Tuesday, 8 December 2015

Character&Narritive Essay

Well, this module was interesting to say the least. It started off great, I was working with an exchange student and we seemed to get along great. The maya tutorials, although tedious, were really great sources of information and greatly helped my animation work. I want to go into 3D animation and VFX, so this module helped guide me greatly.
The demo character was tough to create, especially since I lost the model halfway through making it, but mat let me download the unmapped character model and use that since I lost the one I was working on. Honestly the most difficult part was the rigging and grouping, I kept messing up and it managed to put me back several weeks. but I finished it nonetheless and it helped me make my actual character model much faster than the first one I worked on.
The pre-production of my animation went better than expected. I made a rough storyboard from the get go, but me and my partner had two different ideas on what the story should be, but we ended up going with a slightly edited version of my story in the end. After that, my partner made the storyboard of the edited version. I had some reservations about editing the story, but I decided against speaking out about them since I wanted my partner to identify more with the project. So I let some of the changes happen. I should mention there was one of the ideas I really liked, which was the idea that both the characters should have tatoos on their faces, as to relate them to each other. I put together a two characters I thought would be simple enough to animate well. I didnt come up with a name for the cat, but the person I decided to name Lights, since that seemed most fitting for a silhouette with spotlights for eyes. 
Speaking about my character, Lights.
I really enjoy how this character looks. Even though it was incredibly difficult to model, I'm pleased with how he turned out. But since Constance never finished her model, half of the project went unfinished. I had to make a proxy cat in order to salvage what I did have, but all it was was a sphere in the rough shape of a cat. That was all I could manage in the time alotted.
I am proud of how I made the eyes and tatoo glow. Essentially what I did was shine a directional light on the character and used the relationship editor to make it only affect the eyes and tatoo.
The rigging of my character managed to frusturate me to no end. I worked for around two weeks straight on it, and by the end of it I managed to get it the right way. I had to delete some edge loops and shift some vertexes around to make it work though.
I also never got done with the rigging of the jellyfish, which is something I really wanted to do. I wanted to make the jellyfish animated for the final portion of the animation, but I ended up just making all the jellyfish static. and the model itself wasnt even finished. I couldnt figure out how to make the material inside the jellyfish so I ended up just leaving it out. Which is probably for the best, since it might have made the final scene look extremely washed out. But still, it would have been nice to see the jellyfish float like they do in the sea.
Over the course of the animation, you might notice the surrounding environment get lighter and lighter. I got this to happen because I want the beginning and the end scenes to look completely different from each other, to give the feeling that change has happened within the context of the story. I wanted it to be subtle and apparant at the same time. 
When it came to finally animating the scenes, I found that it was probably the easiest part in comparison. Even with that being true, it took me a while to be able to get the animations right, and some scenes were extremely difficult to produce. Still, I'd take it any day over rigging.
Honestly for me the most difficult part of this whole process was the blogging. For those who arent aware I'm not an avid fan of writing. The entire reason I became an animator was in efforts to be able to tell stories without the use of written word. But I made it out to be much more of a problem in my own head than it actually was. I put off most of my writing for a while just so I could focus on just the animation work. I got the blogging done though, and I'm pleased with how it turned out, even though the process for it bored a hole through my head, metaphorically speaking.
As much as i'd love to put myself through this kind of hell all over again, id much rather go with a calmer workflow so I wont get so overwhelmed with the work. But that wasn't entirely my fault either. Most of my anxiety came from worrying over my partner. She was barely ever in and I could never get a really good look at how much work she had gotten done.
I had to use some of my classmates as proxy partners, helping me with recordings of myself to get reference for the scenes. Max mostly helped with that. I also wanted to get some second opinions for the final output because Constance still wasnt in. Everyone I showed said it looked really nice, but I really don't want to put out a piece of work that isnt even finished.
Constance really left me on the backburner with this project. I could tell she had other priorities so I didn't push her as much as I probably should have, but she was never in anyway. I don't hold it against her, but it dissapoints me that only half of my animation got done in the end. I might try animating it over this summer and seeing whether or not I can make something I'm proud of.

Developmental Maya:Pt.14

Today was tough to say the least. I just got the news that my partner went back to France. Along with the news that my parents are putting the dog I've known for 15 years down. I've been working all day trying to get an animation for my character running done but it keeps fucking up no matter what I do. I went from using FK to IK arms and I managed to get a litney of other problems as well.
I'm having an extremely hard time staying motivated and I keep getting frustrated because no matter what I seem to try I can't make his movements look normal. I might end up just making a straight cut to him already up because I'm getting sick of doing this and I'm wasting valuable time trying to get it to work. It's the Friday before the turn in date and i'm beginning to lost all hope that I might get this done on time.

The Uncanny Valley: An extra one:Early CGI Facial Animation (1974)

I just recently watched a video depicting an early form of CGI made back in the 1970s. apart from it being really interesting historically speaking, it also was incredibly frightening. The face itself was going through test motions and trying to convey forms of emotion, but it came off as extremely unnatural. Then after the beginning sequence they animate it saying something in a creepily recorded voice. The lip syncing is primitive at best, but this was 1974, so I'm amazed that they could actually make something like this.

Developmental Post:Pt.13

 I started the opening scene. Its roughly five seconds and since the first scene doesn't have a cat in it its a lot easier to animate and feel fine about it. Ive created a sphere head with glow eyes and ears to serve as the cat, since I have high doubts I'm going to be able to get the actual cat now that Constance has lost it. I don't hold it against her, London is a pretty tough place to navigate around in if you aren't from around there. Like most cities. I just wish she would come in and help with the animation work because if I'm left to do it alone it might not get done.

Developmental Post:Pt.12

I received some news from Constance, apparently she lost her computer and hard disk in stratford and won't be able to show me how far she's gotten. I don't exactly feel angry, even though I should. She hasn't been in for some time and I've decided to start working on the animation by myself for the time being and put in a placeholder for the cat. Thats what Matt told me at least. It's now two weeks before the final turn in date and I'm starting to lose hope of being able to finish it.

Developmental Post:Pt.11

I did some ambient light tests for the eyes and tattoo in the dark to see whether or not they worked.
 I think the overall appearance of him looks exactly how I wanted him to look, which I'm incredibly pleased with. Constance still hasn't shown me the cat so I'm not exactly sure where she is at with it but I'm confident that if its anywhere close to mine we're going to have a great time animating the overall thing. Since the animation of the main model put me behind I opted to not make the jellyfish rigged, instead I'm just going to make the model and hope it suffices.
I had to add two deformer curves to the tattoo to make it curve along with the facial structure of the model. I also didn't add any smoothing to it either, so it would keep the corners sharp. I added a small glow to the eyes and a directional light on to the model and parent constrained it to the head, then made it only react with the eyes and tattoo.

Developmental Post:Pt.10

I re-finished all the rigging and finally got it to work right with the paints. I also did the reverse foot group mechanic since I actually forgot to do it the first time. So it was probably a good thing that I re-did all of it, even if I'm behind now. The paris attacks have put Constance in a state of Mourning so she hasn't been in, which is understandable. So I still haven't seen her work. But she's assuring me things will be fine. I also made the tattoo for his face and put it on the model, since I forgot that the first time as well. I made the eyes and tattoo react with the head control so it moves around with it. Theres a weird discolouration of the joints on the right finger, but it doesn't do anything I can notice with the fingers so i think it'll be fine. I also added edge loops in the hand so that it would react accurately with the joints I put in.

Developmental Work Pt.9

Matt told me that i had to re-do all my rigging since I messed it up. Constance from what I've seen is done with the model, but that was a week ago so I assume she's gotten further since. Hopefully it'll be good news the next time I talk with her. In terms of work flow I've been pretty good, but this entire process is so painstaking that its taking me all day to get the thing done. Im gonna try and get the rest of this done as fast as possible so I can finally get to the animation portion.

Developmental Work:Pt.8

I started painting the weights today and I'm having a lot of trouble.  The biggest issues that I'm having are with the legs. Crouching doesn't work and when I try and make my model do the splits, his crotch freaks out. I moved the skeleton a bit and then this happened.
Im not sure how to fix this problem, since i can't undo it and i don't want to make it worse so I'm leaving it until a later time with the teacher so I can fix it.

Developmental Work:Pt.7

Today I created the controllers for the animation. I didn't have to make any for the eyes since I'm not going to animate them. Speaking of the eyes my teacher told me that it would be a good idea to create two polygons at where the holes should be and make them glow, instead of what i was doing before, which was akin to putting a sphere inside his head and making that glow. He showed me a technique to cover the eyeholes with faces and extract the faces, then change the materials to the glow shape I want it to be. After I finished making the controllers I bound all of it together.
 So far it looks fine and I'm going to start painting the weights starting tomorrow.

Developmental Work:Pt.6

Ive recently started making the skeleton for my character and it's significantly easier to do now that I've had experience with it on the video tutorial. Ive been trying to figure out where the joints would be by using the other model as reference.  Ive also taken out some joints as I'm taking out the fingers, eyes and mouth since the character doesn't have a mouth or fingers, and his eyes are gaping holes in his head. I figure I'm going to create the tattoo as a separate polygon and put it in after to save on extra geometry.


  

Developmental Post:Pt.5

I've managed to finish the character model easily enough.
I had a bit of a problem with the crotch and head areas, but I added some edge loops and moved some edges and vertexes around and that solved the problem. Constance has gotten done with the head by about now, but she's assuring me she'll be able to get it done.

Developmental Work:Pt.4

We decided to go with my story, with a few added tweaks and changes made to the story. Some of the ideas she voiced weren't ideal for me, but since we were working together I decided that in order for her to start identifying with the story I would be open to changes since it's a group project and we need to work together.
We decided that the story needed direction so we have the main character chase the cat instead of follow it. And we added some changes to the scenes to make them more sound from a filmmaking standpoint. We also made it so that the entire environment these two are on is a giant jellyfish field. I want to try and rig two models for this project, first is the main character and the second is a fully animated jellyfish. I'm then going to make copies of the jellyfish for the rest of the environment. Constance is in charge of making the cat.

 

We also decided that it would be a good idea to link the characters by giving them both a tattoo on each of their cheeks. I figured a stylised version of a jellyfish would help tie in the environment. We decided the final icon would look like this.

Developmental Work:Pt.3

I decided to go ahead and make a storyboard and a few character designs since Constance hasn't been in.
I wanted the main character to be slim and lanky with a round face to give the impression that the character is relatable, open minded, and curious.  In the storyboard, the main character finds a cat and chases it follows it through different places. Ever so slowly the surrounding area gets brighter and brighter until the entire area around him is all light. he then tumbles onto a jellyfish and floats away. I wanted to keep the story open ended to keep in line with the Adrift story line.

Developmental Work:Pt.2

I got teamed up with the exchange student from Paris, her name is Constance. For the project we had to consider 12 phrases to base our animation on. I was stuck between Road to Nowhere and Adrift. By the end of class I managed to decide against doing Road to Nowhere since we both wanted to do Adrift.
We have two separate ideas for the project as of right now. Constance wants to do an animation on a man slowly being sucked into a black hole, trying to grasp at things like memories and the like. I wanted a story about a man chasing a cat in the dark, finding his way in the darkness.

Developmental Work:Pt.1

For the first portion of the tutorial Matt had us put together a mesh of a pre-created puppet meant for tutorials. Putting it together was easy enough to do, and it was a nice refresher for me since I hadn't worked with maya since last spring. Along with that, Matt also put all of the tutorials in videos online which made the entire process extremely easier since we could work on it at our own pace. Sometimes when working with the teacher up front I would be following his directions at one point and the next time I look up I'm 10 minutes behind. This made it so that I could get all the information, which is really great.

The Uncanney Valley Pt.5:Tin Toy

Who can say that Toy Story 1 wasn't a visual masterpiece?
…Besides him .

Today I'm not talking about Toy Story though. We're going back before Toy Story even existed. Im going to be talking about the short animation that inspired Toy Story. A 1988 animation by the name of Tin Toy. Its an animation simply about a tin toy. But he isn't the only character in this. The tin toy is confronted with something that looks kind of like a baby with wrinkles.
Throughout the entire animation this character is making incredibly unnatural movements that aren't humanlike at all. But this was made in 1988, a time when 3-d animation was still incredibly cutting edge and high budget. So I'm mostly willing to forgive the unintentional creepiness of the model. 

The Uncanny Valley Pt.4: Medal of Honor:Warfighter

Medal of Honor Warfighter is a video game released in 2012. It was published by EA, the winners of the vote for the worst company in america of 2012. Medal of Honor is a long series of video games dating back to the first made by Dreamworks Interactive in 1999. The biggest problem with this game is the facial animations.
 For a game released in 2012, it has great skill in how it manages to create truly horrifying humans. It's almost as if EA wanted to make this a Sci-fi game where all of the characters seem to be aliens impersonating humans.


Uncanny Valley Pt.3: The Polar Express

This movie is a unique one. Released in 2004, The Polar Express was the first All Digital Capture movie, meaning it was the first movie that used only motion captured actors in it. Whether or not that was for better or worse is for history to find out. Thats what i'll be deciding today, because we all know that a second year animation students opinions are absolute and without error. With that, let us begin.
This movie has some great writing with a great story, but in regards to the animation it falls completely and utterly into the uncanny valley. With some more interesting choices for character voicing, we have  Tom Hanks as the voice for the conductor.
We also have the voice of Eddie Deezen (Mandark from Dexters Lab) in this movie in probably one of his most annoying roles of all time, this kid.
As well as the choices for characters, we have a character that looks eerily of one famous celebrity. Are you allowed to copyright your face? If so Jason Statham might want to get on that.
All in all this isn't a terrible movie but the animation in it is so god awful you have a hard time getting past all the awkward motion and unrealistic facial animation. So if you want a movie that won't have a chance at scaring your child, this movie might not be for you.

The Uncanny Valley 2: Beowulf

Today I'll be looking at the motion capped 2007 movie Beowulf as an example for The Uncanny Valley. Beowulf is an Old English epic depicting Beowulf's feats of heroism over the course of his life. The movie set after his story made in 2007 is an interesting retelling to say the least.
First off, while first seeing this movie, I was actually impressed with the level of detail in the character design. Although, I was 11 at the time, so that might have been something to do with it. Looking back on it i can say that most of the level of detail was gained through motion capture and not actually the animation of it. In some of the scenes with Beowulf on the dragon, it seems that the only portion of his hair thats moving is the lower back, and as someone with long viking hair, I can say that this isn't truth. In the swimming scene as well, the blood that spurts out when Beowulf comes out of the sea monsters eye.
All in all Beowulf was a pretty good movie, but I would enjoy seeing a more faithful reproduction made. Maybe in live action.

The Uncanny Valley: The Witcher 1

The Witcher is a highly regarded video game series developed by CD Projekt for the PC. The main character of the series is named Geralt, a traveling monster hunter for hire. The reason I'm targeting this video game for my first post about the uncanny valley is because the first game, released in 2007, is one such where technology wasn't good enough at the time for them to fix many of the problems they had. When it was first released the witcher was considered decent at the time, they don't hold up very well now.

Starting off with the facial animation, sadly I noticed most of the characters being shaded with black and they had suffered from major still face syndrome. Being as it came out in 2007, thats not too bad for the time but I was playing the game and someone had just died but their faces were almost emotionless. That broke my immersion somewhat and didn't help create a convincing atmosphere.
While it was an interesting game mechanic, the 3 different fighting styles seemed odd animation wise. The strong fight style had this odd over the head sword grip that he ran around with and it just seemed a bit strange. People usually shift around while holding swords but he stayed very static while walking with his sword drawn. His upper body moved very little and he stayed in a crouch-like position the entire time he was in combat mode.
Although this game was released in 2007, some of these types of problems had been solved in other games like Mass Effect. Still, I wouldn't judge the game on animation alone. Overall this game is still very fun and I would recommend it to people who like fantasy RPGS.