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7.17 Week 17 FMP FMP & Thesis

Week 17: FMP – Critical Reflection

Skullchaser (2023) by Donatella F. Mikulasch

Introduction

For my Final Major Project I created a stylized character animation, which was a great opportunity to showcase the animation skills I gained during the course and express my personal artistic style.

Since this article is my last blog entry, I would like to share my critical reflection focusing on the skills I learned over the course, as well as my experience working on the FMP project.

Critical Reflection

Animation Workflow

Working on my FMP project has enabled me to gain a better understanding on the animation workflow. This was essential as it helped me to understand how animation studios develop their projects within their different departments.

Given the fact that this course prepared us for being a 3D generalist, I had the opportunity to discover different fields within the industry. This enabled me to learn different skillsets and also helped me to define which areas I enjoyed working on the most.

Character Animation

The FMP made me realize how passionate I am for character animation. For this reason, the main focus of my work was to create appealing character moments and polish as best as I could the animations. This enabled me to create shots which I would like to include into my showreel to apply for jobs in animation studios.

Visual Language

When it comes to the visual language of my animation, I reflected my findings on the grotesque and the uncanny based on my thesis research. The topic of my research was: ‘How does Tim Burton make use of the grotesque and the uncanny in the characters of his movies to evoke empathy and create an emotional connection with the audience?’

Even though my thesis is more focused on the characters and the engagement with the audience, by analyzing in more depth Tim Burton’s movies, I learned how to apply grotesque and uncanny features into my animation.

The grotesque — can be described as something distorted and absurd (Merriam-Webster, 2023) — and the uncanny — can be defined as something mysterious and supernatural (Merriam-Webster, 2023).

In this sense, I reflected the grotesque by distorting the shapes of the props in the environment, and the uncanny by including peculiar decoration items in Halloween Town.

For this reason, it was truly rewarding to not only analyze in depth in form of case studies Tim Burton’s movies, but also apply my findings into my visual aesthetic of my FMP project.

(Please refer to my thesis blog entries for further information regarding my research: https://dmikulasch.myblog.arts.ac.uk/category/thesis/)

Previs Animation

Working on my previs animation during my preproduction process was essential, as it helped me define the duration of my animation and the place of the objects in the environment.

In addition, since I collaborated with a sound artist, they needed to know the exact timing of the sequences to compose the background music and sound effects. In this sense, I learned it was a very efficient way to work animation and music simultaneously.

Reference Videos

Furthermore, I also learned that the best way to record reference videos is by placing the camera from a 3/4 perspective, apart from recording from different angles. This helps animators to understand the movement of the characters from different views.

In the future, I would like to learn more acting skills, as it will help me to create better character moments in my animations.

Feedback Sessions

Attending feedback tutorials in class was essential, as it enabled me to improve the movements of the characters. It helped me to sharpen my eye in terms of understanding the timing, spacing and arcs of the movements.

In this sense, the draw-overs I received from George helped me to create smoother character animations and get a better understanding on the key and breakdown poses.

Lighting & Rendering

When it comes to the lighting and rendering process, I must say that it was the aspect I enjoyed the least. Not only does it require you to be extremely meticulous in setting up the scenes, but also sometimes the rendering process cannot go as expected.

I learned that it is highly advisable to double check if the renders turned out as we had planned. Sometimes, it can happen that we manually setup the wrong file format, camera or renderer and therefore it can affect the quality of our productions.

Final Comment

Finally, it was truly rewarding to see reflected all the skills I learned over the course, taking into account that last year I started the course without having any knowledge on animation.

Even though I came from another background, it was extremely helpful to apply my knowledge in graphic design, as it enabled me to create appealing visual compositions.

Reference List

‘Grotesque’ (2023) Available at: https://www.merriam-webster.com/dictionary/grotesque (Accessed: 5 June 2023).

‘Uncanny’ (2023) Available at: https://www.merriam-webster.com/dictionary/uncanny (Accessed: 5 June 2023).

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7.16 Week 16 FMP FMP & Thesis

Week 16: Postproduction

Introduction

This week, I focused on the postproduction of my FMP animation, where I imported all the frames I exported on the Render Farm and made some minor color corrections.

Adobe Premiere

What follows next are some pictures that show the post-proction process of my animation.

Work Methodology

In order to edit my FMP animation, I used the Adobe Premiere file I used when I created my Previs Animation. All the placeholder playblasts that I had, I replaced them with the final renders. In this sense, I made sure that the timing of my animation was the same as the one in my previs animation.

Interpreting Footage

Interpreting the footages in Premiere was essential in order to make sure that the sequence was being played in 24fps. Even though the animation sequence was set to 24fps, when I imported the different renders, the frame rate automatically changed to 29.7fps and for this reason I had to manually set it back.

Adding Animation Title

Then, I also included the logo and credits captions into my animation, where I could easily animate how these elements appear into the scene by using the opacity controllers.

Adding Effects and Filters

I added some filters and effects on the shot to communicate the idea that a CCTV camera captured the moment where the pumpkin is being stolen. To do so, I created an adjustment layer with the grid and added some noise in the animation.

Creating Newspaper Articles

When Skullchaser is tasked with the mission of finding the suspect who stole the Golden Pumpkin, I wanted to showcase some newspaper articles. I applied my background in graphic design to establish a typographic hierarchy in the newspaper, in view of highlighting the titles on the titles.

Newspaper Article 01

Newspaper Article 02

Newspaper Article 03

From ‘Lorem Ipsum’ text to Chat GPT

The arrival of artificial intelligence and ChatGPT has changed the way I work with placeholder texts.

Whereas in the past I used to apply the ‘Lorem Ipsum’ placeholder text, I asked ChatGPT to generate some short articles, so that I could include them in the newspaper.

However, I made sure to create and adapt the text so that it could fit into the columns I created.

Adding 2D Effects

In order to create a cartoony effect of the shots, I integrated 2D animation into my scenes.

Regarding the ‘Puff-Effect’ I created the animation using Photoshop’s timeline and added some blur to create the smoke effect.

After getting feedback, I was made aware that I need to start using masks so that the bars are placed in front of the ‘puff-effect’.

When it comes to the shooting animations, I created 2D explosions in Photoshop.

I applied the same methodology using the masks, so that the bullet is placed in front of the explosion effect.

Further Thoughts

It was truly rewarding to see the process of my animation, especially when I replaced the previs animation shots with the actual renders.

Furthermore, Adobe Premiere enabled me to make some minor color corrections and adjust the brightness and contrast of some of the scenes.

In addition, working on the animation has also enabled me to apply my graphic design skills to create appealing visual layouts. From my personal perspective, the arrival of artificial intelligence can simplify the process of creating placeholder texts.

Finally, it was truly interesting to implement 2D animation into my scenes in order to add the special effects such as the explosions and ‘puff-effect’.

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7.15 Week 15 FMP FMP & Thesis

Week 15: Lighting and Scene Setup

Introduction

This week, I focused on the lighting of my scenes and setting up the Maya Files for the Render Farm. In this sense, I focused on the more technical aspect of the project.

Lighting

Given the fact that I have never properly worked with lighting, I asked my classmates to help me set up the scenes. Special thanks goes to Shizra Manzar, Jixuan Chen and Roos Stolk, who kindly explained me how to create the environment lights for my animation.

Environment Lights

What follows next, is the list of the lights I used in my scene and their purpose:

  • Skydome Lights (for the purple tone and brightness)
  • Directional Light (for the moonlight)
  • Area Lights (for the fog effect in the forest)

It is also worth mentioning, that I learned how to use relationship editors. In this way, I could enable or disable which objects are affected by the different lights.

Render Farm

In order to setup the scenes for the render farm, I had to define the format of my animation and make sure that the Arnold Renderer was enabled. I also used in the environment setting the aivolumetric environment to create the fog effect in the scenes. I also had to increase the samples of the lights to decrease the grainy texture of my renders.

Setting up The Files

In order to set up the files for the render farm, I needed to make sure to set the project of the Maya file in order to have all the assets and textures linked. For this purpose, I also created a list in which I detailed the frame range I needed to render for each shot.

Some Challenges I faced

Some of the issues I faced were that I set up the wrong frame number or wrong camera. In this sense, it is always advisable to double check if the results turned out fine.

Another major issue I faced during the rendering process was that the university server was not working properly, and therefore, my renders failed. Even though I executed the rendering process over the past weeks, I could not rerender some of my shots properly.

Unfortunately, even though I spent several times trying to sort the technical issues out with the IT team, I had to use my personal laptop to render many of the frames. This implied major setbacks in terms of my time management planning and it was truly frustrating not being able to fix these issues.

Critical Reflection

When it comes to the lighting, it was truly rewarding to learn the different uses of lights (skydome, area light and directional light). It was also highly beneficial to use the relationship editor to manually adjust how the lights are affecting the objects and creating shadows.

In addition, I truly enjoy learning from other classmates with more experience than I do, and I will surely implement their advice in my future animations.

When it comes to the rendering process, I learned that I always have to double check if the renders turned out as expected to avoid mistakes in my animation.

On the other hand, I learned that the rendering process is extremely technical, and therefore, I have to be meticulous when I set up the scenes.

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7.14 Week 14 FMP FMP & Thesis

Week 14: Logo Design

Introduction

This week, I focused on creating the logo design for my project. Not only will it appear in my animation, but also in the poster and postcards for the Postgraduate Show 2023.

Naming

Skullchaser: The protagonist of my story is called Mr. Bones, also known as Skullchaser. The name implies that the character goes after skulls and skeletons, which are characteristic creatures in a Halloween environments.

Logo Development

Concept: Skull

I am looking forward to visually communicate the idea of a skull. To do so, I edited the negative space of the letter ‘U’ and designed a skull icon.

Rethoric Figure: Skull & Bones

I combined the icon of the skull with the icon of bones into the word ‘skull’.

Font Family: Triplex Cond Serif OT

I decided to use a slab serif font to convey the idea of Skullchaser’s commanding presence. However, the rounded anatomy of the stems allude to the soft side of Skullchaser’s personality: his will to save Halloween Town from eventual peril.

Logo Design

Logo Design (Color Version)
Logo Design (Negative Version)

Applying the Logo

Postcard Design

Furthermore, I worked on the postcard design for the postgraduate show. I wanted to showcase the protagonist of my animation in the Halloween environment, as well as the logo and name of my animation.

Postcard Design

Poster Design

I adapted the horizontal postcard design into the vertical poster format. I also included my contact information, in case someone is interested in my work.

Further Thoughts

Working on the branding of the film is essential as it helps the audience to identify and differenciate the animation from other ones. In this sense, having a simple yet memorable logo is the key to catching the audiences’ attention.

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7.13 Week 13 FMP FMP & Thesis

Week 13: Modelling Process

Introduction

This week, I focused on modelling the environment and the props for the scenes. To do so, I created first a moodboard with reference pictures to help me get inspired.

Padlet Moodboard

I created the moodboard on Padlet and divided the sections according to the different props.

As you can see on the moodboard, the reference pictures are dark and gloomy as I want the aesthetic of my stylized animation to be grotesque.

Padlet Inspiration Board

Picture Analysis

After analyzing the moodboard I learned that:

  • Adding a fog effect will enhance the aesthetic of the grotesque environment.

Modelling Props

Mansion

In order to model the house I first blocked out the main shapes with cubes and started extruding the faces.

I edited the vertex points on the edges to create the distortion of the shapes.

Furthermore, I used boolean unions to combine several shapes together.

Before setting up the scenes, I made sure to group all the objects that have the same texture in order to make the texturing process more effective.

Environment Props

Then, I created a set of props to showcase them in Halloween Town. I modelled coffins, lampposts, graveyard stones and crosses, as they represent the essence of Halloween.

Setting Up the Props in the Environment

Skullchaser’s Mansion

When it comes to Skullchaser’s mansion, I slightly distorted the edges of the house and placed it on the hill with a slight rotation.

In this sense, I am looking forward to communicate the grotesque aesthetic through the distortion and rotation of shapes in the environment.

Skullchaser’s Living Room

As regards Skullchaser’s living room, I also distorted the edges of the elements to create stylized furniture objects.

It is also worth mentioning that the camera position has been slightly rotated to allude to the grotesque look and feel of the shot.

Skullchaser’s Office

I made sure to include distorted furniture in Skullchaser’s office as well as bones to highlight the idea that we are in a skeleton’s office.

In this sense, I added a hand as a decoration on the radio and windowframe, and created a skeleton holder for the gun.

Halloween Town

When it comes to Halloween Town, I made sure that the shape of the trees and branches look distorted to convey the idea of a spooky neighborhood.

If we take a closer look to the lampposts, the vertex points have also been edited and distorted.

The Golden Pumpkin

Finally, I created a 3D model of a stylized pumpkin and placed it on top of a stone to refer to the idea of an altar.

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7.12 Week 12 FMP FMP & Thesis

Week 12: Facial Animation

Introduction

This week, my blog entry will be about blink animations, as it was not the first time I struggled with these types of movements.

Blink Reference

I used The Animator’s Survival Kit to learn the simple formula on how to approach blink animations. In the past, I struggled with blink animations as the spacing I implemented was way off.

Blink Animation (Reference: Animator’s Survival Kit)

Blink Animation

In order to animate the blink, I first focused on the spacing of the eyes. After animating them, I also worked on the movement of the eyebrows. In order to make the sequence smoother, I animated as well the cheeks, as well as the nose.

Studio Library

The Importance of Studio Library

After working on the blink animation, I stored it into my Studio Library, and it was ready to use in the rest of the scenes.

Critical Reflection

Using Studio Library, for instance, for blink animations is extremely efficient as it is an animation that I need to include in every shot.

Furthermore, when it comes to blink animations, I learned that I do not only have to focus on the closing and opening of the eyes. In this sense, by animating the eyebrows, cheeks and the nose I am giving the character a smoother facial expression.

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7.11 Week 11 FMP FMP & Thesis

Week 11: Animation Process (PART 4)

Introduction

This week, I focused on the C-Shots of my animations. Even though they are short animations, it is always highly advisable to get feedback to create smoother movements.

Bat Dropping Gun

Feedback V01

I should rearrange the position of the arm and center it more towards the viewport of the camera.

I should also pay attention to adding moving holds, as the wrist of the character seems stuck.

Hand

Feedback V01

Even though the general animation of the hand coming out of the ground was acceptable, I need to add more overlap in the fingers and adjust the spacing of the forearm.

Stolen Pumpkin

Feedback V01

In this animation, I should improve the timing of the camera and come to a stop quicker.

In this sense, the skeleton hands can come in sooner into the scene and I can add a moving hold when they are gabbing the pumpkin.

Feedback V02

After adjusting the timing of the camera animation, the only suggestion I received was to create a snappier movement of the hands when they are leaving off screen.

Critical Reflection

Even though the animations were not as difficult as the previous ones I worked on, I learned that:

  • I need to make sure to add moving holds and avoid the body parts feeling stuck on screen.
  • Even though animating fingers can be tricky, I need to make sure to add overlap in the different finger parts.
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7.10 Week 10 FMP FMP & Thesis

Week 10: Animation Process (PART 3)

Introduction

This week, I mainly focused on the animation of Skullchaser’s jumping and landing sequences.

Jumping Off Cliff

Feedback V01

I should definitely improve and clear the sillhuetes of the hands. In addition, many of the arm movements seem very stiff.

Furthermore, I should also adjust the position where the character jumps off screen.

Skullchaser Lands on Floor

Feedback V01

This sequence is definitely too quick, so I need to add more frames when the character lands on the floor and starts running.

I need to improve as well the body movements when the character is landing on the floor.

Feedback V02

After adding some frames to the shot, the timing seems much better.

One of the major difficulties I had was that I delayed as well the movement of the camera. However, this affected negatively on the view of Skullchaser’s poses, so I need to make sure that I always animate according to the camera.

Turns Around and Aims at Bats

Feedback V01

Even though the key poses seem fine, I need to work more on the dragging of the arms and bend the arms a little bit more.

I should also focus on delaying the rotation of the head, as the body is leading the action.

Lifting Pumpkin

Feedback V01

I should focus on improving the arc of the pumpkin. Rather than translating it in a straight line, I should try getting a curved path.

On the other hand, I should adjust the position of the hands and constrain them to the pumpkin in order to avoid clipping moments.

Critical Reflection

The feedback session I received this week was truly beneficial as it helps me to understand the following:

  • Sometimes it is useful to retime your animation by adding more frames to clearly showcase the movement of the character.
  • I should animate according to the movement of the camera, as it can affect the keyposes of the character.
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7.9 Week 9 FMP FMP & Thesis

Week 9: Animation Process (PART 2)

Introduction

This week, I mainly focused on the shooting sequences of the character.

Skullchaser Shooting

Feedback V01

In my first attempt, I failed to properly animate the movement of the arm shooting the gun.

In other words, the recoil that should affect the arm after the shot is not visible to the audience.

In addition, I also feel that I added to many hits on the gun when it gets stuck.

Feedback V02

In this second draft, the animation of the arm is looking way better, as we can now feel the shots of the gun.

However, I should track the arc of the gun using as a reference the red dots.

Furthermore, now the hits on the gun seem more clearer.

Skullchaser Kills the Final Bat

Skullchaser Aims at the Floor

Feedback V01

I need to work on the animation of the back arm as it seems pretty stuck.

On the other hand, I should also focus on bending more the arm that is holding the gun.

Gun Shot Close Up

Feedback V01

This shot is very short and is not one of the most significant ones. For this reason, the animation was acceptable and the only suggestion I got was to try to blink one eye when the character points at the bat.

Critical Reflection

To me, shooting animations were extremely challenging since it was confusing to understand what part of the arm is moving first (arm, forearm, wrist). However, the draw overs gave me a clearer understanding on how to animate the shots and I also received valuable feedback which I will try to implement in future animations:

  • Bend slightly the arms and legs, rather than positioning them in a straight line.
  • Blinks are extremely helpful to change from one pose into another one.
  • Focusing on certain shapes (such as the nose or dots) are extremely helpful to track the arcs.
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7.8 Week 8 FMP FMP & Thesis

Week 8: Animation Process (PART 1)

Introduction

Over the next weeks, I will start working on my animation. So in the following blog entries, I will go over the drawovers I received in class by George. They are a crucial part of the process, as it enables me to improve the timing, spacing and movements of my characters. In some other cases, it also helped me to create clearer character sillhuetes.

Skullchaser Lifts Ball

Feedback V01

I was advised to create a more appealing pose by spreading the legs on the ground.

On the other hand, it would be beneficial to put the stone closer to the camera.

Finally, I should definitely reduce the toe rotation as the movement does not seem natural.

Skullchaser Throws Ball

Feedback V01

In my first draft, I struggled hard with the position of the back arm. Therefore, I was advised to put the arm lower.

This implies to rethink the spacing of of the arm going behind his back.

Feedback V02

In my second draft, not only did I adjust the position of the arm, but I also focused on generating overlap with the body and the head of the character.

However, I need to polish the way the character is moving while he throws the ball. To do so, I will use the motion path to track the arcs.

Horse Follows Ball

Feedback V01

In my first draft, I admit that I completely failed to animate the movement of the ball. I merely focused on animating the ball off-screen, though rather than following an arc, it is moving linearlly.

On the other hand, I was advised to open the jaw of the horse to drag the mouth while it follows the ball.

I was also advised to refer to the dog cycle we animated last term, to understand the ups and downs of the front and back legs.

Feedback V02

In my second draft, I also focused on animating the villain, and I was advised to create a clear contrapposto pose.

I also noticed that it would be better to make the shot a little bit longer, to showcase the fall in more frames.

I also added the bones breaking and falling apart on the floor.

Villain Snaps Fingers

Feedback V01

I added a hat to the villain, so that he has a more unique character identity.

Again, I was advised to work on the contrapposto pose.

When it comes to Skullchaser, I should work more on dragging the chest of the character and adjusting the timing of his movement.

Critical Reflection

The feedback session was extremely helpful to guide me on the character animation. I also got very useful advice, which I will try to apply in my future animations:

  • Create clear and appealing character poses.
  • Add props to the characters to create a unique identities.
  • Keep working on dragging some character’s movements, especially when it comes to the arms.