Tuesday 30 October 2012

Character Animator - Andrew Gordon

Who is Andrew Gordon?

Andrew Gordon is a character animator who has been working at Pixar studio for 15 years.

He recently did an article with creative blog which highlight his time so far at Pixar. I found this to be a very interesting and insightful read. One of the things he says I found especially interesting was his answer to the question "What do you prefer about 3-D animation vs 2-D "

"I like the subtlety of acting and the very small minutia that you are able to get in 3D animation" 
 

Click the link below to read the full article, and find out which one in the photo is him. If you don't know, here's a clue he's wearing glasses.

http://www.creativebloq.com/animation/andrew-gordon-interview-1012880



Monday 29 October 2012

Character Animation Micro-Project Facial Expressions

One of the key areas I looked at was facial expressions.  Facial expressions is a key area in character animation and one I wanted to enhance my knowledge and skill in.

This is a very useful chart or infographic I found highlighting the various facial expressions we make. I am sure I will be referring to in the future.




I used the site Reference Reference, which is great for, you guessed it references for animation. The video I choose was of a man terrified.



Expressions test animation 1



In the second facial test animation I wanted to show the character nervously eye darting before looking towards the camera, as to say he knows his being watched.


Expressions test animation 2


I decided to composite the two facial tests together to make this one animation. I think it works well overall and makes for a good short animation.


Compilation






Thursday 25 October 2012

3D Computer Animation Principles

The twelve principles are of huge importance when creating animation and can be apply to all kinds of animation in Isaac Kerlow's book 'The Art of 3D Computer Animation and Effects' (third edition 2003). Kerlow says: "The twelve principles are mostly about five things: acting the performance, directing the performance, representing reality (through drawing, modeling, and rendering), interpreting real world physics, and editing a sequence of actions. The original principles are still relevant today because they help us to create more believable characters and situations. They can be applied to almost any type of animation, even though they work best for comedy. But, some of these principles require updates, and a few new additional principles are also needed to address the new techniques and styles of three-dimensional computer animation."

Kerlow list few more principles designed for 3D computer animation include: visual styling, blending cartoon physics with real world physics, using cinematography, mastering facial animation, and optimizing user-controlled animation.
  •  Visual styling 
  •  Blend motion
  •  Cinematography  
  •  Facial animation
  •  User-controlled animation
 
Resouces

Friday 19 October 2012

Character Animation Micro-project Push Heavy Object

So after completing my tests with walk cycles. My next test in the fundamentals was to try and show believable weight. I felt this would be a good test as it would further test my timing as well as my work process. The animation was simply to showing a character attempt to push an object with all his might before giving up at having not beening able to move it.

For this test my work process was firstly to act the scene out. From this I would use my visual reference of acting it out to create a storyboard which highlighted the key-poses my character would make. After all planning was complete, this included the making of a storyboard and thumbnails, I started animating.

 
Blocking Stage

The first video is of my blocking stage this went generally well as I could see my frames coming into animation. This stage was where I made my rough timing of how long I thought each pose should last.





Flat Stage

Coming out of my blocking stage cause some serious problems for me. I took my character out of liner and stepped tangles and into flat tangles. From here I worked to smooth out the animation and add more details. I seem to have lost a few poses from doing this as I added holds to the animation, which was disappointing.

The main problem I had was with the animation was with the timing. Animation works, because of good timing as much as it does because of good performances. Showing this to my tutor and fellow peers it was clear that the timing had to be improved.






Final Push Animation
This is my final version of my push animation. Having made the changes suggested by my fellow peers. I have improved the timing and feedback has been that it looks and works much better. As a test I am positive about the overall outcome and that with more practice I will improve.


Friday 12 October 2012

Character Animation Micro-Project Walk cycles

Walk Cycles are one of the most difficult tasks for an animator. This is because both mechanics of motion and character and personality must be infused into that walk through your timing, spacing and poses. A solid understand of technical shifts in weight and acting choices are key to making a successful walk cycle. 

                                                                                   -Thinking Animation.com

Starting off with a walk cycle I feel is a good starting point for me. As there is much I can do with this alone. although it may seem basic, the knowledge of creating convincing walk cycles are Fundamental. It is something all good character animator would have done and something I want to gain a good bases of.
  
  


After showing this to my tutor and peers the feedback was to further exaggeration the walk give him more personality. 



Overall I please with this walk after adding the improvement suggested by my peers and tutor  i am happy with the outcome. From this I now wanted to go on and create some character personality walks

Carrying out some more research into walk cycle Thinking Animation Brought some good theory of what facts the animator should think about when making a walk cycle.


CHARACTER, STATE OF MIND, AND PERSONALITY: Character and personality are what make the walk real and make the audience identify with it on an emotional level. Disney always said "the mind is the pilot" and that is where every motion you create must start. Before even drawing a pose, you need to establish in your mind where your character's head is at. The lead is one quick way to establish this through the posing of your walk cycle. Remember this is a very simplified approach is not the "end-all be-all"...only a stepping stone to understanding how to infuse character into your animation. There is one little trick that can help you find your way inside the character. This is just one little trick, there are many other facets to a walk that also contribute to a personality, this is just one suggestion.

THE LEAD tells the audience where you character's head is at and how they view themselves and their place in the world. Actor/Actress/Musician/Personality examples below illustrate how the lead in motion can define a character and state of mind. After you familiarize you with the lead of a walk, try walking around the room aware of what part of the body is leading. Observe how this changes your attitude and sense of self. 


 Source Thinking Animation.com


Bearing this in mind I created an angry walk cycle and running cycle the following to animation.   
  
Angry walk cycle

I feel there are problems with this walk which makes me it the the weakest of the three.





Run cycle





Compilation






 Usefully tutorial






  

Character Animation- Learning From The Professional

One of the most important things during this module was for me to examine and look at how profession character animators animated. I wanted to look at their workflow and in turn hopefully implement there work methodology into my workflow.















http://www.itsartmag.com/features/the-making-of-hotel-transylvania/

http://www.youtube.com/watch?v=ankIY3yJZh4&feature=related





SS1- Case Study- Buster Keaton


“Animation is movement! Movement is animation! What a person in the audience sees creates a stronger impression than what he hears”
                                                                                                    (Hooks, 2011)

In this case study, I will be exploring the films of Joseph Frank ‘Buster’ Keaton, well known for his silent films in the 1920s. He is regarded as one of the most influential people of the time, alongside Charlie Chaplin and Harold Lloyd who were the most popular and significant comic actors of the silent film era, helping it to flourish and be so successful during this period. In particular, I want to focus on several of Keaton’s ‘shorts’. I believe there is a lot to learn from Keaton’s works and looking at his theory and practice will help to further my knowledge as a filmmaker, storyteller and character animator.

Keaton’s early life influenced his career and comic portrayals and therefore, I will now briefly describe his early life and path to film. He began at the age of three as a Vaudeville performer alongside his parents (A & E Networks, 2012). ‘The Three Keatons’ was his first performance on stage and the show was billed as ‘The Roughest Act That Was Ever in the History of the Stage’. Keaton was referred to as ‘The Little Boy Who Can’t Be Damaged’. It was here that Keaton would develop his craft as an acrobatic comedian (Deming, 2012) by learning his signature trade, the deadpan look, which he took into his films. The following was written about Keaton,Buster . . . is thrown about the stage by a merciless father in a careless fashion and his treatment and comedy are the things that bring the laughs” (Unknown, 1909).

In 1917, at the age of 21, Keaton made his debut (just two years after Chaplin) in ‘The Butcher Boy’ starring Roscoe “Fatty” Arbuckle. This was a small role for Keaton; it was however, extremely slapstick with Keaton being subject to a range of abuses (A & E Networks, 2012). In the 1920s, Keaton made arguably his best work, ‘One week’ (1920), ‘The High Sign’ (1921), and ‘Cops’ (1922). With ‘The High Sign’, like Chaplin, Keaton was not only an on screen presence but also worked behind the camera; his credits included director, writer, and producer (A & E Networks, 2012). Together, these roles I feel added to his performance as he was in full control of creating his films. 

In ‘The High Sign’, Keaton delivers a masterful performance of comedy and athleticism, both being entertaining and thrilling. Keaton makes the most of every opportunity to captivate the audience. In one scene in ‘The High Sign’, Keaton’s character is seen trying to go through a newspaper. This, by most people’s imagination, would be a simple and dull task to perform and consequently watch; but not with Keaton. His character injects personality into this as a visual performance. As he unfolds the paper, its size grows with every turn. Keaton plays with this strange occurrence he is finally overwhelmed by its volume and falls over.

Figure 1: Buster Keaton and Crew on set filming the 'The High Sign'  (1921)
Keaton’s use of props in his features were extraordinary, never running short of ideas and ways to use what was around him in new and comic ways. Guy Crucianelli (2011) noted that Keaton’s props were often used for utility objects stating, Keaton is an on-the-spot inventor of primitive machines—contraptions, more accurately—and also replacement objects verging on a kind of rudimentary psychology, but more utilitarian”.

I noted the following examples of these in ‘The High Sign’; a cigar as a nail and Keaton painting a floating anchor. These actions are more fitting of a cartoon character than used for a reality performance but it could be argued, they worked well for Keaton.

Figure 2: Keaton with props in 'The High Sign' (1921)
In a scene in ‘The High Sign’, Keaton’s character demonstrates exaggeration and anticipation, both key principles in character animation. Keaton sets the scene, walking in to the shooting gallery; he sees no-one at the counter so he briefly looks around. As he becomes more impatient, he starts to knock on the counter. This is where we see anticipation, knowing that something must happen. A man from behind the counter springs out, scaring the life out of Keaton. There are no close-ups of Keaton’s face to express his shock or fright; instead we are shown this reaction through his body language and performance.  “A character’s body language is going to transmit a more powerful message visually than his dialogue” (Hall, 1966).

Keaton exaggerates somersaults onto the floor, but is quickly back on his feet. This seemingly works as a believable action I feel, due to Keaton’s secondary action, which is of him looking over the counter to see where the man came from. These small but significant actions add a lot to a performance and its believability. The staged shot is also very important. As it is a long shot, we can see Keaton fully fall to the floor.

Keaton was always doing something with his posture and body language to communicate to the audience a mood or something he was thinking; he was rarely very still for long.  Unlike Chaplin, whose facial expressions were very important in his films, Keaton’s were not. There were close-ups however, often of the antagonist showing a very sinister and vulgar face. Keaton's expressionless face on close- up shots earns him the nickname “The Great Stone Face”. Keaton’s face was not used to express views, feelings or emotions; instead it was used as a comic gag (TV Tropes, 2012).

Figure 3: Keaton’s Trademark “deadpan” in 'The High Sign' (1921, with Joe Roberts and Bartine Burkett)
For a character performance actor, your face is very important in expressing how you are feeling and what you are thinking to the audience. In Hook’s (2011) book ‘Acting for Animators’, he notes that audiences only empathise with emotions, saying of Keaton, “Buster was marvelous with physical comedy…but he never quite understood the empathy thing the way Chaplin did”. The reason I feel he says this is because of Keaton’s lack of facial expressions in his films, whereas Chaplain’s face was use to tremendous effect to convey emotion to the audience e.g. his betrayal as Little Tramp.  This view is however, in contrast to James Agee, (1949) who said of Keaton:

He was by his whole style and nature so much the most deeply 'silent' of the silent comedians that even a smile was as deafeningly out of key as a yell...No other comedian could do as much with the dead-pan. He used this great, sad, motionless face to suggest various related things; a one track mind near the track’s end of pure insanity; mulish imperturbability under the wildest of circumstances; how dead a human being can get and still be alive; an awe-inspiring sort of patience and power to endure, proper to granite but uncanny in flesh and blood.


I feel that there is much truth in Agee’s analysis of Keaton’s deadpan look and the emotions it can convey to one viewer and others to a different viewer. It has conveyed much emotion to me as a viewer and I empathise with the character being portrayed.

To conclude, I have found that studying Keaton’s work has been very enriching to my growth as a character animator. Keaton’s character performance in films such as ‘One Week’, ‘Cops’, ‘The High Sign’, ‘The Goat’, ‘Steamboat Bill Jr’ and ‘The General’ have inspired me to improve my performance. I feel I have learnt from how Keaton acts or reacts using props, gestures and exaggeration and body language. Hopefully, I will be able to add some of these traits to my character performances.

"No man can be a genius in slapshoes and a flat hat” (Keaton, unknown).


         __________________________________________________________________

Here are some of Buster Keaton feature films, among the first I watched, and thought they where brilliant. They managed to keep me engaged considering they are silent. Simple and fun stories, slapstick humor, extraordinary stunts in 'cops' Equal some excellent films and are all worth a watch!   -->



 The High Sign (1921)



Cops (1922)



One week (1920)







Wednesday 10 October 2012

SS1- Character Animation- Plan and Research

Going in to 3D character animation, the first thing I decided  to do was create a mind map. The purpose of this was for me to try and list as many things as possible, I feel are seen, in good character performances. These were some of the things that came to mind straight away.



With this my plan is to complete a series of micro-tests before entering the November 11 seconds club Competition. My Micro tests will be in the following of the the key area in character animation performance. I intend to research follow in to these area in the following of case study.

 Micro-Projects plan

Fundamentals- Will see me look at the basics of creating believable character movement. My tests will be in the following of walk cycles and weights issues looking at arcs and timing.


Facial expressions- This micro project will focus on me carrying out tests on creating believable facial expressions.



Performance- Here I will be looking at body language, posture, anticipation. Strong focus on capturing a believable performance. Tests will be in the following of animating a scene from a film.

 

Specialist Study One Proposal

The first module of my final year is specialist study one. This module is designed so that I can choose the area of animation in which I want to further my knowledge and develop my skills as an animator. As I have previously written, I want to go into 3D animation, but I have now narrowed down the particular field within 3D animation I want to pursue, which is character animation. I have every intention of continuing my learning in the other fields of 3D e.g. modelling, rendering and rigging but for me, the key area of my study now and for the final year is character animation.

Character animation is something I have always loved, regardless of the form of 3D or otherwise e.g. 2D or stop motion. I have always enjoyed seeing good characters that connect with the viewer, often making them ‘feel’ for them and engaging with them emotionally, thus what could be termed as ‘investing’ in them. The ‘Toy Story’ films are the first films that come to mind of doing this; they are a good example of capturing the audience through the characters - not wanting to let go. Audiences are still eager to know what is happening in the lives of Woody and other characters, thus Pixar are creating new short features and a rumoured ‘Toy Story 4’ is in the works (which is probably going to happen). This is perhaps best described as manipulation; getting the viewer to simplify or feel a particular emotion with the character. This is something that goes deep down into the psyche of humans; to ‘root’ for the underdog or the demise of the malevolent villain. Upon reflection, this is something I want to achieve with my characters and partly why I have such a passion for character animation.

The Aim

The aim for me in this module is to create a believable character performance animation, focusing on being 'believable'. I want to create a short animation that entertains the audience and one that they believe in. I have two ideas of how I would like to achieve this. The first is by entering into 11 second club. They produce a sound clip, fully rigged characters and an audience to critique it. The second is creating a short silent animation piece with more emphasis on the performance of the character and making him feel real. My recent watching of Buster Keaton’s short films has inspired this idea. In both cases, my workflow and the information that follows will stay the same.

 My Learning Outcomes 

  • To develop and enhance my knowledge of character performance in animation and what makes a character believable.
  • To critique and analyse techniques used in performance.
  • To demonstrate an understanding of the principles of animation and application of them in 3D character animation.
  • To complete tasks according to a clear production pipeline, including the use of tests and procedures, resulting in improvement and development in animation.
 Reflection and Action Plans

I want to increase my knowledge of character performance and animation and thus intend to complete a number of different micro projects, including the basic walk cycle test to more challenging facial expression tests. I also see this as a chance to further develop my character design work and therefore, will undertake some more life drawing classes. I will also be creating storyboards and thumbnails.

Personal Aim

I am hoping this project and the tasks I complete will in turn, greatly benefit me as an animator and widen my knowledge of the field. I believe this will be achieved and enable me to produce a substantial piece of work that will be compiled into a character animation show reel. 

 
 Resources

My main books resources areas followed:
  • The animator's survival kit
  •  How to cheat in's Maya 2012
  •  Acting for Animators
  • Animated Performance