Monday, 4 March 2013

Maya Animation - Finished Render

So here is the final render of my animation, it was rendered out as image sequence and rendered out in a lossless format using After Effects. I then took it in to Adobe Premiere where I added my desired audio, background music and effects for a more satisfying animation. These consisted of effects from the music library from Video Co Pilot and the 'Good Night' music from Final Fantasy 7.



Overall, I found doing this animation very interesting, I have had to learn a totally new system that I had only years ago had very little experience in, but seeing the results you yourself create in the end is very rewarding. It has lead me to want create more scenes but on a much more complex level, mostly ideas from my mind but this will take a lot of working in Maya to even begin to come close to what I imagine.

Sunday, 3 March 2013

Maya Animation - My Toy Models

So for modelling my toy in Maya I pretty much had my idea set in place and went straight to developing the model. What I ended up with was two simple characters, one labelled X and the other Y and they look like this.



The process was pretty simple, and the model was created using only polygons and manipulation them. The head piece was created by taking a sphere into face made and deleting the under half, I took the edge tool and extruded the bottom edge to fill the bottom of the head after it had been cut.



To create the letters on each model, I used the free placement edge tool and drew out each later and extruded them inwards. Moving to face mode I select all the extruded faces and applied a new blinn material.



I then went through the models components to ensure each part was named correctly. I adjusted the pivots for the legs and arms so when I rotated they would move in an limb like manner.




Maya Animation - Scenery Research

In my head the way I had decided to model my android toys was very complexed. So to ensure it looked like I went for that style, I wanted to match that in the background.

Thinking of a big game I instantly thought of an arena or stadium, a stype game that matches that straight away is the 'Wii Fit' game created by Nintendo.



The textures in the image above are simple but not purely one color, this is what is going to make the difference in a simple unfinished looking model to a textured scene. The grass has attention to details, it even looks as if it was been cut up and down to create lines.



This is what the stadium could possibly look like with no crowd, it's a little more simpler I don't want to take attention from my subjects and story.

Maya Animation - Storyboard

Below is the scan of my storyboard for my short Maya animation, as you can see there are only 2 pages but it's only meant to be no more than a minute long so I didn't need many key scenes.



Above we see one or two establishing shots of who our characters are and the scene they are set, followed by the first android picking a ball up and throwing it across the field and landing.



We are then follow by a quick cheer, so the animation does not repeat it's self I added a little motion where the second android chucks the ball and down before throwing it across the field. The idea is simple and was very quick to think of, but what I needed was to demonstrate all principles of animation I could to show I understand how they work, I think with the movement of each android and ball being thrown and landing I can.

Maya Animation - Toy Research

For our brief in OUDF405 our first main task was to find a simple toy we had at home that could be modelled in Maya without too much difficulty.

I decided I would find it much more enjoyable if I were to use a toy/mascot I was interest in my self, with that I came to the android mascot. It's now a globally known sign and it an open source operating system.

The mascot it's self is a simple model with basically a cylinder, a hemisphere and 4 more cylinders capped either side for the legs and arms.



The toy is 'plushy' and has the basic shape that I want but I wanted my model to be like how they depict the android on the internet. Like that of the game 'Rayman' his arms are detached and float next to his body.


This is more like the kind of idea I will go for, thought I think I'm going have whole eyes as I want the potential to change their shape to give emotion. In doing this the movement and actual animation will be much easier to accomplish and I'll be able to demonstrate the principles of animation more efficiently.


Visual - Toy Story Film

In this blog I'll be talking about one of the biggest landmarks for Pixar in the history of CGI animation, that is Toy Story and it was the full 3D animated feature length film. Released in 1996 the franchise was so successful they released a second and recently brought the story to an end with a third. Being such a landmark film there isn't a need for me relay the plot but you for visual purposes the trailer is below.


The films were always enjoyable for me as a child as well because they were animated with children in mind, even still being from my past I thoroughly appreciated the third. Not only because I felt like a chapter had finished in my self and the film but the how far the difference in detail has came since the first. To create films like back then required bespoke and custom written programs with the aid of Maya or 3DsMax were only affordable by movie grade companies, now these animations become achievable with an average off the shelf computer.

After doing some deeper research I have come to find that Toy Story is actually born from a previous short animation created by Pixar, called Tin Toy Created 1988 it also the academy award for 'Best Animated Short Film', at around 6 minutes long they didn't think it was long enough and wanted to create a sequel that was 30 minutes in length.  In they end they suggested to just make it a full film, here is Tin Toy below.




Visual - Jurassic Park Film

Jurassic is a classic film for my generation, the almost photo realistic animation in the film was ground breaking back when I was younger. They were able to achieve this using CGI (Computer Generated Imagery), this game them the ability to have life like interaction between physical actors and the dinosaurs creating epic scenes like the chase below.



Released in 1993 based on what many don't know the 'Jurassic Park' book, it was directed by well known director and producer Stephen Spielberg. Being so popular the franchise went on to create two more films as sequels to the first.  Below you can see a quick trailer of the movie.


People seeing this film for the first time must of been on their seats, never really before had we seen such suspense, thrill, action and realness from CGI animation. So the next thing I was compelled to do was find out how they were actually integrated and how much was actually animatronic as well, I came across a short video of them rehearsing a animatronic T-Rex .


Visual - Paperman Animation

I think Disney really went to town on this animation, not only did they go and demonstrate a new technique they have developed but ensure there was a story both emotional and moving. A superb use of music and well thought out imagery that is commonly recognised in Disneys work. Being released shortly after 'Wreck it Ralph' it has not surprisingly gained it's own popularity in the online community. Here is the trailer below.


The story put shortly is about a young man office worker in a city meeting a young women who catches his eye on train. Their meeting is initiated by a piece of paper took by the wind hitting him in the face. Leaving without her paper she says goodbye, upon arriving at work the young notices her in a window building across the road. In a desperate attempt he tries to gain her attention by sending paper aeroplanes across, he is unsuccessful and she leaves. Unsatisfied he races down to the ground floor and in a feat of magic is swept away by all his paper aeroplanes which seem to be alive. They guide him back to the exact place they first met.

Above I spoke about a new technique used in this short and it's called 'Meander' Basically it's the integration of 2D animation overlaid onto a 3D animation. The finished effect look incredible making drawn animation look more appealing than ever before. When finding the trailer I came across the actually video without 'Meander' being applied while explaining the process of it's creation. The whole reason for all this is because at Disney they realised they were spending so much time drawing out frames and storyboard and then disregarding , they decided to stop wasting them and put them to even more use.


Visual - Elephants Dream Animation

Elephants Dreams was soley created using 'open source' software, not one actual program though a mix of them. It won an aware for 'Best Short Film' at the European 3D Film Festival, took nearly 8 months of production and premièred in early 2006. The purpose behind the film was apparently to demonstrate the potential that can harnessed in using 'open source' software. In one of my of my earlier blog posts I speak about Steams very own real time open source editor here.



The film is a perfect example that high quality animation can be created using standard open source software. All though it doesn't make the 'film' standard it comes extremely close, it was still successful and very creative. With demonstration in mind they showcased different aspect of the software used for example 'Blender' it pushing the boundaries further than ever before. Not just the animation quality it's self though, they had brilliant use of dialogue and sound-scape to create an award worth piece. Blow I have included the trailer for a quick glance.


The film seems very surreal and yields no real plot and that's there never was one. The old man is named 'Proog' and the yonger 'Emo'. 'Proog' attempted to show 'Emo' his world that he continuely refers to as 'The Machine' which is basically a reality he has dreamed up. When 'Emo' reject his ideas 'Proog' again and again attempts to force his ideas on him. You can probably now tell it just a demonstration that shows it isn't only the businesses with big bank accounts that can create 'film' like animations.

Animation - Pinscreen Technique

Pinscreen animation is another style of stopmotion in it's self which creates a very strange but imaginative effect. Taking a screen filled with pins that are moveable you can adjust how much they protrude forward, lighting the screen from a side angle casts shadows on to a board. As you can imagine the process is extremely long and difficult, it's so bespoke you rarely ever see it. The equipment costs is high and it's labour intensive, there are only a few films known to date this show examples of this technique. However like all people we want things made easier so software has been developed to give this 'style' of animation at much lower production cost.



This style of animation can only be project on black, white or a monotone colour, this also depends on the light of the colour you are using otherwise they do not yield the desired results. Though with using pins you can imagine the amount detail possible coupled with adjustable shade. CEL animation just cannot achieve this level of detail which makes it rather unique.

As mentioned above there are not many examples of this style of work, however the internet is full of information and using YouTube I have come across one of the most known examples titles 'Mindscape' the video I'm using doesn't include the original soundtrack but that's not important. It was created by Jacques Drouin in 1976, of course he collaborated with other in improvisation.



The second video is an 'extremely' simplified version of the pinscreen technique built for commercial purposes. But you see how the actually mechanics of the animation work.


Animation - Claymation Technique

Claymation is a had a rather wide variation of style to work from, just general techniques has been labeled in to difference categories. Below I am going to explain the differences of each techniques aided with examples.  Firstly though Claymation stands for 'Clay Animation', using not surprisingly 'clay' you can mould it into shapes your choice and use stop motion to create an animation.  The more detail you go into the more difficult and time consuming your piece will be come, I will be disucssing 'Character', 'Strata Cut', 'Clay Painting' and finally 'Freeform'.

Character

Instantly when you think 'Character' claymation you think of Wallace and Gromit so I won't talk about that, instead I will be talking about an extract from a film called 'Jaes and the Argonauts'. The scene consists of skeletons rising out of the ground and attack three human actors, see below.


 Not only do we see claymation at work but we see interaction with physically real actors, you noticed this style in alot of older films before CGI graphics we're possible as this was the only way to do it. This is a very detailed piece of work but doesn't require much moulding as that of Wallace & Gromit.

Strata Cut

This the least used animation technique out of the four as it to some it's just mind boggling, though the process is actually quite simple. It's built from a block of clay and sliced away piece by piece with a different variation of the image before it, photographed slice by slice an animation will start to form, here is an example below that takes you through the process.


Clay Painting

I chose this style next because it has a sort of resemblance to 'Strata Cut' you still have this surrealistic dream like effect but instead of slicing a piece away each time,  you take your clay and shift it around a canvas little by little to create different imagery. One of the most well known pieces for won an award for 'Best Animated Short' it merges a total of 35 different artists into an animation and is know as "Mona Lisa Descending a Staircase" created in 1992.


Free Form

I have saved 'Free Form' animation for last as this is the most widely used technique of all. Using clay you you rapidly make any desire shaped more into others, a good example would making the creation of man starting a blog of clay and moulding photograph by photograph in to a human body. Then after changing into a bird or any object, there is no in between section only beginning and end. It is then in it's self free form. An example that is very complex and well animated is 'Dantes Inferno' with over five minutes worth of animation the process must have been time consuming.


Animation - Graphic Animation Technique

Graphic animation requires the simple use of 2D image which move on a plane frame by frame to create an animation. An obvious and well known practice of this style is globally known show 'South Park'.



At first the animation was simple piece of cut out colours paper sat flat in front of camera and moved frame by frame to create animation, since then it has been through many upgrade featuring the use of Adobe Flash and finally now Autodesk Maya and rendered out orthographically. The amount of time and money this saves now the process is much simpler is tremendous with added feature of a more appealing look.

This technique isn't just used for finished pieces though, you can create an very detailed draft of a higher detailed piece of work later to come, it could be used to present your ideas before hand as it's not that difficult.

To demonstrate the the difference from the image you see above I moved over to YouTube to find footage of the first ever South Park episode and trust me you can see the difference.


Animation - Pixillation Technique

Pixillation takes use of real life actors in different positions which is then photographed frame by frame to create an animated piece. In doing this the actor is morphed into a sort of puppet as the act of flying becomes possible, if you were to jump, move forward and jump again and take a picture in mid air you would gain the effect. Since the technique was invented it has seen constant use till present day.

The piece below is directed by Jan Kouen and is titled Gisele Kerosen, after watching the video you will realise that is would have an extremely lengthy piece short film to record but the effect created is incredible.




I think what is most obvious which pixillation compared to continuous shooting like in Gisele Kerozene is the fact we have characters flying on a broom which is obviously not possible without specially effects, we also notice when falling over and skidding on the floor they travel alot further as opposed to the amount you would realistically, what you are achieving is a very dramatic and exaggerated look. With this style of animation you can create some very unique and interesting ideas, you are not bound by gravity to a certain extent. Once again it sparks the imagination to what is not usually possible.

Animation - Object Animation Technique

Object could be explained by saying it combines styles graphic and clay animation with the use of inanimate objects. The majority of the time you have a basic set up of a camera and and object automatically giving you a 3D scene. An great example of this is a short animation I found on YouTube called "Sephiroth the Worlds Enemy" which uses characters from the globally known game "Final Fantasy VII". Not only does it incorporate object animation, it also has elements of post production to give it a more realistic feel.




The video it's self has over 1,000,000 views. I think the reason why this type of animation is/becoming more popular is due to the fact we see inanimate objects them self come alive, just the thought sparks imagination in people as to what they could create.

In Paranorman they took this technique to another level using 'Character Animation' techniques with 3D printed, interchangeable models.