Wednesday 15 May 2013

Computer Arts - Year 2, Semester 2 - 3D Production

Continuing on from semester 1, 3D Production this semester is about taking what I learned from last time and implimenting it by creating my 3D environment in Maya.




I found that looking back at my original designs from semester 1, a while after having drawn them, I wasn’t pleased with them and they did not entice me to start modelling. I there for went back to my sketchbook and altered the design of the environment somewhat as I wanted it to be more of a ramshackle hermit’s building. And so I added haphazard metal plating and relocated the building to be situated in a remote cave. From this I learned that it is best to change something that you are not totally satisfied with, rather than blundering on blindly.

I started my environment in earnest by modelling out the hermit’s building as I wanted to get a large part of the environment churned out so as to give me a better idea as to how well my concepts would work in 3D. I encountered no real problems modelling, mapping or texturing the building.





I am rather pleased with the textures that I used in my environment, as I made sure that they fitted the idea of a neglected living area and that they give off an extra dilapidated look. The first major problem I encountered was when I decided that I wanted to attempt some 3D sculpting using Mudbox on my building to give the wood etc. more definition and texture after I had watched a couple of tutorial videos on Youtube:




I tried to export my building into Mudbox, but found that I had made a fatal error during the mapping and texturing stage due to the fact that I’d mapped the building into separate parts, but then accidentally overlaid all the UVs, thereby making it impossible to work on. From this I learned that it is best to fully plan out a project before rushing in headlong and making critical mistakes that hinder the work.

I also added the water wheel from the first semester to the scene, mapping and texturing it to fit in with the scheme:



Given that my environment was set in a cave, I went on to model a stalagmite/stalactite that I could repeat and place around the scene. Having learned from my previous mistake at trying to export the building into Mudbox whilst all the UVs were on top of each other, I properly mapped out and textured the stalagmite/stalactite as well as a rocky plateau for the building to reside on. I then put these models into Mudbox and sculpted them, following the tutorials. Everything went as planned, apart from when I tried to create an ambient occlusion map which didn’t work as my laptop’s graphics card turned out to be incompatible with the version of Mudbox that I was using. From this I learned that it is always useful to have a backup plan that I can put into effect, rather than just having to resort to not including certain aspects because of the limitations that I have restricted myself with.




I then modelled, mapped and textured the cave that was now to be the housing of the building and thus crucial to setting the tone for my design. As with the other parts of the environment, I decided to import the cave into Mudbox but found that I couldn’t zoom in close enough to the model to properly sculpt detail. I tried in vain to find solution to this problem as I was convinced that by solving it, my cave would look considerably better. However, in the end I just resorted to having to use the cave as is without the extra detail. A potential solution could have been to make the cave into smaller parts and thereby having something more manageable to work with. The problem with that would be getting the textures to match up properly. Yet another problem involving Mudbox that I couldn’t fix; I have learned that it is best to fully research and understand the package you are using before just trying to pick it up ‘on the fly’ as it were, even with tutorials to act as an aid.






I also made a plane that I textured to resemble the water running through the cave. I like to imagine the hermit is some sort of wizard and it's almost magical essence that runs through the water. I also experimented with a bit of lighting:



The last thing to do modelling wise was to model and texture a sky box for my environment as there are holes in the roof of the cave to allow the sky to be visible. Not exactly sure of how to go about this, I went and found another tutorial:


The only problem I faced with this was not being able to find some of the settings that the tutorial was talking about, even though I’d followed it to the letter; other than that it was successful. From looking up these tutorials and seeking advice, I found that it is far better to ask questions than struggle on and achieve far poorer results.

The final thing to do before rendering out stills was to establish the lighting in the scene. I found that taking extra time to experiment with the lighting was particularly beneficial as it allowed me to explore a subject that I am not entirely familiar with; I believe this can be put into practice for anything I’m working on.

And so here are the final renders of my environment:







If I were to do the project again, I would take more time during the planning stages to concentrate on the technicalities of the work. This is so that I would be able to just get on with making the final piece and, in theory, result in far fewer problems needing to be resolved as I would have most likely addressed them already. Furthermore, I would think more about my concept design and ensure that I was totally satisfied with it before attempting to replicate it into 3D. Going on with a poorly thought out design would only lead to a half-hearted attempt to actually complete the project or produce a lesser result.   


Well that's 3D Production done! Till next time!

Wednesday 1 May 2013

Computer Arts - Year 2, Semester 2 - Character Animation

Second semester of my second year at university and I'd been looking forward to getting into animation again since I did the module in first year.

Except now we'd moved on from that lovely wee flour sack! The brief given for this semester was as follows: 


Character animation can be produced and presented in a number of shapes and forms.  Within this module, we will explore the work of a range of animation directors and will draw inspiration from their practice to inform our own.  You will select a director from the list below and using their work as a basis, develop a short character animation of no more than 1 minute in length.  You can work collaboratively to produce this animation, but each individual must present evidence of each project task.

Animation Directors:

Chuck Jones
Marc Craste
Hayao Miyazaki
Genndy Tartakovsky
Michaël Dudok de Wit
John Hubley
Bill Plympton
Norman McLaren
Joanna Quinn
John Lasseter
Dan Sumich
Don Hertzfeldt
 







Task 1 – Animation Review (20% weighting)

Using your chosen animation director, you will conduct research into animation production, looking to gather information on the body of work produced by these animators, their inspiration, their process, and the meaning of their work.  Within your project sketchbook you will document this research process and will feed your findings into a review of the animator.


The review will be a critical essay of the animators work, drawing conclusions on how their practice can inform your own.  The review will be written in third person passive language and will utilise literature to support your argument.  You will use a minimum of three references to books, journals or articles to support your discussion and will document these utilising Harvard referencing techniques.  You will use and discuss appropriate images within your text to support your conclusions with appropriate Harvard referencing.  The essay will be a minimum of 1,000 words in length.


Task 2 – Concept Development (30% weighting)

Throughout the module, you will research, design and develop a character for an animation.  This character will have a complex personality and will be capable of demonstrating a range of emotions.  You will explore this personality through the development of an animation narrative, where you will introduce the character and show their emotions in reaction to a simple conflict.  The style, design and tone of the animation will be inspired by your chosen animation director. 


To demonstrate the development of the character design you will maintain a project sketchbook.  Within this sketchbook you will collect research material to inspire the visual style of the animation, produce a mood board, character concept art, colour concepts, and a final character model sheet.  In exploring the character’s personality, you will also produce a short character profile and back story.  You will demonstrate the development of the narrative through production of a storyboard and animatic. 


Task 3 –Character Animation (40% weighting)



Upon the completion of  planning your animation, you will produce a completed animation which:

  • Utilises digital 2D or digital 3D animation techniques
  • Tells a story
  • Creates an illusion of life in the character
  • Conveys emotion within the character performance
  • Relates to the chosen animation director in style, tone, theme or pace
  • Has an appropriate sound track which makes use of sound effects and/or music 
The final animation will be no more than 1 minute in length and should be presented at 720p (a resolution of 1280 pixels by 720 Pixels) at 24 frames per second.


Phew! Well, there you have it!


I decided that my chosen director was to be Hayao Miyazaki, director of the Studio Ghibli films: Spirited Away; Howl's Moving Castle; Nausicaa of the Valley of the Wind etc. I have been a fan of Miyazaki's work for a good while now and I felt that his exemplary animations would be a great inspiration to my work and I. Having researched Miyazaki thoroughly, I wrote the following critical essay on his work and how it would inform my own:




Character Animation Essay - Hayao Miyazaki

Hayao Miyazaki, head of Studio Ghibli, is one of the world’s leading directors and animators, a veritable giant in his field of Japanese Anime. He has been described by TIME magazine as,



‘A fearsomely hands-on artist who does everything from scriptwriting to storyboard sketching to correcting many of the final frames of his movies by hand.’ (Morrisson, 2006)


His titles include: ‘My Neighbour Totoro’; ‘Howl’s Moving Castle’; and ‘Nausicaa of the Valley of the Wind’. His films are renowned world-wide and according to The Japan Times,

‘Domestically, three of his movies are among the top five money-earners: His “Spirited Away” from 2001 outstrips even “Titanic” and “Harry Potter and the Sorcerer’s Stone.”’ (Matsutani, 2008)

With all the credit and fame to his name, it is easy to see as to why Miyazaki is such an inspirational figure to other animators and directors. At a press conference in 2009, with Hayao Miyazaki and John Lasseter, Lasseter was asked what made Miyazaki’s work so inspirational and influential to him and his work with Disney and Pixar, to which he replied:

‘The first thing I saw of Hayao Miyazaki’s was the first film he directed, Lupin 3rd, the Castle of Cagliostro and I was so taken by the humour, the heart of the film and also the way that he staged action . . . It’s so sophisticated and simple how he created depth – tremendous depth – using hand drawn animation, where he would have a foreground where parts were hand animated to get a sense of moving around. And the mid to background levels were made of many levels and he would slide them sideways.’ (cartoonbrew, 2009)


Clearly, Lasseter was impressed by the high level of knowledge and skill that Miyazaki utilises in creating his films. It is indeed true that Miyazaki seems to know where to lead the audience’s eye, allowing for smooth, well-timed animations. This also informs us that a good place to start looking for inspiration in Miyazaki’s films is in how he sets up the scene and plans ‘camera’ shots and pans to further the idea of movement and action. But of course, it isn’t just the action in Miyazaki’s films that are so inspiring. As Lasseter points out in the same interview:


‘Miyazaki celebrates the quiet moments in movies: which is very opposite of Hollywood tendency of louder, faster, more and more. . . What he does is sets up sequences that come after or right before it.’ (cartoonbrew, 2009)




It can easily be noted that Miyazaki does indeed seem to revel in tranquil moments and scenes and uses them for a variety of reasons. These include: bringing a sense of calm to the viewer; gifting them with a beautiful environment; creating juxtaposition when a scene changes from peaceful to chaotic. An example of the latter would be in the film ‘Princess Mononoke’, the main hero, Ashitaka, is riding through green countryside, before coming across a massacre taking place in a small village in the distance. It is through moments like these that the viewer has time to come to terms with the story and setting of the films and brings more impact to the action sequences that follow, either by continuing the mood or by contrasting it. In these times, often no music or dialogue is necessary, for the animation makes sense in its own right, requiring no prompting. Lasseter reinforces this point from the aforementioned interview with Miyazaki,


‘One of my mentors, Chuck Jones, the great Warner Bros director, he always said, that great animation you should be able to turn the sound off and still tell what’s going on.’ (cartoonbrew, 2009)

This is the reason as to why silent films and animations work so well, is because the animators and directors know what is needed for a scene or action to make sense without words to explain. In other words, if you can turn the volume off on an animation and still make sense of it, it works and is successful.



Another part of Miyazaki’s success is in creating iconic characters that the viewer can associate with or find appealing in some way. His characters are often easily recognisable as to the role they play and this, again, fits in with the ability of having no sound, but still making sense of what’s going on. The character Totoro, from ‘My Neighbour Totoro’, only ever says his name in a slow deep voice and makes other noises associated with happiness, e.g. a soft purring. He is a large, furry creature with big eyes and a big grin. His rounded form clearly indicates that he is a friendly character and thus makes him appealing, especially to children. His form does indeed follow his function.  Miyazaki’s characters vary greatly in personality and depth from film to film. Totoro is a simple character, being little more than a creature and portrays a good natured, fun loving character; Howl, from ‘Howl’s Moving Castle’, on the other hand is far deeper than Totoro: At first he seems vain and mysterious, but as the story grows, he becomes caring to the other characters and shows a variety of emotions from joy to sadness. From The Japan Times article,


‘Miyazaki’s characters exhibit a variety of expressions and gestures, even within a single scene. For example, in “Spirited Away,” several customers at a public bath, some of the “8 million gods,” walk slowly, while the employees, who are froglike creatures, hastily run up and down the hallways and stairs in all different directions.’ (Matsutani, 2008)


This example goes to show the effort and dedication Miyazaki puts into his films. No character is deemed unnecessary to animate or give life, even in large crowd scenes.






It’s not just the characters and scenery that make his films so inspiring, but also the stories he tells. His stories vary greatly from being more children-orientated to facing adult issues. A number of his films deal with the issue of the environment and in an interview on the making of Princess Mononoke, from Nikkei Entertainment magazine, he stated the following:


‘I thought that I must make a deeper, more authentic movie. I continually thought about this as we entered the 90's. As I plunged in deeper, I came to look hard at the issue of the true nature of humanity, and to depict the relationship between man and nature and between man and man. Not just superficial ideas like "When nature is abundant, humanity will be happy”.’ (Anon., 2001)


It is made clear then, that Miyazaki thinks a lot of what his films say and who they are aimed at.  Princess Mononoke is obviously aimed at an older audience, due to the violence and environmental issues present in the film. In the film ‘Spirited Away’, the story follows the main character Chihiro, a young girl who is going through a great deal; travelling, moving school etc. The story tells a lot about responsibility and growing up, something which Miyazaki must find an important issue that had to be addressed. It can then be assumed that it should be common practice to aim your story at the right age level so your point is put across best.



There is then the continual argument as to what is the best way to present the animation – traditional or digital. What best suits the story you are trying to tell and why not the other? In a world where technology seems to reign supreme and is slowly quashing traditional methods with its ever expanding functions and availability, surely hand drawn animations have hit the wall as it were. Miyazaki continues to carry on with the traditional and only uses digital as an aid or final touch to his films. A number of his films do not use digital methods at all however, including one of his most recent films, ‘Ponyo on the Cliff by the Sea’. His reasoning for this is simple: that’s what he does; digital is for other people. In the interview with John Lasseter, he says,


‘Just as John Lasseter and I are different, I think I can leave the computer animation to him and I can stick to the hand drawn animation.’ (cartoonbrew, 2009)


So it could be said that traditional animations are still just as valuable as the uprising digital ones. Whatever the method, it is the fundamental designs of the animation that determine its success. An animation needs believable characters, suitable plot and most importantly, life. The same could be said true for any other medium, but Miyazaki has proven that, through his work, traditional animation can still be a powerful way of communicating an idea, a story.



To conclude, Hayao Miyazaki is a sage source of inspiration for amateur animators and animating masters alike. Any of his films show off all the key aspects that make them stand above so many other animes: the smoothly timed animation sequences that lead from scene to scene, be they tranquil or chaotic; the iconic characters with easily readable personalities, even without them speaking; engaging stories aimed at a specific audience, but on the whole, enjoyable for all. It is easily understood then as to why Miyazaki is acclaimed by so many.



References

Anon. 2001. Princess Mononoke Director Interview [online]. Available from: http://web.archive.org/web/20010211030138/www.acsys.com/~tallman/miya_e.html

[Accessed 12 Feb 2013]



Cartoonbrew. 2009. Miyazaki – Lasseter Part 1 – 7/28/09. [online]. Youtube. Available from: http://www.youtube.com/watch?v=TwRr_31icDA

[Accessed 12 Feb 2013]



Cartoonbrew. 2009. Miyazaki – Lasseter Part 3 – 7/28/09. [online]. Youtube. Available from:


[Accessed 12 Feb 2013]



Matsutani. M. 2008. Japan’s greatest film director? [online]. Available from:  http://aws.japantimes.co.jp/news/2008/09/30/news/japans-greatest-film-director/#.URvBDWfVqRO

[Accessed 12 Feb 2013]



Morrisson. T. 2006. Hayao Miyazaki. In an era of high-tech wizardry, the animé auteur makes magic the old way [online]. Available from: http://web.archive.org/web/20110623060452/http:/www.time.com/time/asia/2006/heroes/at_miyazaki.html

[Accessed 12 Feb 2013]





With my essay out of the way, I moved on to planning out my own animation. I spider-diagrammed (that's a phrase now) some ideas and my favourite from these was 'The Thieving Magpie'. After a number of reitterations, I came up with the following character profile:



Character Profile:
The Thieving Magpie

Gender:
Female

Age:
Late 20s

Character Synopsis:
A depressed kleptomaniac who goes by the pseudonym of ‘The Magpie’

Physical:
Agile and athletic with a slim but muscular physique

Mentality:
Normally depressed, but becomes almost animalistic when consumed by the need to steal


Backstory:
Her true name long forgotten, the Magpie’s lithe form skirted the roof-tops. Her long hair, laced with feathers, rippled with colour in the moon light as she ran low, remaining unseen. Her destination, the Church of the Weeping Dove, was in sight. She slinked past a couple of roof-top guards and leapt onto one of the lower window ledges of the church. The window was open. This was all too easy. Yet still her heart pounded, blood thundering through her veins. She was convinced that the guards would hear the deafening thump – thump – thump that reverberated in her head.

The Magpie looked through the eye-holes in her mask down the long pillared corridor, right to the end where a guard was standing in front of the door to the inner sanctum. No way past. Her emotions conflicted, sorrow fighting animalistic rage. She moved without thinking. The beast had truly taken over. The guard had barely managed a sharp intake of breath before the Magpie’s bladed gauntlet was imbedded deep in his neck. He slumped to the floor, precious life-blood spilling out of his open wound, permeating the cracks in the stone floor. The Magpie hunched over him, breath ragged and heavy, her animalistic urge abating to be replaced once more by doubt and sadness. The object she sought, the Crystal of Peace, was so close now, atop the altar at the far end of the inner sanctum. This Crystal would save her from her kleptomania, her depression. This was why she was here. The fear of getting caught trickled down her spine. Taking a deep breath, she started forwards . . .  
 

From my character profile I went on to establish a decent amount of researched material so as to gain a better knowledge on how my character would look and act.

From this research, I put together a couple of moodboards as inspiration:




I also used a number of life-model images as reference whilst designing my character's physique. Before going on to the actual character design, I practiced drawing the female figure using the aforementioned images:



















From doing these drawings, I felt more comfortable in being able to draw a toned female body and so I went on to starting to design my Magpie character. I began with characeter silhouettes (a popular way amongst concept artists to quickly churn out ideas) and came up with the following:


Out of these 10 silhouettes I chose 4:



And from these 4 concepts, I did another 10 silhouettes:


And just for good measure, I layered the first 10 over the second 10 and achieved this look:



And again, from these 20, I selected my 4 favourites:


And from these 4, I came up with 1 design using my favourite aspects from each:




From this I did a pencil sketch of the character:


However, at this point I realised that this was certainly NOT the look I wanted for my character - they were becoming very 'native-americany', which I wasn't looking for. Fortunately, I somehow took great inspiration from this and came up with another couple of silhouettes based upon further research I did that I knew would be something closer to what I was looking for. I focussed on the characters from the Assassin's Creed game series as well as looking at ball gown dresses:










From this further research, I silhouetted 2 more concepts based on the posing of one of the life drawing studies I did (7th down), as it fitted my character perfectly:




With my character advancing in the way that I wanted, I felt it was time to move on to producing a number of quick thumbnails to churn out ideas for the sequence of events that was to take place in my animation and then be able to produce finalised story boards with which to work from.

Full Version 1

Shortened Version 1

Shortened Version 2

Removing Mask

Full Version 2

Full Version 2 cont.


At this point, I had ideas of the camera going into first person and the guards in the story would play more of a part.

Happy with how my story was advancing, I returned to my character design with fresh eyes. Still pleased with the design I had, I did a pencil sketch to add more life to the design:



I decided that I wanted to focus on the mask design of the character, as I hadn't properly nailed it down yet, and so did further research, focussing on venetian masks in particular:










From this research I came up with a number of mask concepts and from these I came up with a final design i was pleased with:


At the same time, I also advanced my character's design to something more final:


With my character more or less finalised, I decided that I should look to designing the guards that I had planned to be in the animation. I looked at miniatures from the companies Games Workshop and Forgeworld to get further inspiration, as I already had a fairly good idea as to how I wanted my guards to look. I also looked at images of doves, seen as the guards are of the Church of the Weeping Dove.









With these images as reference and an idea in my head, I did a quick concept that I then took on to be my final design that I was pleased with.

Concepts

Final Design

Now with the character designs more or less nailed, I decided that it was time to get the storyboards nailed as well.









As an after thought, I decided that it would be good to imply that the guards had been alerted to the presence of a hostile intruder and thus came up with the following key scene that would take place during storyboard 16.





From this, I went on to produce a walk cycle that was unsuccessful. I've found walk cycles to be incredibly difficult. It's not too bad just making a normal walk cycle, but trying to make one that shows how the character is feeling as well as their personality is a real challenge. I think this will be something I'll need to spend extra time on in the future to try to build up my skills in it, due to it being such a core skill of any animation.



I decided that a slight revamp was also needed on the storyboards, so sketched up more thumbnails before coming up with this final scenario:



























From these story boards, I then put together a rough animation, drawing out each individual frame, which would then be drawn over and rendered later with the full character.



Talking about my full character, I did a couple more bits of work for her, as requested by the hand-in criteria. A model sheet, showing front, side and 3/4 views and an emotions sheet.



With everything under my belt so as to speak, I went on to plow through the final animation, taking about 4 days to complete it.



I then wrote my project evaluation:



The final animation has not strayed wildly from its original planned documents, maintaining the key elements that it was set out to contain. It has experienced changes such as: cutting the opening sequence all together to minimalize the use of secondary characters and objects; and altering camera shots so as to further exemplify the movement of the character. Furthermore, the character herself has under-gone minor changes to simplify the design and remove any unnecessary complications; such as the bladed gauntlet originally set upon her wrist. The final outcome has stayed faithful to the graphic novel style look that was originally planned, along with the mainly grey-scale scheme and limited use of colour.


Hayao Miyazaki was the chosen director and the focal point of influence from his work was his use of timing. The final animation is successful in utilizing this influence, as time is given in order for the character to show through her emotion and how she is exploring the space that she is in. This careful use of timing has ensured that the character’s movements are readable, even though some are swift.


The project is successful as it, on the whole, fulfils the criteria of giving the illusion of life to a character. This illusion of life is brought on by the strong conveyance of emotion through the character’s movement. For example: When the character is nervous in the animation, she glances around often and stays fairly hunched, providing less of a target and thus exemplifying her clear need to remain undetected.  This movement was aided by the use of a live model to understand what was possible for the character to achieve with their build. The project is also successful, due to it telling a brief part of what would otherwise be an expansive story. Even though it lasts under a minute, it is still clear to the viewer as to why the character is where she is and why she goes about in the manner that she does.    


In future animation productions, more time and care would be put into the creation of the character’s walk cycle. This is due to the walk cycle in the final animation not showing the intended mood for scene that it takes place in. The character should be transfixed, walking slowly and tensely towards her destination; instead she simply casually walks from A to B. The walk cycle breaks the flow of the animation, causing the viewer’s immersion to falter. The accompanying audio track could also have done with more attention, as it feels very haphazard and rushed. This leads again to disturbing the viewer’s immersion and causes the animation to lose some of the emotions it is attempting to portray. More time could also have been spent on establishing the opening scene, as it is fairly weak in helping the viewer to understand what is going on. Though it was indeed intended to throw the viewer ‘into the action’ as it were, there may have been better ways to show the situation through further experimentation.  
  


So that's it for character animation! It has been an enjoyable semester for this project and I think I shall be trying my hand at more animation over the summer, particularly those dastardly walk cycles!

Till next time!