Monday, 31 December 2018
Visual Effects vs Special Effects
Visual Effects
This week was on Visual Effects. There are many visual effects and I was assigned to research and present on Motion Capture. This is the slide that I have prepared. Please click here: Motion Capture
Here are some of the slides that my friends have shared with me:
1. To learn more about Matte Painting, please click here
2. To learn more about CGI, please click here
3. To learn more about Compositing, please click here
I also found this website to be very useful: Visual Effects
Here are some of the slides that my friends have shared with me:
1. To learn more about Matte Painting, please click here
2. To learn more about CGI, please click here
3. To learn more about Compositing, please click here
I also found this website to be very useful: Visual Effects
Transition from Toon Boom Harmony to Flash
This week was spent by working on the animation project. During the pre-production stage, we did a lot of brainstorming to come up with a suitable story line. We finally agreed on the metamorphosis of a butterfly.
This was one of the pre-production document that we (as a group) have agreed on.
Here's the initial presentation of the project: Part 4
Although we have been introduced to Toon Boom Harmony, Dr. Shah mentioned that the cracked version might have lots of problems when we complete the project. Therefore, learning to animate using Adobe Flash CS6 was the proposed alternative. I have to admit that Flash was very challenging for me. Since I missed a class due to illness, I found it very difficult to catch up as I do not have any basic knowledge in animation. With the support of the lecturer and my friends, I managed to slowly improve.
Week 5
I devoted this week to brainstorm and complete the storyboard. Here's the initial draft of the storyboard for the final part:
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| Part 4-Animation Project I also looked up suitable images that would be useful for my animation project. I am happy to share a few here: |
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| This could be the stream where the butterfly looks at its own reflection |
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| This could be a background |
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| Another possible background |
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| Pupa hatching into a butterfly |
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| Butterfly sees its own reflection |
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| Possibly flying away? |
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| An angle where the butterfly sits |
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| Over the mountains |
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| A sample butterfly |
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| Butterfly (flight) |
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| Butterfly with shadow |
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| Butterfly on a leaf |
Week 4
In Animation, there are 12 principles that need to be mastered. They are described as follows:
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1. SQUASH AND STRETCH
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This action gives the illusion of weight and volume
to a character as it moves. Also squash and stretch is useful in animating
dialogue and doing facial expressions. How extreme the use of squash and
stretch is, depends on what is required in animating the scene. Usually it's
broader in a short style of picture and subtler in a feature. It is used in all
forms of character animation from a bouncing ball to the body weight of a
person walking. This is the most important element you will be required to
master and will be used often.
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2. ANTICIPATION
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This movement prepares the audience for a major
action the character is about to perform, such as, starting to run, jump or
change expression. A dancer does not just leap off the floor. A backwards
motion occurs before the forward action is executed. The backward motion is the
anticipation. A comic effect can be done by not using anticipation after a
series of gags that used anticipation. Almost all real action has major or
minor anticipation such as a pitcher's wind-up or a golfers' back swing.
Feature animation is often less broad than short animation unless a scene
requires it to develop a characters personality.
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3. STAGING
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A pose or action should clearly communicate to the
audience the attitude, mood, reaction or idea of the character as it relates to
the story and continuity of the story line. The effective use of long, medium,
or close up shots, as well as camera angles also helps in telling the story.
There is a limited amount of time in a film, so each sequence, scene and frame
of film must relate to the overall story. Do not confuse the audience with too
many actions at once. Use one action clearly stated to get the idea across,
unless you are animating a scene that is to depict clutter and confusion.
Staging directs the audience's attention to the story or idea being told. Care
must be taken in background design so it isn't obscuring the animation or competing
with it due to excess detail behind the animation. Background and animation
should work together as a pictorial unit in a scene.
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4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION
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Straight ahead animation starts at the first
drawing and works drawing to drawing to the end of a scene. You can lose size,
volume, and proportions with this method, but it does have spontaneity and
freshness. Fast, wild action scenes are done this way. Pose to Pose is more
planned out and charted with key drawings done at intervals throughout the
scene. Size, volumes, and proportions are controlled better this way, as is the
action. The lead animator will turn charting and keys over to his assistant. An
assistant can be better used with this method so that the animator doesn't have
to draw every drawing in a scene. An animator can do more scenes this way and
concentrate on the planning of the animation. Many scenes use a bit of both
methods of animation.
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5. FOLLOW THROUGH AND OVERLAPPING ACTION
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When the main body of the character stops all other
parts continue to catch up to the main mass of the character, such as arms,
long hair, clothing, coat tails or a dress, floppy ears or a long tail (these
follow the path of action). Nothing stops all at once. This is follow through.
Overlapping action is when the character changes direction while his clothes or
hair continues forward. The character is going in a new direction, to be
followed, a number of frames later, by his clothes in the new direction.
"DRAG," in animation, for example, would be when Goofy starts to run,
but his head, ears, upper body, and clothes do not keep up with his legs. In
features, this type of action is done more subtly. Example: When Snow White
starts to dance, her dress does not begin to move with her immediately but
catches up a few frames later. Long hair and animal tail will also be handled
in the same manner. Timing becomes critical to the effectiveness of drag and
the overlapping action.
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6. SLOW-OUT AND SLOW-IN
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As action starts, we have more drawings near the
starting pose, one or two in the middle, and more drawings near the next pose.
Fewer drawings make the action faster and more drawings make the action slower.
Slow-ins and slow-outs soften the action, making it more life-like. For a gag
action, we may omit some slow-out or slow-ins for shock appeal or the surprise
element. This will give more snap to the scene.
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7. ARCS
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All actions, with few exceptions (such as the
animation of a mechanical device), follow an arc or slightly circular path. This
is especially true of the human figure and the action of animals. Arcs give
animation a more natural action and better flow. Think of natural movements in
the terms of a pendulum swinging. All arm movement, head turns and even eye
movements are executed on an arcs.
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8. SECONDARY ACTION
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This action adds to and enriches the main action
and adds more dimension to the character animation, supplementing and/or
re-enforcing the main action. Example: A character is angrily walking toward
another character. The walk is forceful, aggressive, and forward leaning. The
leg action is just short of a stomping walk. The secondary action is a few
strong gestures of the arms working with the walk. Also, the possibility of
dialogue being delivered at the same time with tilts and turns of the head to
accentuate the walk and dialogue, but not so much as to distract from the walk
action. All of these actions should work together in support of one another.
Think of the walk as the primary action and arm swings, head bounce and all
other actions of the body as secondary or supporting action.
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9. TIMING
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Expertise in timing comes best with experience and
personal experimentation, using the trial and error method in refining
technique. The basics are: more drawings between poses slow and smooth the
action. Fewer drawings make the action faster and crisper. A variety of slow
and fast timing within a scene adds texture and interest to the movement. Most
animation is done on twos (one drawing photographed on two frames of film) or on
ones (one drawing photographed on each frame of film). Twos are used most of
the time, and ones are used during camera moves such as trucks, pans and
occasionally for subtle and quick dialogue animation. Also, there is timing in
the acting of a character to establish mood, emotion, and reaction to another
character or to a situation. Studying movement of actors and performers on
stage and in films is useful when animating human or animal characters. This
frame by frame examination of film footage will aid you in understanding timing
for animation. This is a great way to learn from the others.
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10. EXAGGERATION
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Exaggeration is not extreme distortion of a drawing
or extremely broad, violent action all the time. Its like a caricature of
facial features, expressions, poses, attitudes and actions. Action traced from
live action film can be accurate, but stiff and mechanical. In feature
animation, a character must move more broadly to look natural. The same is true
of facial expressions, but the action should not be as broad as in a short
cartoon style. Exaggeration in a walk or an eye movement or even a head turn
will give your film more appeal. Use good taste and common sense to keep from
becoming too theatrical and excessively animated.
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11. SOLID DRAWING
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The basic principles of drawing form, weight,
volume solidity and the illusion of three dimension apply to animation as it
does to academic drawing. The way you draw cartoons, you draw in the classical
sense, using pencil sketches and drawings for reproduction of life. You
transform these into color and movement giving the characters the illusion of
three-and four-dimensional life. Three dimensional is movement in space. The
fourth dimension is movement in time.
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12. APPEAL
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A live performer has charisma. An animated
character has appeal. Appealing animation does not mean just being cute and
cuddly. All characters have to have appeal whether they are heroic, villainous,
comic or cute. Appeal, as you will use it, includes an easy to read design,
clear drawing, and personality development that will capture and involve the
audience's interest. Early cartoons were basically a series of gags strung
together on a main theme. Over the years, the artists have learned that to
produce a feature there was a need for story continuity, character development
and a higher quality of artwork throughout the entire production. Like all
forms of story telling, the feature has to appeal to the mind as well as to the
eye.
Week 3
This week was important as I learnt what needs to be done before working on an animation project. An interesting script, well-thought storyboard and realistic animatic are essential prior to producing an animation.
Script
In any movie or game, the script is of utmost importance
as a good storyline will leave a lasting impact on the audience. Therefore, as
animators, it is important to come up with a good script to attract the target
viewers. When drafting the script, the characters should be developed in a way
that will be appealing to the audience. Emotions should be delivered
accordingly. For example, Dr. J spoke about Thai-based advertisements that can
evoke strong emotions with a good message. These stories will stick to our mind
and therefore deemed as good animations.
Storyboard
After developing a good script or storyline, it is
important to complete the storyboard. A storyboard is a graphic organizer in the form of illustrations or images
displayed in sequence for the purpose of pre-visualizing a motion picture,
animation, motion graphic or interactive media sequence. Well, Dr. J
mentioned that it is very important to complete the storyboard before thinking
about animation. The storyboard will be the main structure with all the information
before attempting to create animation. Length of a frame, motion, direction,
time taken and expression to be delivered will be annotated in the storyboard. Every
little detail will help the animator to produce a good final product.
Animatic
Animatic is essential before producing
an animation. It can be very simple but must contain necessary information that
will be featured in the animation later on. It does not need to be coloured fully
because this will give a brief idea on how the final project might look like. In its simplest form, an animatic is essentially a
rough draft of a film or sequence, consisting of simple storyboarded panels
(sketchily drawn images of each shot in a sequence) that are timed out with a
temporary soundtrack (voices, music and some sound effects). This then creates
a crude draft of a film allowing the filmmaker to test timings and see if the
intended meaning of the sequence is conveyed and if, visually, it flows.
By
creating this draft, you can identify any issues within a sequence before the
time consuming process of animation takes place. If a sequence of shots doesn’t
work you can draw some new storyboards and tweak it very quickly. You may find
that an entire sequence may be unnecessary, or, that to increase the emotional
impact of a scene, altering the framing makes a greater impact. Within the
animatic you can refine quickly and effectively the structure and content
before the commencement of the animation itself.
Week 2
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| Animation Production Process |
Animation
production process can be generally divided into 3 stages which are outlined as
follows:
- Pre-Production
- Production
- Post-Production
This
is what basically happens in the Pre-Production stage:
- Concept and Planning
- Generate Ideas
- Story development
o Develop
the plot and characters
o Adapt
to medium
- Visual development
o Visual
direction and style
- Character design
o The
look of characters
o Props
by assistant designers
- Writing the script
- Prepare storyboards
- Record dialog
- Rough sketches
- Produce animatic
Animatic
In
animation and special effects work, the storyboarding stage may be followed by
simplified mock-ups called "animatics" to give a better idea of how
the scene will look and feel with motion and timing. At its simplest, an
animatic is a series of still images edited together and displayed in sequence.
More commonly, a rough dialogue and/or rough sound track is added to the
sequence of still images (usually taken from a storyboard) to test whether the
sound and images are working effectively together
The next stage is the Production stage and it will be outlined as follows:
·
Creating Art
o Character
development (create character sheets, pose sheets, facial expression sheets)
o Work
on backgrounds, sets, props
o Creating
Animation
o Record
Sound/Music
The
final stage is the Post-Production stage and it encompasses the following:
- Clean up
- Editing
- Add Special/Visual effects
- Final testing
- Presentations
Week 1
This
week was a hectic week for me. Nonetheless, I was looking forward to attend the
Animation class. Today formed the basis of the entire course. I learned about
the basic concept of animation, types of animation and the hardwares and softwares that can be used for
animation.
The word
"animation" has been originated from the Latin word which means
‘bring to life’. Animation is a process to create illusion of movement in
film/movie from a combination of images. We can add motion to a static image to
enable more dynamic and live-like motions.
Keyframe
In media
production, a key frame or keyframe is a location on a
timeline which marks the beginning or end of a transition. It holds special
information that defines where a transition should start or stop. The
intermediate frames are interpolated over time between those definitions to
create the illusion of motion.
Tweening
"Tween"
is actually short for "in-between", and refers to the creation of
successive frames of animation between key frames. The process of generating
intermediate frames between two images to give the appearance that the first
image evolves smoothly into the second image.
Onion
Skinning
Onion
skinning is a term for a technique used in creating animated cartoons and
editing movies to see several frames at once. By doing so, the animator can
take decisions on how to create or change an image based on the previous image
in the sequence.
Frame by
frame
Frame by
frame animation is an animation technique to make a physically manipulated
object appear to move on its own.
Frame rate
Frame
rate is the measurement of the frequency (rate) at which an imaging device
produces unique consecutive images called frames. Frame rate is most often
expressed in frames per second (fps). In Flash, the most common frame rate is
24 frames per second. For television and media production, 24-30 frames per
second can be used.
Types of animation
1. Traditional animationTraditional animation, sometimes referred to as cel animation, is one of the older forms of animation, in it the animator draws every frame to create the animation sequence. Just like they used to do in the old days of Disney. If you’ve ever had one of those flip-books when you were a kid, you’ll know what I mean. Sequential drawings screened quickly one after another create the illusion of movement. In traditional animation, animators draw images on a transparent piece of paper fitted on a peg using a coloured pencil, one frame at the time. Animators usually test animations with very rough drawings to see how many frames they would need for the action to work. The animation process of traditional animation can be lengthy and costly. Once the clean-up and the in-between drawings are complete, the production would move on to photographing each individual frame. Today, though, traditional animation can be done on a computer using a tablet, and does not requite actual photography of individual frames.
2. 2D Vector-based animationThis style has become very popular in the last decade due to the accessibility of the technology and the growth of online video. Flash is cheap and easy to use, as are other vector-based animation programs.2D animation is the term often used when referring to traditional hand-drawn animation, but it can also refer to computer vector animations that adopts the techniques of traditional animation.Vector-based animations, meaning computer generated 2D animations, uses the exact same techniques as traditional animation, but benefits from the lack of physical objects needed to make traditional 2D animations, as well as the ability to use computer interpolation to same time.
3. 3D computer animation3D animation works in a completely different way than traditional animation. They both require an understanding of the same principles of movement and composition, but the technical skill set is very different for each task. while traditional animation requires you to be an amazing draftsman, computer animation doesn’t. 3D animation is more similar to playing with puppets rather than drawing.3D animation, also referred to as CGI, or just CG, is made by generating images using computers. That series of images are the frames of an animated shot. The animation techniques of 3D animation has a lot of similarities with stop-motion animation, as they both deal with animating and posing models, and still conforms to the frame-by-frame approach of 2D animation, but it is a lot more controllable since it’s in a digital work-space. Instead of drawn or constructed with clay, characters in 3D animation are digitally modelled in the program, and then fitted with a ‘skeleton’ that allows animators to move the models. Animation is done by posing the models on certain key frames, after which the computer will calculate and perform an interpolation between those frames to create movement. When the modelling and/or animation is complete, the computer will render each frame individually, which can be very time-consuming, depending on the quality of the images and the quantity of polygons in the scene. A 3D animator will spend most of their time looking at curves that represent the movement of different body parts over time. Another big difference with 3D animation is that unlike traditional animation, the character’s body parts are always present and should be taken to consideration.
4. Motion graphics
While still considered a form of animation, motion
graphics is quite different from the other types of animation. Unlike the other
types on our list it is not character or story driven. It’s the art of
creatively moving graphic elements or texts, usually for commercial or
promotional purposes. Think animated logos, explainer videos, app
commercials, television promos or even film opening titles. The skills for
motion graphics don’t necessarily translate to the other types of animation,
since they don’t require knowledge of body mechanics or acting, but they do
have some attributes in common such as understanding good composition and the
all the important camera motion. The process of creating Motion Graphics
depends on the programs used, since video editing softwares often have
different UI or settings, but the idea is the same. Motion Graphics usually
involves animating images, texts or video clips using key framing that are
tweened to make a smooth motion between frames.
5. Stop motion (Claymation, cut-outs)
Stop motion is done by taking a photo of an object,
and then moving it just a little bit and taking another photo. The process is
repeated and when the photos are played back one after another they give the
illusion of movement. This is similar to traditional animation but it uses real
life materials instead of drawings.
Stop-Motion animation can be referred to any
animation that uses objects that are photographed in a sequence to create the
illusion of movement. The process of stop-motion animation is very long,
as each object has to be carefully moved inch by inch, while it’s being
photographed every frame, to create a fluid sequence of animation.
Here are the different types of stop-motion
animation:
Claymation
One of the most popular stop-motion form is
Claymation. Working with clay or play-doh characters that can easily be
manipulated for animation. Advanced claymation (such as The Neverhood or
Armikrog) uses metal skeletons on which the clay is then molded for more sturdy
rigs.
Puppets
Some animators use regular Puppets instead of clay
ones, usually also built with some sort of skeleton rig. The faces of the
characters can be replaced based on the expression, or controlled within the
rig.
Cut-Out
Another popular form of stop-motion is cut-out.
Using construction paper or cardboard characters and placing them on paper while
shooting the animation from above (that’s how South Park was made before they
switched to computers). The cardboard is then moved a little each frame to
create the illusion of movement.
Silhouette
Similar to cutout animation, silhouette animation
uses cardboard or some kind of flat material, but the objects are all black and
the shot is depicted with silhouettes only. This is one of the oldest forms of
stop motion and is rarely used today.
Action Figures / Lego
Some use action figures or lego characters for
animation. This genre is very popular on YouTube with
many channels dedicated to creating funny skits with Lego characters.
Robot Chicken is a great example of that. They use famous action figures to
make fun of pop culture.
Pixelation
Pixelation is a form of stop motion that uses real
people and real environments to create unreal videos. It uses the stop motion
method of taking a still photo, moving things around, and then taking another
photo, but the subject matter is usually real people instead of puppets.
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