before Christmas I blocked out another five shots of The Life of a Student Animator. The first two are the 'monotonous clicking' shots that I use to break up the pacing of the piece - and to show how quiet an animator's daily life can be! - with the second one having Phoebe (the student character in my piece) more fidgety than the first as it's later on in the day. The next shot shows her eating her lunch/procrastinating. Finally the last two shots show her viewing her work and then celebrating about what she sees.
I'm really happy with how these shots are turning out so far and I look forward to seeing them smoothed out and completed! The only thing I'm not sure about at the moment is the expression she pulls when she's trying to chew her sandwich (currently invisible) faster; at the moment Phoebe looks worried, when really I think she would be more likely just to look annoyed or determined.
Something I like when blocking is that even in a relatively short space of time you can see a lot of progress and improvements in your work as you go, between playblasts. Something that I thought wasn't working to begin with was one of Phoebe's celebration poses. Below is the initial way I had posed her in an earlier playblast:
There was something about it that just wasn't strong enough, so I worked to give her a more defined line of action by pointing her head and right arm in the same direction to follow the curve of her body:
I love these two images as they show what a huge difference a small amount of work and thought will make to how believable and impacting a character piece is.
I have been checking boxes off my shotlist as I go, and I also added a column to keep track of which shots are in which Maya files, as some things are easier to keep in the same scene (such as the two 'monotonous clicking' shots).
(Click image to enlarge. You can see the actual spreadsheet here, which I will continue to update as I animate.)
Since there are now only 10 more weeks to work on this project (Animex week leaves very little time to work) I am today going to lay out a more detailed schedule for myself to make sure I'm completing as many shots a week as necessary to finish comfortably in time.
Caitlin :)
Friday, 13 December 2013
Animation has begun!
Production on The Life of a Student Animator has now officially begun! I'm a bit behind, but animation started yesterday. It took me some time to push myself to begin (starting is always the hardest part), but once I got into it I really enjoyed it. I blocked out three shots yesterday:
(She is laughing because she is playing with a character rig, deforming it.)
Of course, with a new stage of the project came a new organisational list to keep me on track! I took my old shotlist and added columns that would allow me to check off each stage of animation for each shot (since each shot goes through several passes of work before it is finished). The aim is to turn all those pale blue boxes red. Once that happens, I'm into post-production! (The grey boxes are gaps - because I want my shot numbers to stay the same - or stages that don't apply to some shots.)
(Click image to enlarge. You can see the actual spreadsheet here, which I will be updating continually as I animate.)
What I have realised, looking at this handy table, is that I have a lot of boxes to check and not much time to do so! But with the shots varying so greatly in length and complexity I will simply have to wait and see how I get on before I can further evaluate my workload and schedule. At least for now, step-blocking (putting in the main keyframes and setting the tangents in the graph editor to 'stepped') does not take very long, so I should be able to block out the majority of the film quite quickly.
Since starting animation I have learned what an interesting piece this is to work on, as it is a continuous process; as I consolidate my ideas, I begin animating them, and as I animate them I pay attention to myself as I do so and then put what I notice back into the animation. Even as I was animating my character, Phoebe, laughing at the deforming rig on her screen, I was doing exactly the same thing to her!
(Tee hee…)
So I'm going to continue to stay aware of the way I work so that my animation can be as believable as possible.
Caitlin :)
Thursday, 28 November 2013
Refining my idea based on "Acting for Animators"
I've been digging into Ed Hooks' Acting for Animators, and it has really helped to get me thinking more in depth about the ideas in my final year project. For instance, Hooks emphasises the idea of 'theatrical reality' - essentially a reality with conflict that gives it more interest - by writing, "your character should play an action in pursuit of an objective while overcoming an obstacle" (pg. 18). This made me wonder how I could strengthen the scenes in my animation to reinforce this idea of the student pursuing her objective of finishing her animation while overcoming obstacles.
I also began to think about how my character could be more effective, and decided that I would never see her as anything more than the rig I downloaded unless I gave her at least a couple of basic facts. So she is now Phoebe, an independent, 20-year-old student. These seem like obvious statements, but they really do help me to see her as a character rather than a character rig.
Off the back of things I was reading and thinking about, I made a big chart detailing the mood and motivation of each shot. Since both Hooks and my supervisor are big on 'scenes start in the middle', I put in a 'before and after' column so I would know how Phoebe comes into and goes out of the shot in terms of movement and mood. (The purple is for Phoebe's housemate, Melissa.)
I referred to this table between filming each shot of my video reference, and I will do so for each shot as I animate it, too.
In February I will be attending the Animex animation and games festival held at my uni, and as part of that I've also opted to take part in Hooks' Acting for Animators Masterclass that he runs every year. Though the animation of my project will be complete by that point, the class will definitely help to develop my animation skills for the career ahead of me.
Caitlin :)
I also began to think about how my character could be more effective, and decided that I would never see her as anything more than the rig I downloaded unless I gave her at least a couple of basic facts. So she is now Phoebe, an independent, 20-year-old student. These seem like obvious statements, but they really do help me to see her as a character rather than a character rig.
Off the back of things I was reading and thinking about, I made a big chart detailing the mood and motivation of each shot. Since both Hooks and my supervisor are big on 'scenes start in the middle', I put in a 'before and after' column so I would know how Phoebe comes into and goes out of the shot in terms of movement and mood. (The purple is for Phoebe's housemate, Melissa.)
I referred to this table between filming each shot of my video reference, and I will do so for each shot as I animate it, too.
In February I will be attending the Animex animation and games festival held at my uni, and as part of that I've also opted to take part in Hooks' Acting for Animators Masterclass that he runs every year. Though the animation of my project will be complete by that point, the class will definitely help to develop my animation skills for the career ahead of me.
Caitlin :)
Saturday, 23 November 2013
Reference footage
This week I shot a lot of reference footage to use when I begin animating soon (my schedule is having to be rearranged a bit, as predicted). I did a couple of versions of a lot of the shots, giving me lots to choose from to base my character acting on.
This is a highly edited version, made to (almost) fit the timings of the previs I made, to show the basic idea of how the character will be acting.
I still don't know if I'm trying to cram too many ideas in, as this seems kind of fast… I'll see what my supervisor says when I present my progress review next week. The good news is I made myself laugh with the footage I filmed, so hopefully other people will laugh too! After all, what's the point of being an animator if you're not going to make an idiot of yourself on camera at some point? (My inhibitions are slowly being destroyed as my course goes on.)
In other news, I created myself a professional Twitter account for networking and such (so far I'm just tweeting and pretending that people will see it): www.twitter.com/Caitlin_Vickers
Now to make a presentation!
Caitlin :)
This is a highly edited version, made to (almost) fit the timings of the previs I made, to show the basic idea of how the character will be acting.
I still don't know if I'm trying to cram too many ideas in, as this seems kind of fast… I'll see what my supervisor says when I present my progress review next week. The good news is I made myself laugh with the footage I filmed, so hopefully other people will laugh too! After all, what's the point of being an animator if you're not going to make an idiot of yourself on camera at some point? (My inhibitions are slowly being destroyed as my course goes on.)
In other news, I created myself a professional Twitter account for networking and such (so far I'm just tweeting and pretending that people will see it): www.twitter.com/Caitlin_Vickers
Now to make a presentation!
Caitlin :)
Friday, 15 November 2013
Asset modelling begins!
While I still have a little pre-production to do (namely reference footage), I have now begun to move into the production stage of my work. Exciting!
My environment is simple, being just a bedroom. While I want the assets in the environment also to be simple, so that I can put most of my time into the animation, I also want them to make a believable and clean background. My initial frame of reference for this was 'Violet Hill' - a student piece by Sam Haley:
Since blocky asset models like this don't take much time to create, I decided to put more detail in than this just to add some more texture to the scene.
These are the things I have made in Maya so far:
My environment is simple, being just a bedroom. While I want the assets in the environment also to be simple, so that I can put most of my time into the animation, I also want them to make a believable and clean background. My initial frame of reference for this was 'Violet Hill' - a student piece by Sam Haley:
Since blocky asset models like this don't take much time to create, I decided to put more detail in than this just to add some more texture to the scene.
These are the things I have made in Maya so far:
These models will not be textured, but they will be coloured and have appropriate Maya materials applied to make them look more like what they are meant to be.
Initially I thought my room layout didn't look too bad, but once I saw the more detailed models side-by-side with the original cuboids I realised just how much more they added.
It is much more obvious now what is what! I still have quite a few things to make, but seeing as the five things above probably took two or three hours between them I'm not worried about time. It will be worth it when I have a good-looking animation. :D
I am also currently putting together a progress presentation to give to my supervisor in a couple of weeks. Since the main aim is to show what research we've been doing, I should probably use this time to get as much of it done as possible!
Caitlin :)
Friday, 8 November 2013
Previs
I spent the past couple of days blocking out my previs in Maya, just roughly animating the character in the space. I found it really helpful to get a feel for how long certain scenes might take, how much effort they require, how they look in the 3D space and how long they actually need to be on screen.
(See my previous blog post for a screenshot of my blocked-out bedroom environment and a link to the rig I used.)
Limited animation, as you can see! There are places where storyboard panels sufficed, like for the shots of the computer monitor, and where I couldn't figure something out soon enough, like a reflective mirror (I don't think it can be done without rendering) and a second character who is the right height... but it mostly does the job. It is obviously lacking humour as the humour depends on the way I animate it, and this isn't really animated. You also can't see the passage of time in this; I didn't think to put some lighting in until after I finished. But it will be there!
I feel a lot better about what this involves now, having been through each shot and really thought about how they work. While it is still a bit long, at least half of it is not challenging (images on the monitor, the student clicking and staring at the screen), so I feel the workload is achievable.
Caitlin :)
(See my previous blog post for a screenshot of my blocked-out bedroom environment and a link to the rig I used.)
Limited animation, as you can see! There are places where storyboard panels sufficed, like for the shots of the computer monitor, and where I couldn't figure something out soon enough, like a reflective mirror (I don't think it can be done without rendering) and a second character who is the right height... but it mostly does the job. It is obviously lacking humour as the humour depends on the way I animate it, and this isn't really animated. You also can't see the passage of time in this; I didn't think to put some lighting in until after I finished. But it will be there!
I feel a lot better about what this involves now, having been through each shot and really thought about how they work. While it is still a bit long, at least half of it is not challenging (images on the monitor, the student clicking and staring at the screen), so I feel the workload is achievable.
Caitlin :)
Wednesday, 6 November 2013
Post-animatic - organisation, previs and a rig
My last post was about the animatic I created to demonstrate the length and timings of my "life of a student animator" idea. It ended up running nearly two minutes, which is naturally concerning when I'm doing a twenty-week project! I decided to create a shot list - something that would not only tell me how many shots I have, what is in them and how long they each are, but would also include estimations for how difficult I deem each shot to be in terms of how time-consuming the animation will be.
The shots are in order down the left (with some greyed out that I will probably not use), and there is a key at the right showing what each colour means. I have then totalled up how many of each shot difficulty there are, how many seconds they add up to, and the percentage of the whole piece they take up!
(Click image to enlarge. You can also go here for the live version, which will be updated as I go along.)
With the shots I cut out my piece is still ninety seconds, but I couldn't really refine my idea any further just by looking at the sheet. My supervisor suggested I move onto the 3D previs (previsualisation - the next stage up from a 2D animatic) to get a feel for how the shots work in 3D space. The previs involves almost no animation, having the characters just sliding around the scene purely to get a feel for the placement and timing.
In Maya I built a very blocky environment that the character could move around in the previs. While I want my finished environment to still be very simple, it will have more detail than this as it doesn't take very long and I already have the skeleton now. I will also add basic colours.
The rig I have chosen to use for my piece is called 'Bonnie'. She was made by Josh Sobel, and you download her free for Maya here. She has detailed controls and nice textures, so that added to the fact she is free makes her perfect!
Here she is in her new, grey bedroom.
So… onto the previs! I will update again once it's done.
Caitlin :)
The shots are in order down the left (with some greyed out that I will probably not use), and there is a key at the right showing what each colour means. I have then totalled up how many of each shot difficulty there are, how many seconds they add up to, and the percentage of the whole piece they take up!
(Click image to enlarge. You can also go here for the live version, which will be updated as I go along.)
With the shots I cut out my piece is still ninety seconds, but I couldn't really refine my idea any further just by looking at the sheet. My supervisor suggested I move onto the 3D previs (previsualisation - the next stage up from a 2D animatic) to get a feel for how the shots work in 3D space. The previs involves almost no animation, having the characters just sliding around the scene purely to get a feel for the placement and timing.
In Maya I built a very blocky environment that the character could move around in the previs. While I want my finished environment to still be very simple, it will have more detail than this as it doesn't take very long and I already have the skeleton now. I will also add basic colours.
It is just a simple, yet nice, student bedroom, designed from a mix of two rooms that I have lived in as a student. I put the window where it is so that when the camera is watching the student working at her computer, we will be able to see the time of day through the window behind her.
The rig I have chosen to use for my piece is called 'Bonnie'. She was made by Josh Sobel, and you download her free for Maya here. She has detailed controls and nice textures, so that added to the fact she is free makes her perfect!
Here she is in her new, grey bedroom.
So… onto the previs! I will update again once it's done.
Caitlin :)
Friday, 25 October 2013
Rough animatic - sketchy sound effects and all!
I finally drew my storyboard, so today I scanned it and timed up the panels in iMovie. There aren't many frames, just enough to get the main story points across, so while some frames last for a long time without much happening this is because there will be action and movement in the animation!
I quickly recorded some sound afterwards to help clarify some of what was going on (and add some more humour).
Now that I have uploaded it, I wonder if an extra twist on the end would improve the whole piece - for instance, that error sound playing again and the student's eyes flying open... haha! The ending seems a bit too soft and happy at the moment, so an extra moment of comedic peril might be a good idea (even though I do not wish that on any animator).
The main thing I have got out of this animatic is seeing, finally, how long the piece will end up. At nearly two minutes I'm a little concerned it's too much animation to take on, but I'll think on it. A lot of the shots require very little movement, so maybe if I can make a shot list that details how much is going on in each bit (in a more practical way than the script) I can get a better idea of the workload.
Caitlin :)
I quickly recorded some sound afterwards to help clarify some of what was going on (and add some more humour).
Now that I have uploaded it, I wonder if an extra twist on the end would improve the whole piece - for instance, that error sound playing again and the student's eyes flying open... haha! The ending seems a bit too soft and happy at the moment, so an extra moment of comedic peril might be a good idea (even though I do not wish that on any animator).
The main thing I have got out of this animatic is seeing, finally, how long the piece will end up. At nearly two minutes I'm a little concerned it's too much animation to take on, but I'll think on it. A lot of the shots require very little movement, so maybe if I can make a shot list that details how much is going on in each bit (in a more practical way than the script) I can get a better idea of the workload.
Caitlin :)
Tuesday, 22 October 2013
Schedules and surveys
After finalising my script, I have been able to properly dive into my project now - or, in my case, take tentative steps into storyboarding! (It is not a stage I particularly enjoy, but it is a crucial one!)
The first thing I did this week was to make a schedule - a plan of what tasks I aim to get done week by week. I've learned over the past couple of years that while I can be pretty useless without some sort of plan to keep me on track, with a plan I can be very effective! It also relieves stress as I know that if I stick to the plan it will get done in time. Here is my lovely rainbow schedule:
The first thing I did this week was to make a schedule - a plan of what tasks I aim to get done week by week. I've learned over the past couple of years that while I can be pretty useless without some sort of plan to keep me on track, with a plan I can be very effective! It also relieves stress as I know that if I stick to the plan it will get done in time. Here is my lovely rainbow schedule:
(Click to enlarge. For a more up-to-date view you can see the actual spreadsheet here.)
I'm currently in week 4 of term time, and judging by the number of coloured boxes this is quite a busy week! I basically just want to have my idea storyboarded and made into an animatic (which I then show to friends around me to see if it conveys what I want) as soon as possible so I can confirm all the timings and move on to the rest of my planning.
Another task I set myself for this week was to, as part of my research, create and distribute a survey/questionnaire that would help me define what other people think of animators - in case my project idea is something no one else understands - and the industry in general. Once I close the survey I will format the results nicely and post them in a new tab on this blog. It is a digital survey, done through Google Drive's 'form' creator, that I posted on my Facebook page, in a forum, and on my Google+ page. It has been online for just over a day now and I've already received some very interesting, helpful and insightful comments from those who have taken part. They are all anonymous, which make it more intriguing for me as I can't guess what was written by whom!
I plan to leave it online for a week or so, so if you are reading this before November 2013 and you would like to help me gather as many results as possible, please take part in my survey here. Thank you!
All in all, things are moving along nicely.
Caitlin :)
Saturday, 19 October 2013
The first stage - the project proposal
Hallo! Just a quick update to say what I'm up to with my project. The first official deadline has passed now (yesterday, in fact). It was only a small one - worth 5% of my total mark - but it required a lot of thinking! Before my project could officially go ahead I was required to write and submit a proposal that has to be approved by my tutor. It is generally more of a formality, as very few people will request to do something that would be rejected; it is mainly to get us to think thoroughly about our projects before ploughing ahead with insufficient planning, as it required us to detail what the project is about, why we are doing it, what it will involve, in what time span we plan to get it done, and what research we are going to undertake to support it.
The good thing is my supervisor likes my idea, so I didn't have to change it before writing my proposal! I'm also excited about the research phase, which I didn't think I would be. I've chosen some texts and websites that are both valuable and interesting (this list is not exhaustive of everything I have included in my submission):
I mentioned in my last post that my piece will be character animation based with simple block environments; here is a student project (also from Teesside University) I found online that shows the kind of look I'm after - clean, polished and understandable:
I've cut down my lengthy script to more reasonable length now, so after I've made a more thorough schedule I should be able to start storyboarding. Hooray!
Caitlin :)
The good thing is my supervisor likes my idea, so I didn't have to change it before writing my proposal! I'm also excited about the research phase, which I didn't think I would be. I've chosen some texts and websites that are both valuable and interesting (this list is not exhaustive of everything I have included in my submission):
- Acting for animators by Ed Hooks, in which he uses classic acting theory to describe how we can improve our character animation;
- Cartoon animation by Preston Blair - an older book about traditional animation with awesome drawings of poses and cycles and methods for animation;
- fxguide has new articles almost every day from industry professionals on all things film and 3D;
- Digital-Tutors has hundreds of video tutorials on software, subjects and methods (Teesside University currently has a group subscription to this);
- and 3D World magazine has a variety of articles from theory and art to specific tutorials, so I will be using some of these to strengthen my work, too.
I mentioned in my last post that my piece will be character animation based with simple block environments; here is a student project (also from Teesside University) I found online that shows the kind of look I'm after - clean, polished and understandable:
I've cut down my lengthy script to more reasonable length now, so after I've made a more thorough schedule I should be able to start storyboarding. Hooray!
Caitlin :)
Tuesday, 8 October 2013
Introduction - this blog and my project
While I already have a blog on which I post updates on my 3D work, I was advised to create a new one for my final year project -- one that would make sense to anyone marking my project or judging if I'm appropriate for ExpoTees, for example, without being distracted and confused by loads of stuff that isn't directly to do with this project!
For those who don't know, ExpoTees is Teesside University's own student showcase, where the best students in the School of Computing can, if they are chosen, exhibit their final year work and have employers from animation and games companies from London and all over look at it. Needless to say if you want to nab an awesome job it's somewhere you should aim to be!
So for clarity, this is where I will post everything to do with my 'Computer Animation Project' module, showing every stage of the process along the way.
Since I want a job as a 3D character animator when I leave uni, the focus of my project will be on creating some really awesome character animation. This means lots of emotion, acting and comedy in my character, with very simple block environments to keep the audience's focus -- and mine! -- on the animation. Rather than creating a showreel I want to make one cohesive story -- not a short film, as such, but a one- to two-minute piece that shows off the different kinds of animation I am capable of and my ability to tell a story.
The idea I am going to focus this piece on is "The Life of a Student Animator". This means I will effectively be animating someone animating! I want to portray the humour and trials an animator faces through their day, from pulling funny faces in the mirror for reference to nearly falling asleep while waiting for a render. I want this piece to be relatable -- something that aspiring, current and used-to-be animators can all watch and say, "Man, I know that feeling!" and that at the same time can have non-animators watch and say, "Wow, they go through a really crazy process!"
I have written my proposal, so that just needs to be approved now, and while I have a first draft of the script it needs shortening quite a lot before it will be something that I can realistically finish for hand-in by the 21st March next year. I aim to have the planning process -- script, storyboard, animatic, reference footage, scheduling -- done my mid-November. I'm glad, at least, even if the whole idea of doing the project seems a bit scary at the moment, that I know where I'm going and what I need to do next. Having a blog also motivates me and keeps me excited, because even though I don't know if anyone is reading I am still eager to share what I'm up to.
Caitlin :)
For those who don't know, ExpoTees is Teesside University's own student showcase, where the best students in the School of Computing can, if they are chosen, exhibit their final year work and have employers from animation and games companies from London and all over look at it. Needless to say if you want to nab an awesome job it's somewhere you should aim to be!
So for clarity, this is where I will post everything to do with my 'Computer Animation Project' module, showing every stage of the process along the way.
Since I want a job as a 3D character animator when I leave uni, the focus of my project will be on creating some really awesome character animation. This means lots of emotion, acting and comedy in my character, with very simple block environments to keep the audience's focus -- and mine! -- on the animation. Rather than creating a showreel I want to make one cohesive story -- not a short film, as such, but a one- to two-minute piece that shows off the different kinds of animation I am capable of and my ability to tell a story.
The idea I am going to focus this piece on is "The Life of a Student Animator". This means I will effectively be animating someone animating! I want to portray the humour and trials an animator faces through their day, from pulling funny faces in the mirror for reference to nearly falling asleep while waiting for a render. I want this piece to be relatable -- something that aspiring, current and used-to-be animators can all watch and say, "Man, I know that feeling!" and that at the same time can have non-animators watch and say, "Wow, they go through a really crazy process!"
I have written my proposal, so that just needs to be approved now, and while I have a first draft of the script it needs shortening quite a lot before it will be something that I can realistically finish for hand-in by the 21st March next year. I aim to have the planning process -- script, storyboard, animatic, reference footage, scheduling -- done my mid-November. I'm glad, at least, even if the whole idea of doing the project seems a bit scary at the moment, that I know where I'm going and what I need to do next. Having a blog also motivates me and keeps me excited, because even though I don't know if anyone is reading I am still eager to share what I'm up to.
Caitlin :)
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