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Design Discourse 1

Semester 1 Review

This first semester was an opportunity for trial and error, for mistakes and learning curves and for learning to work as a team in various given situations and challenges.  This was proven true in our modules where we were given both individual and team based projects to complete.

Within our creative elements module we were given an ultimate about of creative freedom to let our imaginations run ragged every week and produce innovative work and designs for the development of our teams.  I loved the aspect of this module and how it allowed us to work together with people we had just met and slowly, over the 12 week module, learn to understand and appreciate each person’s method of working.

This module brought with it a lot of deadlines, hard work and late nights, but it was completely worth it.  When I look back at the work both my previous teams and I have created, there is a real sense of pride and accomplishment which is felt.  The sheer quantity and quality of work that we produced is something that I can only feel a sense of encouragement and motivation from and made the hard work all worthwhile.

The chance to work with such diverse and talented people with their own particular sets of skills and approaches, made this module one that I will always remember and will always look back on positively.

Sure we had the tough weeks and the times that work just didn’t seem to be taking off and team members didn’t play ball, but we overcame all that.  We had good presentations, and sheer awful presentations but they were never wrong.  Each stage of the module was a true learning curve for all involved and I felt that I grew and developed not only my abilities and understanding of the specialism and processes of animation, but also I grew more on a personal scale.  I learnt how to work with different types of people and was able to re-shape, re-position and re-work myself into situations and projects that I had never worked on with people I had never worked with.  This module was an amazing experience and has given me a lot more confidence and encouragement moving forward into semester 2.

Within Creative Elements we were also given the opportunity to experience and develop our skills and knowledge of the human anatomy in Life Drawing.  Personally I found this a huge help to my drawing skills and my understanding of how simplifying the human body into shapes and basic polygons, allows us to create images and sketches full of information and character.  This area of the module was an amazing opportunity and I hope we get to continue developing and learning more through this style of art

We began the Design Discourse 1 module learning and being informed of the pioneers of animation and the legends of the art that have made it the success and technological advance it is today.  We learnt aspects of animation from a great range of styles and cultures.  From Canadian to Asian, American to European; we got an insight into these progressions and experiments of animation and got to see in an interesting and influential way how the specialism we all love, grew, evolved and changed over the various cultures and how innovative individuals helped shape it into the marketable success it is today.

This module also allowed us to begin experimenting and indulging in the 3D modelling and animation software, Maya.  We were given tutorials and advise on how to go about completing challenges and were then sent out to complete them.  I loved the team support that I had during this new endeavour.  Without the help and advice of my team, I wouldn’t have been able to advance as far as I have in this module.  I began this semester coming from a very flat, 2D styled animation ability and am ending this semester with a positive sense of achievement and desire to keep learning.

From this study in Maya, I have seen that the process of 3D animation isn’t as daunting as I have always thought.  When we open up the components of the software and start understanding that we are in control of it, our possibilities are endless and I am really looking forward to next semester to see where this adventure into Maya will lead me.

Research – CGW Magazine- March/April 2014 Edition

I just picked up another CGW Magazine, this time it was the March/April 2014 edition.  In this magazine it gave me a real insight into the production and making of the film ‘Mr Peabody and Sherman’.

IMDb – Mr Peabody and Sherman

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Cover of March/April 2014 Edition of CGW

Within this magazine, I saw the familiar name ‘Autodesk’.  This caught my attention as I know that the Maya program we use in class in an Autodesk product so I latched onto that and started to read up on what it was saying.

It informed me of a new 3D character generator that Autodesk are planning to bring out (or may have already brought out due to this magazine being almost 2 years old).  This generator will make it easier for animators and designers to create, modify and add to characters in a more simplified and controllable way.  The sounds of this program sounds amazing and maybe as we continue in this course, we may get the opportunity to even use it!

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Autodesk’s new character generator software article – Page 4 CGW

After this article it went on to give a list of Autodesk’s 2015 software releases and this also got me intrigued as I read my way through the many different add ons and improvements they were making to their range of software packages.  Again, this is hopefully something we on our course can get to take part in and experience at some stage.

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Article on Autodesk 2015 releases – Page 6 CGW

Near the end of this edition of CGW, it gives a short but informative insight into Mr Peabody and Sherman, highlighting the processes and methods used by animators to create it.  It talks about how the designers on the production used a 2D style for these time-travelling characters to be formed.  They put this 2D style into a CG context and made this production a unique and interesting view for the audience.  The storyline to this film was also good and the processes and techniques used within it helped to ensure the project was both fresh and appealing to the market.  I enjoyed reading about the work that went into this film and the various techniques that were brought to the table in the hope of making it a success.

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Double page spread in CGW to talk about the ‘time difference’ in Mr Peabody and Sherman – Pages 10 and 11

 

Self Assessment for Design Discourse 1

I began this semester with the basic understandings of animation that most people have.  ‘Oh like Disney and stuff’.  That kind of thing.  I had a basic idea of animation and knew of a few animators who were famous and some who were local.  Design Discourse 1 offered me the opportunity to learn and listen to lectures being given by individuals who were highly knowledgeable on areas of animation history.  I heard in depth about the development of animation as a whole and how the early experiments of animation were stepping stones that helped us reach the heights of animation that we know today.

I loved the lectures we received and took a lot from them.  I gained information about animation styles I had never been interested in and started to research them and educate myself further in regards to them.  I took a lot from them and they become essential in helping me write my essay for this module as well as find contextual references when developing and researching projects for other modules of this course.

Just like animation history, I began this semester totally clueless with the 3D software side of animation.  I dreaded the week that we would begin to open up Maya and start to explore the various tools and abilities it had.  I was completely freaked out and it took at least 2 weeks before I felt fully comfortable sitting and messing around within the software.

I achieved a lot within this area of the module.  From someone who had never even thought or understood animation software, to someone who could make a bouncy ball move and react within an obstacle course that I designed within Maya.  I am proud of my progress within this medium and am extremely excited to see where this style of animation leads me next semester.

I am encouraged and motivated to keep pushing myself out of my comfort zone and start to take on more outrageous and brain-melting tasks within the software Maya.

Reflection and Show Reel of Maya Animations

To complete this assignment, we were to understand and put into practise the 12 principles of animation.  Each week we were given a specific task that challenged our minds and imaginations and gave us the opportunity to put into practise, our studies of the 12 principles.

From studying, reviewing and researching the 12 principles of animation, I found myself more aware and capable of understanding the processes and methods that go into adding various effects and personality to animations.  From this understanding, I was able to bring this into my week by week projects in my Maya team and use it to develop and carry out my tasks to the best of my ability.

We covered all 12 principals from squash and stretch, right through to solid drawing and appeal.  These studies have allowed us to complete our Maya tasks in a more educated way and enabled us to achieve greater results due to this.

Learning the techniques of the art of animation has been a key learning curve for all of us and will play a major role in our student life moving forward as we continue to receive challenges and tasks to complete.  The information we now have will stand by us going into our second semester and will continue to be a reference and help to us in the animating days ahead.

Below is my collection of my Maya animations from this first semester of Design Discourse 1.

12 Principles of Animation – Presentation Day

Today; myself, Phoebe, Michelle and Eoin presented our presentation on the 12 principles of animation and gave contextual references of animators who use these principles frequently within their work and projects.

The presentation went pretty well and we were able to explain all areas and principles rather successfully.  In addition to this, we were also able to explain how we used our research to help us when it came to creating our own Maya assignments and tasks.

Below is the link to our online presentation on Google slides

12 Principles of Animation Presentation – Phoebe, Thomas, Michelle, Eoin

Today was all about getting our presentations out of the way as this is one of our final major assignments before our Christmas break.

Yuan came to speak to us at the end of this class as our Design Discourse 1 Essays are due in on the 16th of this month…wait…5 days away?! AHHHHHHhhhhhhhhhhh!!!….anyway….Yuan was here to give us last minute advise and guidance and to answer any questions we had in regards to our essays, their layout, their content or our references.  I plan to have my essay finished on the 15th so I can submit it and relax on the 16th as a reward to myself for just being such a hard worker…..ha.

Anyway, will keep my blog up to date over the Christmas period as I do some personal work as well as going back and adding to past areas of both the Creative Elements and Design Discourse 1 module assignments/tasks.

Merry Christmas!

Research – CGW Magazine – Sep/Oct 2014 Edition

This magazine gave me a huge insight into the making and design process within the film ‘The Boxtrolls’.

IMDb – The Boxtrolls

I had no idea that it was pretty much solely done in a stop motion style animation.  Each set was made along with the characters and each frame photographed.  This really highlights the dedication and passion that goes into some animated films to see them completed.

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Cover of September/October 2014 Edition of CGW
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Image from Page 18 of CGW showing a stop motion artist on The Boxtrolls making movements in the scene.

Within this magazine, I also read an article on the film ‘The Maze Runner’.

IMDb – The Maze Runner

The article was about using pin points and marks to use in the process of CGI.  It talked about how the designers and CGI engineers were able to make these pin points on a wall that was about 15 feet tall and 40 feet wide and from this, they could produce scenery through computer generating that portrayed 100 foot walls that had turns and entrances and edges and vertices.  This was amazing to read about and is a really informative process on how designers and animators can use such simple details and methods to produce such powerful and impressive scenes for movies.

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Page 20 from the September/October 2014 Edition of CGW – Shows development of wall in The Maze Runner.

Whilst reading through this magazine I discovered an article on an artist by the name of Tim Jenison.  Tim was very dedicated and passionate about computer graphics and because of this he lacks something he has always wanted, to be able to paint.  So Tim set out to learn a process by which he could because a professionally styled painter.  Impossible right? Nope.

Tim discovered a way in which he could line up a mirror  with an image and using an eyepiece lens, he could reference his painting as he painting.  Within no time he was able to create realistic and beautiful painted portraits.  I loved this process of his and am really fascinated to delve further into this study at a later stage.

Presenting Worm Blob Rig – Take 2

Today I showed my newly designed worm animation.  When I playblasted this animation, it decided to play slightly slower than how I designed it.  I will have to go back into it and correct the key frames so I can achieve a properly timed and realistic animation.  Although it is playing a bit slower than I would like, I was happy with the work I put into this animation.  Last week I freaked out about this rigged Maya file but this week I decided to stick at it and keep persevering to achieve what I wanted.

The plan for this animation was to have my worm character on top of the cube originally.  The cube would then start to tip forward unexpectedly and my character would have to brace and just to safety before the cube fell completely.  As I said, if this animation played at the timing I intended, I feel it would look at a satisfactory level.  i was happy with my used of squash and stretch and anticipation within this project.

Alec has advised me to look more at the build up to the jump of the character as he may need more of a clear indication to the audience of his intentions before making his lunge forward.

Below is the playblast of my worm rig animation from this week:-

For next week, we have to work in our teams to design a presentation that includes each team members Maya projects.  Along with this, we also have to explain the 12 principles of animations and use our examples of animators to show examples of how these principles are used in their projects.

Contextual References – 12 Principles of Animation

Over this last week we have been asked to study and gather an animator for each of the 12 principles of animation.  We then had to show and give examples of how these animators had carried out these principles in their work.  To quarter the workload, we got into our Maya teams and decided that each member would take 3 principles and from there we would then cover all 12 principles.

I will be doing research for the principles; Squash and Stretch, Anticipation and Staging.

First up, squash and stretch.  Squash and stretch is the principle that animated objects will become longer or flatter to emphasize their speed, momentum, weight or mass.  A good example of an animator using squash and stretch could be William Hanna and Joseph Barbera who were the producers and creators of the Tom and Jerry series of cartoons.  They used long expressive lunges and grabs to their scenes using a lot of squash and stretch animation.  Below is an example from the show of squash and stretch in effect.

Figure 1: – Tom stretches unnaturally to grasp Jerry

The next principle of animation that I am going to research is Anticipation.  Anticipation is when a character prepares for an action to give the audience a clue as to what is going to happen next as well as to make the action seem more realistic.  A good example of how anticipation is used by an animator would be Chuck Jones in the Coyote and Roadrunner sketches.  Wile E. Coyote and the Roadrunner use frequent anticipation in the scene below.  They stop and start running quite a few times in this scene and the use of anticipation is clear.  There is a backward motion carried out by each character before they begin running.  This is used to build up an idea of what the character is going to do and to make the action seem more realistic and filled with momentum.

Lastly, I will research the principle of animation known as Staging. Staging is the presentation of any idea so that it is completely and unmistakably clear.  A good example and use of staging by an animator would be Raman Hui who was the supervising animator on the first of the Shrek movies.  His monitoring and guidance in relation to the scenes are what make it a prime example of staging.  We know where each character is, what they are experiencing and their emotional and physical states.  This is a professional example of how good, solid staging can give a film such as Shrek a large audience number and ensure it is warmly received and followed by it’s viewers.  Below are some scenes from Shrek that introduce so of the well selected and designed scenes that contributed to the overall exceedingly high standards of staging.

Presenting Worm Blob Rig

Today we presented our worm rig animations.  This was probably the toughest week for me in regards to Maya.  The aspects of trying to move the worm and it’s separate components really messed my head about.  In addition to this, the thought of trying to make the blob interact with it’s surrounding messed my head about further.

My aim for the animation was to have a ball bounce in from the left hand side, hit the cube and then the cube would fall on top of the blob and it would get squished.  I mildly achieved this but not in a smooth or believable way.

I realised that the ball in this rig wouldn’t allow me to manipulate it so it had a sense of realism and squash and stretch movement.  Due to this, my sphere appears to glide in and hit the cube.

I feel my squash of the blob is at a satisfactory level but could obviously be looked at again in the weeks to come and improved.  Alec agreed with me on all these issues and advised to me take a break from this rig and continue developing and working on what im comfortable with at the minute, bouncy balls and colouring.

Below is my attempt from this week, hopefully next week goes better…:-

For next week, Alec has given us the same rig, and wants us to try and push the boundaries further.  To try and emphasize the character interacting with his surroundings in a more full on way.  Have the character jump onto or off the surrounding polygons, have the character head the ball up into the air and keep it up like a seal or something along those lines.

I am just going to take my time on it and hopefully manage to not mess up as much as I did this week.  We also have a research assignment for next week that will help us with content for our presentations which are coming up in the next couple of weeks.  I will create a separate blog post from these research pieces later in the week.

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