Thursday 15 December 2016

SEMESTER 1 FINAL SUBMISSION - Let It Flow (w/ breakdown)



https://www.youtube.com/watch?v=LX0O8_RBdgE&feature=youtu.be
Click image to view the animation

This is my final piece for the advanced character animation module for my 2nd year. Since this animation would be very difficult to do, I had to make sure I understood what my animation was going to be about. I first created a storyboard and once I was happy with that, I started to design my own character. Once the characters modelling was complete, I decided that it would be better if I used a stock rig which I had used before for minor animation projects.

After the storyboard and the character (modelling and stock rig optimisation) were complete, I decided to start working on the animation. Over the course of 12 sessions (13 weeks), I can safely say that my animation skills have definitely improved compared to my last year final submission. The most important aspect of animating I learnt was blocking and posing. With this skill alone, I was able to create the work I have done today.

Another aspect of animation that I learnt was something I did whilst not in university as part of my directive study. I learnt how to use references when animating. This is something that is very important since using real life references helps with creating the realism aspect and helps me a lot from a technical perspective.



HOW I COLLECTED MY REFERENCES

For my references, I decided to take my own initiative and usually I would take to Google or YouTube in order to collect my video references but since my storyboard was different to just finding any piece of reference online, I decided to call the Yorkshire School of Acting in Bradford. I spoke to one of the owners if he could assist me. He offered to post my job offer on a local acting site where his actors are active users in.

A few days later I received a call from someone who could help me with my animation. We arranged a time and I booked a small rehearsal room at the Bradford Playhouse. I also loaned out a DSLR camera to help with the recordings since I would have a tripod at the ready as well. After recording the footage, I went home and started to animate over the course of 4-5 weeks. I used the video and image reference that I collected as well as acting some very minor scenes myself.

Some of the image references I captured along side re-enacting the storyboard with several takes.


ANIMATING

In my opinion, animating this was possibly the most difficult thing I have ever done. The movements in the scene may seem simple but there were a lot of difficulties and problems I had to get pass before I could move onto the next scene. One of the major problems I had was the technical side. Although my technical animating abilities are stronger than my character expression abilities, even this was proving too difficult but I managed to take these stages slowly and with great struggle and effort, I managed to get to a satisfying standard of animation.
For the actual animation, I used my knowledge of posing first, then timing and then curve editing. I decided to cut the entire piece into sections. This would be determined by the action and this made it much easier for me to animate as each section would be similar to the one previously so the posing would blend in nicely.



ISSUES

I came across a numerous amount of errors when animating. Maya would crash at random intervals, the rig would sometimes give me grief and I had to restart my animation several times over. But in the end and as mentioned before, I managed to overcome these issues by using my previous experience and knowledge with Maya.



RENDERING

After many hours of animating, I finally reached the rendering stage. I decided to use mental ray since using the software renderer gave a very 1980’s style of render which wasn’t what I was after. I spent roughly 3-5 days optimising the render engine to get the perfect balance between quality and render speed. Rendering took at least 8 hours approximately.



POST PRODUCTION

After the rendering stage was complete (all 600 frames), I took to Sony Vegas to start the editing stages of my animation. I imported the image sequence and exported as an MP4 to help with cutting the video up. I then reimported the video clip and did some colour grading and gamma corrections. After this was complete, my main focus would be the sounds. Now since this was a robot, you would expect to hear many sounds that give the character personality.
Since I did not own anything robotic in which I could record the sounds from, I had to find audio clips online and use them. After checking their copyright licenses, I was able to use all the sound effects that were used in my animation for non-profitable purposes (I have included links to all the sound effects used at the bottom).
After the sound design was done, it was just a case of choosing my render output and uploading my video clip to my blog.

My editor after I completed everything and just before exporting the final video.



CONCLUSION

Overall I am very happy with the way my animation turned out. At points I felt like giving up with the animation but I stayed strong and focused on getting my animation done since this essentially is what will give me my grade. I believe that I could have improved the character aspect more in a sense that I could have added little actions between each ‘calm’ stage of the animation but this can be feedback if I were to animate another piece and something that I can reflect on.


BIBLIOGRAPHY

https://www.youtube.com/watch?v=ZXyEiGnkYms
Papa Americano - Song used in the animation

https://www.youtube.com/watch?v=3g0sKiRSNt8
Robotic sounds, reconstructed for fair use

https://www.youtube.com/watch?v=JdPlUyMW6NQ
Radio tuning sound effect

https://www.youtube.com/watch?v=a0dHV7l-jeE
16 robot sound effects

https://www.youtube.com/watch?v=JvNjAVjbotk
Power drill sound effect

https://www.youtube.com/watch?v=i88GS99SkSU
Metal clang sound effect

https://www.youtube.com/watch?v=TszdtRbI3m4
Click sound effect

https://www.highend3d.com/maya/downloads/character-rigs/c/roboter-for-maya
Robot rig used in the animation

Monday 28 November 2016

Session 8 - Classwork reflection

After seeing everyone’s animations, it was clear to me that a lot of the animations all showed character, but lacked in the technical aspect. I believe that using the storyboards as a basis for our short animation helped improve the storyline and gave defiantly gave the piece more exaggeration and more liveliness.

For the second half of the class, we looked at using motion capture data and seeing how we could import motion capture data and manipulate this as a very brief teaser towards our second semester as we would be doing motion capture then. I also received some feedback on my main animation which I would later work on.

Monday 21 November 2016

Session 7 - Walk Cycle

https://www.youtube.com/watch?v=nmsI1X0TYaM
Click the image to view the animation.
GIF loop




For my walk cycle, I decided to use a different rig as I could be more expressive using a character that has different body proportions. I used the UltimateBeefyRig which can be found here: https://www.creativecrash.com/maya/downloads/character-rigs/c/51300/download_page

I first decided to find a good reference that I could use so I managed to find a YouTube that specialises in creating video references for animators. The video I used is shown below:



Once I had everything set, I decided to key out the major 4 poses. I also made sure that I exaggerated some parts in order to express the movement. Since the character is quite big, the movement should be slightly slower compared to a thinner model/being. 

Each pose would be 1 keyframe long meaning there would be 4 poses in 4 frames. Once the key poses were done, I then set the timescale to 24 fps and to 24 frames. This ensured an even number of frames that was easily adjacent with the number of key poses I had created. 
 
After this, I then spaced out the key-frames using the graph editor. Here I started to adjust the timing of each action. Shortly after this, I moved onto the final part of adjusting the curves to better suit the animation. This mean including things like slow in and slow out, ease in and ease out, moving key-frames behind or ahead of each other to create follow-through actions and secondary actions.