The world builders project had reached an end. It have been 7 and half weeks of hard work to have it done.
That’s the end result, presented on week 8. Now its the time to do some reflexion about the progress during the project and about the project in general.
Let’s start analysing the process choose to do the project. First, was documentation phrase to say so, when as a team by meetings agreement decided on what kind of final product we wanted to produce.
I remember when the project was explained and give the different options for it, I immediately knew that I was going to work in 3D, because that’s what I consider one of my stronger skills. Although the class being so big, the groups technically already determine, I ended working in a effects group; or that was the idea.
To do the project was necessary to have good methods of communication, we did had our slack channel as well as any other team. We also have a drive share folder on our google drives. I remember the communication was solid at the beginning of it, when we were working together as a team.
Once it was decided, approved by our facilitators what scene each individual is working on, the communication lowered. We did consulted for feedback to the others members of the team as well as the facilitators every week, but mostly it was delivered just by them rather than the team.
The project felt a bit more like an individual project rather than a group one. The only part that seems to still group choice is the style that we had agreed. We did share some basic knowledge of how to do the chosen style but anything further went in our own.
I believe that because one it was clear we were working individually, the communication dropped to only when it’s necessary. As a team we should try a bit harder to actual communicate what were our avance and how we were dealing with it, to see the progress as a group rather than individually.
As part of the team, and part of my responsibilities was also to keep insisting on it and/or just communicate my part more frequently even when it wasn’t any real communicating (responses) frequently. Asking is also another factor that is was a bit weak, but not as weak as general communication. Sometimes, asking was the only way to know is what we were doing was the correct process and so and that’s was what seems to actual worked, specially with replies from our facilitators.
To do the project, we did some research, concepts arts, animatic, previs and implemented everything in order to obtain the last result in each scene. Like I said before, one the team had agreed and once the shot were approved, based on the concept arts, it was more individual work that later on will be put together as one solid piece.
For my part of it, I learned about Falloff Maps, that allows us to have different colour effect on a select asset or assets depending on the light on the scene. Using that process, it made it easy to texture without really unwrapping it, and that helps us to actually save a lot of time.
Apart of that technique, I learn a similar way to use a map texture to say so, for the river and give it a realist colour and effect. I did learned how to use a ripple to apply to a plane or box that later on will be the river in this case. Using the ripple and giving it an animation sequence, it gives the realism movement needed to the water effect.
I could just conclude that this project did have the main three steps on an animation project in general, the pre-production, production and post production. We did have on the pre-production all the documentation needed, agreements and more; on the production each of us individually work the best, the get the scene as much as possible similar to the animatic, created the assets, animation and effects needed; to finally on the post production, we did collect all the individual shots and put it all together adding some sounds effects and effects on the title and credits.
I like to believe that even it was seem it as a individual project while doing all the shots, it really shows how a team can work separately and at the same time together having a unique result, mostly because of the define concepts at the beginning and good stable communication at the start when all the main decisions were made.
While talking about weighting, timing was mentioned, but what’s timing? first is one of the 12 principals of animation. Also it could be the weight of an object, as it was mentioned on the weighting entry, the different timing used in the same object would give different illusion of the weight of that object.
Timing as it is the speed of the action, refers as how long the action will take, would affect the personality and nature of the animation. It’s going to be affect by the number of frames between the two main poses on the animation. In simple, more frames it would made it slower, and less would result in a fast action.
That’s one on the main reason to also be the weight on an object, as how it was explained on my last entry. It could also work as scaling properties, as for example a tiny character would move faster than a large one therefor, a tiny one would have less frames. And lately, it could also use as to determining emotion; its different to show relaxing from nervous.
To apply a good timing, in the end would be hardly recommend to have a real time reference; because timing would help us to create something believable and realistic movements based off the real-world. A good real life reference would always help specially to have the correct timing on a animation piece.
Timing correctly something in an animation, would work correctly for any of the previous ways mentioned (such as weight, scaling and emotions) and will have positive results. As animators use the correct timing in the emotions for example would also give the though behind those actions.
In conclusion a correct timing would help to have a better understanding in things as weight (or the illusion of it), scaling (different velocities in the actions could varied in the size of the character) and emotions (it’s no the same show a relaxing movement rather than a nervous one). Timing is most common to be related to a real life action, so having good references always helps to give the believable and realistic need it.
- Becker, A. [AlanBeckerTutorials]. (2015, Mar 12). 9. Timing – 12 Principles of Animation [Video file]. Retrieved from https://youtu.be/BarOk2p38LQ
- Pluralsight, Pluralsight LLC. (2014). Character Animation Fundamentals: Timing and Spacing. Retrieved from https://www.pluralsight.com/blog/film-games/character-animation-fundamentals-timing-spacing
- Ralph A. De Stefano, Electronic Visualization Laboratory. (1999). The Principles of Animation. Retrieved from https://www.evl.uic.edu/ralph/508S99/timing.html
- Delano Athias, Pluralsight LLC. (2010). Exploring Animation Principles in 3ds Max: Timing and Spacing. Retrieved from https://app.pluralsight.com/library/courses/exploring-animation-principles-3ds-max-timing-spacing-427/table-of-contents
The specialisation project, varied from 2D to 3D options, including VFX. In my case, I working on a 3D character animation and as part of the tasks that we have to do to complete this project is have to some research. This entry will focus on weighting, and all related to moving weight. In my project the character that I had choice, will be lifting a heavy bag, for that reason I’m going to research for it and find all about for the project.
Now, to talk about weighting is necessary to understand about timing and spacing. That’s because weight nor force doesn’t really exist in animation, everything is part of the illusion of animation.
For an animator, weight is a visual presentation of opposing forces. When a character jumps up, it is actually driving down against the ground. The faster it can drive down the higher it will jump. The character can enhance the power of the jump by thrusting shoulders and arms in the direction of the jump. Study a high jumper or long jumper.
-Weight in Animation, Posted by Wayne http://www.anamie.com/weight-in-animation/
Animating a believable sense of weight and power is probably one of the most challenging tasks an animator will have. It takes a keen understanding of Timing and Spacing (one of 12 Animation Principles) to animate anything that should appear to be affected by a gravitational pull.
-Emphasizing Animation Timing to Convey Weight and Force, By Pluralsight on August 8, 2014, https://www.pluralsight.com/blog/film-games/emphasizing-animation-timing-to-convey-weight-and-force
I just quote two bits of different websites that certainly are saying the same with different approaches; there is also the constant mention of timing, that’s because the timing is what would give the impression of weight in the animated object.
Part of the research that I have done, also shows an example of how to animated weight correctly. As mentioned before, that would include has the correct timing in the movement of such asset.
For example, if someone animated the same object two times but give it different timing in each; the illusion of how heavy that object will varied. To be more specific, just let’s say that such object is a ball, if the animation has a fast timing the audience will conclude that it’s light, but if that has a slow timing, then the audience will conclude that it’s heavy.
That’s how weighting in animation works, or better say how the illusion of weight is created on an animation. So therefore having a great understanding of timing is the best way to make weighting works on the animation.
- Wayne Gilbert, anamie entertainment ltd. (2013). Weight in Animation. Retrieved from http://www.anamie.com/weight-in-animation/
- Pluralsight, Pluralsight LLC. (2014). Emphasizing Animation Timing to Convey Weight and Force. Retrieved from https://www.pluralsight.com/blog/film-games/emphasizing-animation-timing-to-convey-weight-and-force
- Stephen Holmes, 3DArtist. (2017). How do I animate a character lifting weights? Retrieved from http://www.3dartistonline.com/news/2014/02/how-do-i-animate-a-character-lifting-weights/
One of the projects that I had been working on since the beginning of this term, is this one that consist in simple words to create a fake teaser based on a book. This is a group project, my group is formed by 4 members including myself. To do this project we do had only 6 weeks, considering that is due on week 7. The firsts 2-3 weeks had been used as pre production, documentation, while the rest of the time is required to do the production and left the post production for the last days, no even a week but days.
Up to now, as part of the documentation each student had to do some to some concept arts, as well some thumbnails and others to helps visualize the result of our individuals shots, that each of us had been assigned. In simple words, one the teams had been formed each of them had assigned to each member a shot that they are going to be responsible for it and it would depend on each student to made it posible to in the end create the teaser with all the shot edited and render together as one main masterpiece.
I remember that when I was working on this concepts I was more thinking that I should try to focus more in the environment that is describe on the book that the team had choice, rather than the characters that also appear there. My team and I are working on the “Zarkora” project, planning on doing our individual shots as a “VFX” shot – Matte Painting/Virtual Environment, which might use camera mapping techniques. It’s going to be based on the second book of the “Zarkora” series, “The lost Kingdom”.
My shot is specify based on the chapter VIII of the book named as “Gorkin Chase”; in which the main environment is the forest where the main characters are.
I new semester had started and new challenges among with it. This term I should try to update regularly as part of what it’s call everydays project, that actually should helps us to organized our work as well as our time. Normally, at least for me personally, time management it’s a difficult task to manage. Although it had been already passed some weeks since the semester had started, I had been managing my time with the help of different recurses.
Now, that I’m finally making a blog entry I should really try to be more active and update as regularly as possible. I would start talking with what I had been archiving in the past weeks, then I should be update as much as possible with WIP from the different projects that I’m working on in this semester.