Camera Tracking (3D Equalizer)

(Term 1: Week 5)

This week we learned a new software, 3D Equalizer (Release 6) from Dom Maldlow about how to do Camera Tracking. In this exercise, we have to track a camera movement and trail of a short video so that we can put a 3d object or character inside the shot.

Below are some notes I took while following Dom’s demo.

Preparation

Interface:

As I quickly noticed while trying to get familiar with the interface, 3D Equalizer don’t use the standard OS design. It can be quite confusing at first. The common menu like open, save, and windows are at the bottom. The open and save windows are using its own proprietary UI, so finding a specific folder to save a document can be very different. I usually save my file directly into my iCloud folder so I can easily switch and work between my Mac & Windows machines, but the interface makes finding the folder very difficult.

You have to dig deeper even to find the ‘Desktop’ folder

In the main interface, there are several working environments. ‘Basic’ is the standard for common panels and tools.

Import footage:

Click on the available camera on the left sidebar (Scene > Cameras > “seq#1”) or add a new ‘Sequence Camera’ from Right-click menu.

Click ‘Browse’ on the right sidebar and select the footages that we want to import and set the start and end frame.

Create buffer for better playback for heavy files by Playback > Export Buffer Compression File…

Not compulsory, but can improve tracking performance

Tracker Point

Create a new tracking point: ‘Ctrl’ + Left-click
Reposition existing point: Left-click

When placing tracking point, select an area with contrast color, sharp edge and does not changing shape. Adjust the tracker size depend on situation to track properly. Put trackers on foreground, middle and background so the software can track the perspective and parallax in the shot.

Select points: Alt + Left-click drag / Shift + Left-click in Point Browser

I do about 40 trackers in this exercise

Tracking

Start & stop autotracking: Click ‘Track’ (button) or ‘T’ (keyboard)
Click ‘End Point’ to end / close the tracking frames

Forward frame by frame tracking: Click ‘>’ (button) or ‘.’ (keyboard)
Backward frame by frame tracking: Click ‘<’ (button) or ‘,’ (keyboard),

Activate ‘Center 2D’ button to center the view while tracking

Change ‘Direction’ to track forward, backward or both depend on the situation when tracking

Tracking directions

Image Controls

Image controls can be used to adjust the brightness, contrast and saturation of the image to help us identify good tracking spot. It should be noted that the adjustment has no effect on the tracking result.

– Open ‘Windows > Image Controls Window…’

– Enable the control by clicking on ‘Image Controls Enabled’ button
– Enable the ‘Control Colors Enabled.
– Change the color, brightness, contrast etc

By adjusting the image brightness & contrast, making it easier to identify good spot for tracking

Calculate the tracked points

After we have enough tracked points, we can finalise and calculate the trackers to check if the tracking is good or not.

Click ‘Calc > Calc All From Scratch…’

Click ‘Use Result’ button

From ‘Deviation Browser’ we can see the tracking accuracy. We should try to stay around 1.0 or lower. If not, its mean there are trackers which are not properly tracked.

I manage to get this results. Not so great but still okay

Camera Distortion

If we know the original camera spec and settings that was used to record the video, we can adjust and match the virtual camera setting so the result will be more accurate.

Select the ‘Lens’ on the left sidebar and go to ‘Focal Length’ on right sidebar to change the camera settings according to the original camera. Change the value and set it to be ‘Fixed’, ‘Adjust’ or ‘Passive’.

Go to ‘Windows > Parameter Adjustment Window…’

Let the software calculate

During this process, I think I don’t get very good results even after several tries. The tracking became quite shaky and not very accurate. I may try again in the future.

After everything completed, the tracking data can be exported to 3d software like Maya, 3Dsmax and Blender.

Final Result

Stylised Walk (Correction)

(Term 1: Week 5)

This week we don’t have any new animation task except to polish and make correction to the previous week stylised walk animation based on Luke feedbacks from Ftrack Reviews.

Feedbacks Summary
– The timing is nice
– Not enough overlapping at the spine
– Add more overlapping to the wrists and the head
– Fix the hip orientation

Feedbacks Screenshots

Spine
Wrist and hand
Head
Hip

My animation is quite weak in terms of overlapping motion and I need to practice more regarding this. To achieve a nice stylised animation, more overlapping and exaggerated poses are required.

I have also made mistakes to the hip orientations and some of them are completely in the opposite direction. The ‘thepp’ character actually does not have a very visible hip and it look almost the same even after I have greatly rotated it. I may want change my character for the next animation task.

So I proceed to fix the animation. Changing the spines and hip rotation does effected the other body parts especially to the arms and legs. It’s not too bad but since all the walk cycle already done, the fixing become a bit tricky. I followed the same step to finalise the body motion first, followed by the legs, to arms, wrists and lastly, the head.

After everything finished, I put some lightings and rendered the scene using Arnold Render.

Final Animation

Story Arcs, Character Types and Film Analysis

(Term 1: Week 5)

This week we learned about the important of story arcs and character types in film. Below are some notes that I have taken during the lecture.

Story Circle

  1. You: A character is in a zone of comfort
  2. Need: They want something
  3. Go: They enter an unfamiliar situation
  4. Search: Adapt to it
  5. Find: Get what they wanted
  6. Take: Pay a heavy price for it
  7. Return: Then return to their familiar situation
  8. Change: Having changed

Story Arc

Character Types

Protagonist: The main character.
Antagonist: The opposite of main character, usually an enemy and threat.
Dynamic: Character that grows and change throughout the story.
Static: The opposite of dynamic character, doesn’t change and fixed.
Round: Well developed characters, realistic with emotions, thoughts and feelings.
Flat: The opposite of round character, lack of depth and development.

Archetypes

Hero

  • Protagonist or central character.
  • Separate from the ‘ordinary world’.
  • Sacrifice himself for the service of the journey at hand.
  • Answers the challenge.
  • Completes the quest and restores the ‘ordinary world’s’ balance.
  • We experience the journey through the eyes of hero.

Mentor

  • Provides motivation.
  • Provides insights.
  • Provide training to help the hero.

Threshold Guardian

  • Protects the ‘special world’ and it’s secrets from the hero.
  • Provides essential test to prove a hero’s commitment and worth.

Herald

  • Issues challenges.
  • Announces the coming of significant change.
  • Can make their appearance anytime during a journey, but often appear at the beginning of the journey to announce a call to adventure.
  • A character may wear the herald’s mask to make an announcement or judgement.
  • The herald need not be a person. It can be an event or force: the start of a war, a drought or famine, or even an ad in a newspaper.

Shapeshifter

  • The shapeshifter’s mask misleads the hero by hiding a character’s intentions and loyalties.
  • The shapeshifter’s alliances and loyalty are uncertain, and the sincerity of his claims is often questionable. This keeps the hero off guard.

Shadow

  • Can represent our darkest desires, our untapped resources, or even rejected qualities.
  • Frequently sees himself as a hero, and the story’s hero as his villain.
  • The hero’s enemies and villains often wear the shadow mask.
  • This physical force is determined to destroy the hero and his cause.

Trickster

  • Relish the distruption of the status quo, turning the ‘ordinary world’ intro chaos with their quick turns of phrase and physical antics.
  • Although they may not change during the course of their journeys, their world and its inhabitants are transformed by their antics.
  • The trickster uses laughter and ridicule to make characters see the absurdity of the situation, and perhaps force a change.

Allies (sidekicks)

  • Represent the virtues of the hero.
  • Can be individual or can be a team.

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Film Analysis: The Lord of The Ring Trilogy

Movie Summary

The Lord of the Rings Trilogy, starting an epic set in the fictional world of Middle-earth. The story begins with an introduction of the first character, Bilbo Baggins, a Hobbit which is a small, kindly race about half the size of Men living in the Shire, the part of Middle-earth that is the Hobbits’ home. He wandering deep inside the cave when he stumbles upon a ring and takes it back with him to his home. While he is unaware that the ring is the One Ring that has been long searched by Sauron, all he know is the ring causes him to become invisible when he’s wearing it. 

Bilbo knew that the ring give him the sense of strangely greedy feeling and thats when he decided to give up and gives the ring to his heir, his cousin Frodo Baggins. Bilbo long lost friend, Gandalf the Grey, a great Wizard suspects that the ring is indeed the One Ring of legend. After confirming his suspicions, he tells Frodo that the ring must be taken away from the Shire, as Sauron’s power is growing once again. The journey begins with Frodo accompanied by three of his Hobbit friends – Sam, Merry, and Pippin to sets out from the Shire and throw the Ring into the fires of Mount Doom, Mordor. 

Story Arc

You: Frodo Baggins, a small Hobbits living peacefully in the Shire. Frodo does not consider himself particularly heroic, but the job must be done and he is the only person available. Frodo can be seen lacks all the usual features of heroism. However, he is gifted with such quality as common sense, a good heart, and the determination to do his best.

Need: He inherit the one Ring from his cousin and being told to bring the ring to the Mount of Doom, Mordor in order to destroy it. 

Go: Frodo and his Hobbit friends pursued by the nine Ringwraiths, servants of Sauron known as Black Riders along the way. In effort to save the hobbits, Gandalf brings them to the unfamiliar realms of Elves. The hobbits spend a night in the company of wandering Elves who promise to protect the hobbits.

Search: Frodo and the hobbits meet Aragorn, a Ranger who roams the wilderness and who is the heir of the King of Gondor. Frodo puts on the Ring, revealing himself to the Black Riders and get stab with a blade of evil enchantment, and he nearly dies as they race for Rivendell, another realms of Elves.

Find: In Rivendell, Frodo has been saved by the wise Elrond which has worked his healing magic. Frodo and his friends continue the task of carrying the Ring to Mordor, and a company called the Fellowship of the Ring has been selected to help and protect him with the journey.

Take: As the journey to Mordor become dangerous, Frodo and his friend Sam has been separated with their fellowships. Travelling towards the Mordor, they got lost and met Gollum which following them to get the ring. Gollum has led them to the lair of Shelob of a giant evil spider. Frodo got attack by the spider but he manage to save himself with the aid of Galadriel’s gift, a phial containing the pure light of elven stars. Meanwhile, the battle between man, the Elves and Orc the Sauron’s army is happened at the Two Towers.

Return: Frodo and Sam begin the final stage of the journey across the desert wasteland of Mordor. Aragorn distracted Sauron from any attempt to reach Mount Doom and after a long struggle, Frodo and Sam reach the slopes of Mount Doom. While Gollum reappears and attacks Frodo, he struggles and wrest with Frodo on the edge of the pit. Gollum managed to get  the Ring from Frodo’s hand, but as he joyfully dance, Gollum accidentally falls into the volcano with the ring. Sauron’s enormous army, got defeated and Aragorn takes the throne and become the King of Gondor.

Change: Frodo and his Hobbit friends return home to the Shire. The world hails them as heroes for destroying the Ring and Sauron. As Merry, Pippin, and Sam moving on from the experiences, Frodo remains detached and saddened, permanently damaged by his experiences with the Ring. Frodo decided to sails with the elves to the Undying Lands to start a new life. 

Timeline of The Main Character (Frodo Baggins)

Character Archetypes

Hero / Protagonist: Frodo Baggins is the main character in The Lord of The Ring Trilogy. He eventually got involves in a dangerous yet exciting adventure when he inherit the Ring from his older cousin. He never knew what lies ahead him when he accept the task given by Gandalf the Wizard to bring the Ring and destroy it in the fires of Mount of Doom in Mordor. With the helps of his fellowships, he is able to bring the quest to end. 

Allies / Loyalty: Sam Gamgee is defined as a Hobbit with qualities of loyalty, humility, and down-to-earth. Sam provides the motivation to Frodo despite his status as common class man compare to Frodo who comes from the rich landed class. Sam stay with Frodo until the end of task and become parts of Frodo successful journey.

Trickster / Second Protagonist: Bilbo Baggins, is a hobbit of the Shire and the secondary character in The Lord of The Ring. He is the older cousin of Frodo Baggins and was once the bearers of  the One Ring, and the first to voluntarily give it up, although with some difficulty. Bilbo travels to Rivendell and visits the dwarves of the Lonely Mountain before returning to retire at Rivendell and write books.

Trickster / Static: Pippin, together with his companion Merry, represents the entire Hobbit race. They are not typical adventure hero, but they shows a firmness of purpose and a quick-wittedness that make them a valuable member of the Fellowship.

Mentor / Dynamic: Gandalf The Grey is second to Saruman in the Order of wizards. He visited the Shire frequently, and encounter with the missing history of the One Ring. He led Frodo and the fellowship of the rings through the whole journeys. During the journey, Gandalf fight with Balrog of Morgoth, a servant of the first dark lord. Balrog’s whip lashed out, and grasped Gandalf by the knees, causing him to fall into the pit. He was sent back to mortal lands, and was granted the power to reveal more of his inner strength and rise again as Gandalf The White. He continued looking for the fellowship and guide them in the Great War. 

Threshold Guardian / Dynamic: Aragorn is the heir to the throne of Gondor, but at the beginning of the trilogy, he hides this identity. As the Trilogy focus in Frodo quest, it is also tells Aragorn’s path to becoming king. As Aragorn gains confidence and self-awareness through his courageous support of Frodo and the rest of the fellowship, he fully embraces his role as king  and commits himself to the role of king and gains his first followers. 

Shadow / Antagonist: Sauron is the main antagonist, through the forging of the One Ring.  At first glance Sauron does not appear to have much depth as a character. He much more being seen in a symbol, which was the Eye of SauronAfter centuries lying dormant, he rebuild his strength, and returned to power late in the Third Age, but was permanently vanished in the War of the Ring after destruction of the One Ring in the fires of Mount Doom by Frodo Baggins.

Shapeshifter / Round: Gollum desires the Ring to accomplish his goals and believes that he cannot survive without it. He is quite talkative and comfortable around people, but sometimes his behaviour is so antisocial and violent. Gollum encounter with Frodo and Sam and trying to separate those two in order to obtain the Ring. As Smeagol, he was a deceptive, selfish murderer before the Ring even came to find itself. Gollum’s inner conflict make him struggle and easy to bound by the will of the Ring. He later dies together with the ring in the fires of Mount Doom.

Stylised Walk

(Term 1: Week 4)

This week we learned about stylised walk. Stylised animation is usually used to show characteristic and emotion of the character such as happy, funny and sad. In cartoon, these actions are exaggerated to make the elements more visible to the audiences.  

The stylized walk can be quite different than the regular walk because the character will have some styles to its movement. This might cause the animation to have irregular timing and poses in each walk cycle. 

For this week task I decided to use the same character as the previous assignment called ‘thepp’ since I already familiar with its rig, so I can focus more on practicing and producing a good stylised walking animation.

Reference & Storyboard

Luke encourages us to record our own acting or find any good video references for the animation and capture the key poses as a storyboard. By looking at actual acting, we will understand more about the proper poses and small details in the movement.

After looking for several references, I decided to do the stylized walking animation based on this video:

Credit: Video by Christopher Browne on Vimeo

It’s a happy style walk that I think very suitable for my character. From the video, I identified and captured 13 key poses for 1 complete cycle. Below are the key poses from the video:

From the reference, we can see the basic poses from regular walk are still there. The foot still lands on heel during the first contact with the ground (frame 1, 7 & 13). The case might be different with another style of walking such as ‘sneaking’ where the toe will touch the ground first when making a step.

There are some interesting arcs and timing in the movement. The upper body motion is quite exaggerated than the lower part.  Some basic key poses are also at different arrangement when compared to the regular walk. The ‘up’ pose (frame 3 & 9) comes first after the ‘contact’ and the ‘down’ pose is combined with the ‘passing position’ (frame 5 & 11). 

Some poses are also slightly different from the first half to the second half of the walk cycle. Certain body parts are moving at irregular timing at the supposedly identical poses. One notable fact is that the person didn’t lift his foot too high when moving forward. I might exaggerate some of the poses during the animation process to make it look more interesting and visible.

Blocking 

I started creating all the key poses for the character based on the reference. The pose-to-pose blocking process is similar to the previous week assignment. I set all the keys to ‘step tangents’ so I can focus on the poses only and not the in-between motions yet.

Usually, I don’t worry too much about timing when doing the blocking since I will tweak them heavily during the polishing stage. What matter most during the blocking stage is to get the right poses. But to get a better sense of the stylised motion, I made a rough timing that similar to the original video. The image sequences in the storyboard are actually 4 to 5 frames different between each other in the original video. I make the character arm swing a bit more and exaggerated some poses for the foot lifting and spine bending. To match with the happy walk, I also keyed a simple smiling and excited face expression to some of the poses.

Splining

After all the blocking done, I converted the keyframes to ‘Auto tangents’ in the Graph Editor. The software will automatically create the curves the animation, so now the character is moving smoothly but the timing is a bit off. 

As I learned from the previous assignments, I think I’m getting better with Maya Graph Editor to read and predict how the motion will come out when I adjust the curve to certain shapes. During this process I mostly spend time tweaking each curve to have either a nice continuous smooth line or sharp shape to control the slow in and out motions. 

Not so confuse anymo… Yep, still confuse.

As Luke keep suggesting during his lecture, to always tweak the main body part first, which is the hip since it will have great influence to the other body parts. I think for this animation, the body bouncing motion is quite hard to imitate. I’m not quite sure but I think in the video, there is a very subtle double bounce each time the person stepping forward. The motion may relate to hip and spines. So I tried to imitate the motion by adding slight bump in the curves and also by bending the spines. But after numerous attempts, the motion become quite weird and at some area it snap, So I decided to ignore the subtle bounces for this time.

Body up and down motion curve

After I’m happy with the body motion, I then focus to refine the curves for the legs and foots first before I proceed with the arms and hands. 

Arm swinging motion curve. Almost identical for both sides.
Foot stepping and lifting motion curve

Before proceeding with the polishing stage, I think the animation is quite slow, so I decided to speed up the timing a bit to make it look more cartoony. I rescaled the timing by reducing all the keyframes distance in the Graph Editor to make the motion faster. Thankfully, most of the splining motions that I’ve done before are still intact and need some minor tweaks only.

Polishing

For the polishing part, I did some follow through and overlapping movement adjustments especially to the head, arm and hands by offsetting their timing. In this case I offset most of the keyframes by 1 or 2 frames behind, so they would appear to move a bit slower than their parent counterparts. Hand would move slower than the lower hand and the lower hand would move slower than the upper hand and so on. I would also add motion to the fingers but in this case it’s not necessary since the hands are in a fist pose.

Before I wrap it up, I added a subtle jumpy motion to the eyebrows when the character bounces his body. I think it’s not very visible but enough to make it look a bit detail for this character.

Final Animation

Breakdown of Rigs and Constraints in Animation

(Term 1: Week 4)

Breakdown of Rigs

Before entering UAL, I was fortunate to have experience working in a couple of animation and game productions as a character rigger and animator.

From my experience, one of the frustrations as a rigger is when I think I have finished and fully tested the rigs and distributed to all animators only to find out several days later animators informing me something in the rigs not working properly as intended. The revised rigs can put the production in a bit messy situation as there are several versions of rigs use among the animators. There are also some scenes in the animation that require certain modifications to the rigs so the character can make specific poses according to the script or storyboard.

So from that small experiences and several other sources, I have gathered quite several knowledges of what can be considered as good and bad rigs.

Good Rigs

Clear Controllers – As a rigger I will always think about making good controllers for the animators since this is very crucial during the animation process. The controllers should have proper shape, good placement and size, so animator can easily select the controller and know exactly which body parts are influenced by it.

Example of proper rigs

Controller Picker UI –It’s not compulsory but very good to have for a complex character with hundreds of controllers, especially for facial control. All the controllers will be displayed in one place for easy selection instead of looking around in the viewport to select the specific controllers.

Facial UI for easy access and control

Proper Hierarchy – Each bone and controller should be in the correct hierarchy structure. It is very important for each body parts to move properly. One common example of annoying problem that I always stumble is which body part should the elbow and knee controllers follow so the arm and thigh will move as intended but at the same time not making any weird wobble motion when the hand and feet rotates.

Proper Labels – Properly renamed bones and controllers can be very useful for animator and sometimes compulsory, especially if the rigs are planned to be used a game engine where proper naming is crucial for programmer to access the rigs to attach a prop for example.

Proper hierarchy, naming and layers

Rigs Layers – When animating, not all controllers are use at the same time. So, to have certain controllers in different layers that can be turned on and off when needed can be very useful in different stage of animation. The rigs can be separated for basic body parts, facial and detail controllers so animator can focus on the necessary controllers only.

Good Deformations – From my experience, this is the most important thing since will be visible not only for animators, but in final render and to the audience as well. It doesn’t matter to have powerful controllers if the deformations are bad. The rigs surfaces should be able to deform properly in any area of manipulation. This can be done during weight painting by making sure every part gets proper weight in the right areas.

Good deformation at shoulder and elbow

IK and FK Switch – Good rigs should have the option to switch between either Inverse kinematic (IK) or forward kinematic (FK) especially for the hands and feet. In certain situations, animator may need to switch the character’s hands to IK so it can fix in place such as when holding a steering or clinging to a bar.

Automation – Some automation or ready states for frequently use poses can be very beneficial for animators such as opening and closing eyelids, fist hand and ‘o’ shape mouth. The poses can be triggered by a simple slider or button to speed up the animation process.

The sliders on the right make it easy to do the basic finger poses

Detailed and Versatility – The rigs should perform well in any style and clear from any limitation required for the project. It can do cartoony, realistic and even subtle motion such as breathing. The rigs can have controllers to affect small details, for example the shape around the eyes, ears and stomach so animator can add extra detail motions in the animation. The rig also may incorporate stretchy parts for squash and stretch for stylised and exaggerated animation.

Bad Rigs

Bad rigs are basically the opposite of good rigs, but here are some additional points for a bad rigs.

Not Enough Bone and Controller – From my experience, I have met characters with very minimal bone structure such as at the fingers, face and tail, making it limited and almost impossible to make certain poses in animation.

Useless Controllers – There are some characters I used in the past that have unnecessary and useless controllers with no clear function, or don’t affect intended area very much.

No Freeze Pose – Making it’s hard to revert to original pose and position especially for the face and fingers.

Too Many Controllers – Rigger should know to make controllers that optimise for the character. To many unnecessary controllers for a simple character can make controlling the character harder.

Bad Scaling – Wrong scaling in terms of character size and world scale when the character is rigged. Not many people aware that wrong world scale also can cause huge problem when importing the rigs to other scene especially to other software. Depends on how the character is rigged, some character parts can broke when rescale to other size.

Multiple Roots – Rigs should have one root or one highest parent in the hierarchy only. Multiple roots can make harder to move the whole-body and also can cause failure when importing the animation to other software. I learned this valuable lesson when working with several software especially with Unreal Engine and Unity where the software not able to detect the root motion of the rigs and most of the time fail to import the animation at all.

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Constraints in Animation

In the last week class, Luke demoed different type of constraints. I have used some types of constraint in 3dsmax and Blender, but this is my first time trying this features in Maya. I can say the workflow is a bit different but the functions are the same.

Constraint:

Is basically a special type of controller to bind or attach object’s position, rotation, or scale with another object. Constraints can help us to automate some animation process which can be hard to animate manually.

Some example of the use of constraints are:

  • Attach an object to character’s hand
  • Controlling the rotation of four car wheels using one controller only
  • Pointing both character’s eyes to desired direction
  • Rotating gears

Type of constraints:

Constraint menu in Maya

Parent – With a parent constraint, we can relate the position and rotation of one object to another, so that they behave as if part of a parent-child relationship that has multiple target parents. An object’s movement can also be constrained by the average position of multiple objects.

Point – A point constraint causes an object to move to and follow the position of an object, or the average position of several objects. This is useful for having an object match the motion of other objects. It can also be used to animate one object to follow a series of objects.

Orient – An orient constraint matches the orientation of one object to one or more other objects. This constraint is useful for making several objects orient simultaneously.

Scale – A scale constraint matches the scaling of one object to one or more other objects. This constraint is useful for making several objects scale simultaneously. The scaling of one or more target objects is called the target scale.

Aim – An aim constraint constrains an object’s orientation so that the object aims at other objects. Typical uses of the aim constraint include aiming a light or camera at an object or group of objects. In character setup, a typical use of an aim constraint is to set up a locator that controls eyeball movement.

Pole Vector – A pole vector constraint causes the end of a pole vector to move to and follow the position of an object, or the average position of several objects.

Parenting vs parent constraint:

Parent – Parenting is the most simple for just making something move with something else, but we can still animate the child object freely.

Parent constraint – Allows us to keep elements within their own hierarchy and not have them contained within a larger and hard to understand hierarchy.

Visual Culture

(Term 1: Week 4)

This week we discussed about visual culture in film and animation. The following is my further finding regarding the topic.

– Mise-en-scene
– Visual Metaphor
– Aesthetics
– Color Composition
– Rhythm

Mise-en-scene

Mise-en-scene is a broad term translated from French, means “setting the stage” where it refers to everything in front of the camera, including arrangement, props set design, lighting, and actors. Mise en scene in film is the overall effect of how it all comes together for the audience. Here are some of the elements:

Production design – covers every element to a film’s “look.” This includes the sets and locations, the props, the characters’ costume and make-up, etcetera. Set design is used to create the world of the scene in the film.

Cinematography – include everything related to capturing the shot and how to compose the frame including camera angles, movement and lighting techniques.

Blocking – refers to the actors’ performances and how they arranged in the frame and interact with the environment. Creative blocking can give live and energy to a scene. Audience are mostly always paying attention to actors, so good performance, presentation, body language and behavior are the key.

Saving Private Ryan (1998)

This war film sets the bar with its famous bloody opening scene on Omaha Beach. The cinematography and camerawork successfully demonstrate the horror of war during this first scene. The setup of the scene is simply faceless masses of men who have been ordered to shoot at one another until one side is destroyed. As the American soldiers landing at the beach, German machine gunners and artillery that was defending at the top of the hills kill hundreds right in front of the main character, Captain Miller. The camera makes quick cuts between Miller and the dying soldiers, giving the viewers deja vu as they watch death after death. 

During these combat scenes, the film utilizes tight angles to focus on the emotions coursing through these soldiers and uses sweeping camera pans to put these soldiers into perspective. One impactful scene takes place under the water, as soldiers struggling under the waves and corpses are picked off by stray bullets traveling through the water. This scene also delivered in desaturated lighting and color, which added to the dulled effect, which brought out the great tragedy and emotions in the film. By adding desaturation to the shot made the deaths seem more explicit, dark and deeply disturbing. 

Gravity (2013)

This space film opens with an extreme long take. The distance of the shot changes multiple time from long shot to medium close-up, from wide shot to close then back to wide shot, capturing the astronauts carrying their mission outside of space shuttle. The camera moves slowly and steadily, matching both the gravity of the space and the peaceful atmosphere during the first few minutes. The shot also slowly drags the audience into the story, as the movement making the audience feels like they are actually in space together with the astronauts.

As the story progress, the peaceful scene suddenly turns into chaos when high-speed debris hit the space shuttle and the astronauts. The scene continues with a mix of intense close-up shots and dramatic wide-angle shots. During this scene, the main character, Dr. Stone is unable to detach from a long probe connected to her space shuttle. As debris hits the shuttle, it begins rotating in a circle, with no gravity or friction to slow it down. Dr. Stone continues to spin as the camera remains stationary, with her closing in on and then receding from the camera, creating a sense of detachment, accentuating a sense of loss of control. This long, fluid shot along with others in the film truly encapsulate the isolation of the characters.

Visual Metaphor

Visual metaphor is a concept represented by a visual image to symbolizing something, abstract or analogy for other meaning. It is an incredible way to ‘show’ rather than ‘tell’ and can pull a significant amount of impact even great dialogue can struggle to deliver.

Harry Potter and the Philosopher’s Stone (2001)

This film is filled with many visual metaphors. Some of the examples are Harry’s wand and scar. The wand function as a magic tool but it is also a symbolic of personal power, status, a reminder of individuality, and an embrace of the impossible.

When Harry received his individual wand and discover the power, it represents a few things much more personal for him and his story. Separated from his parents for years, what is essentially a magical stick becomes something compelling. It’s a renewed connection to his mom and dad, a reminder of their love, and a symbol of Harry’s untapped potential. Harry’s iconic scar has a similar metaphorical meaning to symbolizing his parent’s love and their sacrifice. The scar also represents a deep tie to Voldemort and is a reminder of Harry’s inner strength.

American Graffiti (1973)

The main character, Curt is preparing to move to college after graduated from high school. He visits his school the day before he moves and roaming around the school halls nostalgically. He tries to open his old locker, but it never opens because the combination has been changed.

This scene is a symbolic that represents Curt is no longer a student and he is going through changes in his life. He cannot go back to the way he was in the past, even if he tries. All he can do now is moving forward with his new life. Following this scene, Curt is walking away from this locker and smiling. This is to shows that he has accepted the past is the past and he’s instead taking steps towards his future.

Aesthetics

Aesthetic can be described as a theory about beauty, stunning, delightful and pleasant aspects of the film. It is a pleasure derived from artistic sense and attains only when the quality of the art is reached. It is not necessarily realistic but emphasis on the way the visual is portrayed and achieved, giving a visual delight to the viewers.

2001: A Space Odyssey (1968)

Stanley Kubrick’s introduces an art form is capable of communicating a message through composition. One of the distinctive features of the film is minimalism in its design and visual with and white color palette, cold tones, and symmetry of geometrical shapes. Visually stunning for its time, but also still amazing to look at today. It was made in great timeless stylistics and has long since become classic in design and fashion.

The Cell (2000)

An artistic film with a visual feast overflowing with strange, horrifying and hallucinatory visual, yet extremely beautiful. The film takes the viewers to a shocking mind trip into the dangerous and dark corridors of a serial killer’s psych. The main character, Catherine Deane, a psychologist who has been experimenting with a radical new therapy making the journey into the killer’s nightmarish fantasy world and experience what is happening in another person’s unconscious mind. The film settings and visual are very well blend together to deliver what the director wanted to achieve.

Color Composition

Proper use of color can enhance and facilitates visual storytelling. A well-designed movie color palette evokes mood and sets the tone for the film.

When choosing a particular color, these are three main components: 
– Hue – the color itself
– Saturation – intensity of the color
– Brightness – The darkness or lightness of a color

Color has a direct and powerful impact on the viewer. Many viewers will have certain reactions to certain colors. For example, a strong red color has been shown to raise blood pressure, while a blue color elicits a calming effect. Choosing the right colors for the right spots can create emotions that audience may not even be aware of.

Image credit: www.nofilmschool.com

As we can see, colors can affect specific feelings. But the color only cannot do everything but must be supported with proper action within the screenplay.

The Grand Budapest Hotel (2014)

Apart from the comical, beautifully crafted plot and characters, there was one aspect of this movie that stood out the most which is its color composition. The film masterful use of color become really compelling part of its storytelling experience. Each time period in the story has a unique color palette to guide the viewer through the story.

The opening scenes of the film begin in heavy, warm tones of beige, muted orange, and brown to reflect the fallen condition of the hotel.

The overall color changes when the film takes the viewers back to earlier timeline during the glory days of The Grand Budapest Hotel. The scenes are cast in bright, bold colors such as red, pink, purple, and orange. 

But the bright color quickly changes when the character, M. Gustav is arrested for murder and put in prison. To reflect the seemingly hopeless situation, the film shifts to shades of grey and dull blue, dark, heavy, and muted.

La La Land (2016)

The film utilises color contrasts and colored lighting to create a dreamlike visual. The bright colors in this film are not only influences the look, but how it is used to tell the story.

At the start, yellow color is used throughout to represent the optimism that Mia begins to experience, she goes from white shirts to a blossoming yellow the night she meets Sebastian. The contrast of color comes into play with the collision of yellow and purple to subtlety conveys the bond they begin to grow. The very next day, Mia carries a bit of yellow with her on her purse, almost as if is carrying along the memory of last night with her.

As the story progress, the bright colors begin to fade away when their relationship begins to kindle down. The tone shifts to a new reality where all the representation of colors no longer exists.

Rhythm

In film, rhythm is tempo and pace that relates not only to the flow of a story but to other aspect of the film as well such as performance, camera movement, sound and also editing.

Rhythmic pattern can affect how the mood change throughout the film. It can be manipulated deliberately to fasten or to slow down the progress to properly deliver an action scene, sad or peaceful moment.

Memento (2000)

Memento is one of my favorite films that puts the viewer in the mind of the main character, Leonard which has a short-term memory loss. The film is presented in reverse chronological order so the viewer must remember what happened at the beginning of the previous scene as it is actually the continuity of the ending of the next scene. So that by the time the scene concludes we progress closer to the beginning of the story. It can be quite confusing, but the phenomenal editing and pace successfully works to make the viewer feels like the main character.

Memento is a construction of two stories which rhythm back and forth using two styles of visual to deliver different mood in the film. One is shot in color to show the “present” world in which Leonard is surrounded by the people in his life, and the other is a timeless black and white documentary-like story of an isolated Leonard anguished by lack of memory and haunted by fear and anxiety. This film is a combination of ironic, comedic and violent. Every act is vital to completing a cinematic jigsaw puzzle of who you can and cannot trust.

Full-body Walk

(Term 1: Week 3)

This week we were assigned to make a polished full-body walking animation as a continuation from the previous week half body animation. The full-body animation can be quite tough since there are more body parts that we need to take care off to such as the head, body and arm movements.

The aim is to understand and produce a normal walking animation without any characteristic or stylised movements. So it will have the same four basic walking poses for contact, down (low), passing position and up (high).

This time we can choose any rigged character model from the Luke’s resources share. After checking almost all the characters, I ended up with this guy…

But then I quickly changed to this slim guy called ‘thepp’ which I think has a good rig that I can control.

References

Here are some of the references that I used.

Credit: Walking poses from ‘The Animator Survival Kit’ by Richard Williams
Credit: Male Standard Walk by Endless Reference
Credit: Male Standard Walk by Endless Reference
Credit: Weight shift from ‘The Animator Survival Kit’ by Richard Williams

Animation Process – Blocking

The process is almost similar to the previous week except with the additional poses for the upper body parts. This time also we can proceed to polish the animation with the splining stage.

For the constraint task, I imported an apple model and attached it to the character’s right hand. I tried several methods that Luke showed in his demo such as point and aim, but for the apple I used the simple ‘parent’ method since it’s not moving and just following the hand movement. I also made a simple custom belt model and ‘parent’ it to the character pelvis controller.

I started with blocking all the key poses of the character using the ‘step tangents’. The character begins walking with his right foot at the front and the hands moving in the opposite direction of the foots. I used the same timing as before with 24 frames for each complete cycle.

I set the first ‘contact’ pose at frame 0, ‘down’ pose at frame 3, ‘passing position’ pose at frame 6, ‘up’ pose at frame 9 and then back to ‘contact’ pose at frame 12. I then continued the motion for frame 15, 18, 21 and 24 by manually mirroring the opposite pose.

I used the same method as before to refer the opposite poses for the second half of the walk cycle using the ‘translate’ and ‘rotate’ number in channel box and also by back-and-forth comparing between the key poses, . I don’t want to copy the exact number so I can still make all the opposite poses in the walk cycle look identical but organic at the same time. I managed to complete 5 cycles or 10 steps that ended at frame 120.

Frame 0 (contact)
Frame 3 (down)
Frame 6 (passing position)
Frame 9 (up)
Frame 12 (contact)
Frame 15 (down)
Frame 18 (passing position)
Frame 21 (up)
Frame 24 (contact)

The hip and upper body will always twisting and moving to the left and right trying to balance its weight and center of gravity according to the legs position.

Animation Process – Splining

After I satisfied with all the key poses, I converted all the keyframes in the Graph Editor to ‘Auto tangents’. Right after the changes, the character is now moving smoothly. But.. too smooth until it looks unnatural. The timing is quite off since the software will automatically create the curve without knowing where it should slow in and out properly.

I begin tweaking the animation curves by adjusting the main body part first, which is the hip. The final curves are smooth when the character lift its body at the highest position (‘up’ pose) and sharp ‘V’ shapes when the character at the lowest position (‘down’ pose). I converted all the lowest keys using the ‘Break tangents’ to have total control of the shapes. The method is also applied for both foots especially for the ‘V’ shape when the foots are stepping or making contact with the ground.

With automatic interpolations, the body movement looks too smooth without proper ease in and out.
Fixed!

All the adjusted curves are to create proper slow in and out and give the illusion of gravity and weight to the body parts.

Animation Process – Polishing

I did some overlapping adjustment by offsetting the timing especially for the head, arms and hands. The arms and hands motion are where I spend most time adjusting. They would move a bit slower than their parent or upper part. So in this process most of the keyframes were offset by 1 or 2 frames behind.

Before I wrap it up, I made small adjustments to make the animation a bit more interesting; the character give some reaction to the viewer by turning his head and eyes to the camera.

Final Animation

Politics in Film and Media

(Term 1: Week 3)

This week we watched several videos and discussed topics related to how politics shape what being made in media. Below are some notes I have taken and my further research regarding this topic especially effects to film, cinema, television, advertising, game and online streaming.

Video: Media Institution: Crash Course Government & Politics #44 by Crash Course

Since a long time ago, politics and the media have been closely linked. In term of politics, media provides information so people can get involved and make decisions in politics. When economically inclined, media only tell stuffs that they think people will find useful rather than everything to save cost, time and effort researching.

The three major media types are print, broadcast and internet. Print, such as newspapers and magazines are the oldest form of media. They tend to offer more detail and comprehensive news stories which are the reason it is still the main source for educated elites whose opinions tend to matter a lot in making policy. Broadcast media like radio and television have a significant drawback in shaping public opinion because the stories are usually short and therefore less informative, despite their massive reach.

The third major media is the internet, which is considered the most powerful since it has many forms; text, video, audio and live streaming. Its primary advantage is the information can be updated and spread very quickly. The internet also witnesses the grows of social medias. Almost every political candidates and important figures now have their own social media profile to quickly convey their opinions to public without any restrictions and delays.

The media, as the name suggests, mediates information and shapes it in powerful way.

How Politics Shape Media

While continuing the study on this topic, I found that, as far as how media plays an important role in politics, politics also have a very significant impacts to media. This influence the evolution of creative contents such as film and advertising and interactive contents like games. Politics are usually related to the social and cultural situations in a country which affects the level of censorship, how the media contents will be expressed, and public acceptance towards the contents. Nowadays people pay more attention to the rights of certain groups, racism issues and equality, so this will greatly influence politics and media as well.

Different countries have several different level of rating systems for media contents. Whether they have five, seven or more, the ratings are designed to classify the contents with regard to suitability of the audiences. Most of the censorships are revolve around sexual contents, violence, abuse, offensive language, religious and racist contents. Some contents can also get banned or censored because of negative portrayal of certain countries, government or important persons.

Film, Cinema and Television

Film censorship has been a part of the industry almost as long as it has been around to the control the presentation and content of a film. Films that are considered inappropriate or not in line with the rules can cause some of their scenes to be cut, mute, blurred or completely banned from entering cinema and television.

To give some examples, In Brazil, ‘A Serbian Film’ (2011) was forbidden due to the pedophilia scenes and child abuse that infringe the part of the Brazilian Constitution that protects children. In German, film censorship was abolished as early as 1918 to screen films that perpetrate a negative image of German to the rest of the world, while in New Zealand ‘Cannibal Holocaust’ (1980) was banned due to its extremely violent content and actual on-screen killings of animals. The highly praised film ‘District 9’ was banned in Nigeria in 2009 due to accusations of being xenophobic and racist towards Nigerians.

In my country, Malaysia, the government has tight control to what appears in cinema and television. Being a multi-racial, cultural and religious country, the Malaysian government needs to proactively address any sensitive issues regarding the matters. In 1994, ‘Pulp Fiction’ was banned due to intense violence, drug abuse, explicit nudity, and scenes of sexual violence. The same thing happened to ‘The Wolf of Wall Street’ in 2013, even though one of the producers was a Malaysian. Some films were banned due to religious content and depictions of prophets like the ‘Noah’ in 2014. One of the latest was Disney’s ‘Beauty and The Beast’ film in 2017 that received a lot of scenes cut by Film Censorship Board due to homosexual references in the movie. Some other international films including local movies and tv series also received quite the same treatments but not to the extent of banning, but mostly resulted in some scenes being cut and censored.

‘The Wolf of Wall Street’ has been banned in Malaysia even though one of the producers was a Malaysian

When talking about television, most of the censorship and ratings are still applies since television is very accessible to the larger audiences regardless of age. But in terms of everyday contents, especially the news, are mostly controlled and in favor to the ruling government. The golden era of television is its curated contents which makes it easy for viewers to just sit back and watch what television serves without spending too much time searching for what to watch. It is also makes it easy for political influences to sneak into the creatively combined contents and segments.

Regarding the censorship, I think it is very important to preserve the cultural manners and harmony of the society. Yes, sometimes the film censorship may when overboard but most of the time it is necessary for a better developed future.

Games

When discussing about games censorship, it’s often associated with violent or sexual contents. While they are true, some games do not have to be outrageously offensive towards that matters to get censored or banned. I would like to discuss about one of the games from a popular franchise, Command & Conquer (C&C) by Electronic Arts (EA) and how some versions of the game was banned and modified.

The seventh installment of the series titled C&C: Generals (2003) let players take command of either the United States, China, or a decentralized terrorist called Global Liberation Army or GLA. The game was banned in mainland China, with even pirated copy of the game in shops being confiscated by authorities.

Throughout the Chinese campaign, the player is occasionally made to utilize heavy-handed tactics such as leveling the Hong Kong Convention and Exhibition Centre after it becomes a GLA base and destroying the Three Gorges Dam to release a flood on GLA forces. Chinese forces also liberally use nuclear weaponry in-game, albeit restricted to the lower tactical nuclear weapon yield range. Furthermore, in the introduction of the game, Tienanmen Square and its surrounding areas in Beijing is devastated by the GLA nuclear weapons.

I personally played the game when it was released, and I think 90% of the time I will play as China in the multiplayer games because I think they are very powerful and versatile. Regardless of that, I can understand why the game was banned because it has offense the country, government and the people of China.

In Germany, the story is a bit different where C&C: Generals has a different localised version of the game. Due to the then imminent war in Iraq, the Federal Department for Media Harmful to Young Persons removed the game off the market two months after the initial release, stating that the game would give underage people the ability to play the war in Iraq before the real war had even begun.

Later, in the same year, EA released a new version called ‘Command & Conquer: Generäle’, which did not incorporate real world factions or any relation to terrorism. The most notable changes are all the infantries were changed into ‘cyborgs’ in order of appearance and the terrorist unit was transformed into an automatic rolling bomb vehicle.

Advertising and Product Placement

Two interesting things discussed during this week class were advertising of cigarettes and product placement in film which are closely related to business, society and political issues.

In the past, cigarette advertisements were very common to see in newspaper, magazine and television. Tobacco Companies were quite excessive to spend their budgets on marketing such as a full-page advertisement in newspapers and sponsoring television shows to promote their products. I can still remember when I was a kid, watching any blockbuster movie in television will usually have a cigarette advertisement at the beginning and at every break because the show segment was sponsored by a tobacco company. But thankfully even after constantly being bribed with the ads to watch movies, I ended up not being a smoker to this day.

Nowadays however, we cannot see that kind of direct advertisements anymore as governments and health bodies around the world are fighting back with counter-advertising of facts generally information about health effects and the danger of addiction. Most forms of tobacco advertising and promotion were banned in any type of media. Despite the government constant attempts to raise public awareness about the dangers of smoking, there is no denying that the government is also making profits through the sales tax of cigarette.

Tobacco companies now use several other marketing techniques to promote their products such as indirectly place their products in films to increase exposure. Smoking in film continues to be a major source of tobacco imagery.

Which brings us to product placement in films.

Product placement or embedded marketing has been existed since a long time which usually conveyed indirectly in film to build brand awareness and boost sales. One of the films with excessive product placement is ‘Back to the Future’ (1985) with many references to brands like Pepsi, Pizza Hut, Nike and 7-Eleven.

‘Transformers’ (2007) on the other hand has obvious commercials for the Hasbro toy line. But the most striking thing in Transformers that may related to a political view was the change of Bumble Bee car model, from Germany’s Volkswagen Beetle to American made Chevy Camaro, sacrificing loyalty to the original source material in the process that displeased many fans.

Fom Germany’s Volkswagen Beetle to American made Chevy Camaro. Politics?

Online Streaming

Streaming has become more popular nowadays as the internet is getting faster and cheaper. There are several types of streaming and two of them are the ‘on-demand’ content; like Spotify and Netflix where people pay and choose what they want to listen or watch from a huge cloud library, and the other type is a real-time content called ‘live streaming’ or ‘online broadcast’.

Regarding the ‘on-demand’ content, most of the rules that were previously discussed for film, tv and cinema are still applies here. The content providers are always bound to the local regulations and from this, the government is able to control the contents.

‘Live streaming’ on the other hand, in my opinion is one of the greatest evolution of media. Everyone can create their own content, broadcast it instantly to the world and interact with their audiences at the same time. Most of the streams are usually free but the content creator or called ‘streamer’ can make money from ads revenue, affiliate sales, donations from fans and sponsorships.

This is where politics and government would interfere since they do not have full control to the contents. Some countries will completely block the websites or services leaving the people not having the opportunity to make money from their own contents.

As another example, in July 2020 Malaysia has decreed that all producers and content creators must acquire a license to produce film or video in the country, including material intended for broadcast on traditional channels and social media platforms. Producers should inform the authority at least seven days prior to filming by submitting a form. The ruling will affect social media users and creators on platforms such as Youtube, Instagram and TikTok. The decision has been slammed and received a lot of criticism from the public. Fortunately, the law was not enforced in the end.

Tail Ball & Half-body Walk (Blocking)

(Term 1: Week 2)

Task 1: Tail Ball

As continuation from the last week bouncing ball animations, this week we were assigned to make a bouncing tail ball animation. There are some similarities in term of movement and principles for the body. The significant different this time is the character has an additional component attached to the body which is a tail that require follow through and overlapping action animation.

Follow Through and Overlapping Action are two closely related principles which help to give the impression that characters or objects follow the laws of physics. Follow through is when connected body parts or objects will continue moving after the main body has stopped. Overlapping Action is how different parts or object tend to move at different rates.

References

Here are some references I found online for the tail movement.

Credit: ‘Cartoon Animation’ by Preston Blair
Credit: From ‘The Animator’s Survival Kit” by Richard Williams

Familiarization

In the previous week task I don’t use any controller to animate the bouncing ball, but this time the character is already rigged with controllers for the body and tail.

All the controllers for the character

The tail consisted of 3 segments which has 4 controllers to control its bend. The body has an additional controller for squash & stretch while the ‘Root’ controller at the bottom has a ‘hidden’ option on the right panel to change the plain character’s face to fox or beaver. These are some of the new things I learned about how the rig and UI work in Maya. 

Setting to change character at the ‘Root’ controller
Now it’s a fox!

Before start animating, I played around with all the controllers to identify their potentials and limitations during the animation process.

Animation Process – Body (Primary)

My plan is to animate the body (primary) movement first before proceeding with the swinging tail (secondary) as the tail will follow and react to the body motions.

I made the jumping motion to have some variations in terms of height and timing. At some parts, I let the fox to quickly jump again after it lands and stop for several frames at some other parts to make the movement looks more realistic and natural.

With automatic interpolation

Without any adjustment to the animation curve, the fox movement will looks floating and wavy. I then proceed to fix it in the Graph Editor. The final curves are quite identical to the bouncing ball which has smooth wide curves when the character in the air and sharp ‘V’ shapes when the character hitting the ground to create proper slow in and out motion as the character being pulled by gravity.

The final animation curve for the fox’s body

After I satisfied with the main jumping motions, I then added the squash and stretch motion using the controller at the top of the character which can only move up and down (y-axis) parallel to the body. I tried not to overdo it, but I did add a bit of exaggeration to the squash shape to make it more obvious during the fast motion. The final part is to add overlapping motion to the squash & stretch by offsetting the keyframes for one or two frames late than the body motion.

Animation Process – Tail (Secondary)

The next step is to animate the tail which I think is more challenging and complicated than the body motion as the tail has several parts that move at different rates and directions. I think arcs play an important role here as my lecturer, Luke pointed out during his demo, the tail must follow the trail of the body and its tip must always try to point to its last position.

The tail should look soft, light and flexible towards its tip like a hair but with some controls towards its base. To do this, I used the keyframe overlapping / offset method for different parts of the tail combined with some manual frame by frame adjustment for better control of their directions. I spend most of the time perfecting (and also redoing) the tail motion.

I learned a lot during the whole process in terms of animation principles and technical. There are some back and forth process / try and error when controlling the curves and character controllers.

I also getting more comfortable working around in Maya except for some UIs suddenly disappear and my muscle memory keep directing me to press the Blender shortcut!

Final animation

______________________________

Task 2: Half-body Walk (Blocking)

In the second task of this week, we were assigned to animate a walking animation of a half body character to practice the layout and blocking stages.

Character walk cycle can be considered as one of the most important things for animator to learn and know. That being said, it is also one of the most difficult basic animations to master. Referring to the The Animator’s Survival Kit by Richard Williams, each step is broken down into four poses, which are contact, down (low), passing position and up (high).

References

When animating, there are several steps or stages to follow to make the process especially complex motion much easier to work on. Some of the steps are; previs / layout, blocking and splining.

Previs / layout – This is where animator will define the position and movement path of the characters and cameras from position A to B in the shot. Some important key poses also can be added as planning for the scene.

Blocking – Animator will add all the key poses for the characters. During this process, usually a ‘stepped curve mode’ is used so that the animator can focus on the poses and not distracted by the in-between motions.

Splining – This is actually a 3D animation term where animator will convert the keyframes interpolation from stepped to spline so the transition between one pose to another pose will look smoother. But the automatic interpolation will not usually give the best result, so the animator will have to tweak the animation curves to make the motion looks more realistic and believable.

Here are some of the references I found online:

Credit: From ‘The Animator’s Survival Kit’ by Richard Williams
Credit: ’24 Frame Walk Cycle’ by John McMurrough

Animation process

As pointed by Luke, we will need to animate the character and its legs to actually walking forward without moving the root as it will produces more accurate motion and position for the footsteps.

I primarily used the reference from John McMurrough since the character and structure is the same. Based on that, the timing is 12 frames for the first half of the cycle and 24 frames for the complete cycle.

I started the walk cycle pose with left foot at the front. I set the first ‘contact’ pose at frame 0, ‘down’ pose at frame 3, ‘passing position’ pose at frame 6, ‘up’ pose at frame 9 and then the second ‘contact’ pose at frame 12. This is only the first half of the cycle so the right foot is at the front now. The complete cycle is when the left foot is back to the front position.

frame 0 (Contact)

frame 3 (Down)

frame 6 (Passing Position)

frame 9 (Up)

frame 12 (Contact)

I then continued blocking the character poses for frame 15, 18, 21 and 24 by manually mirroring and referring the first half cycle poses. I used the ‘translate’ and ‘rotate’ number in the channel box and also by comparing the opposite key poses back and forth. I don’t want to copy the exact number so I can still make all the opposite poses in the walk cycle look identical but organic at the same time. After the first cycle finished, I continued to complete 4 more cycles that ended at frame 120. This time I also used the grid to estimate the location of the character body parts for each step.

frame 12 (Contact)

frame 15 (Down)

frame 18 (Passing Position)

frame 21 (Up)

frame 24 (Contact)

During the whole proses I used the ‘Step tangents’ to all keyframes so I can focus on blocking the poses. I also made some adjustment to the hip, legs and foot postures after the 5 cycles completed. Regarding the character rigging, I found that it has all the necessary controllers, including all the detail parts such as foot roll, foot break, and toe roll which are great for me to pose the character properly.

Step tangents make focusing on blocking poses easier

Final animation

Film Language and The History of Animation and Film

(Term 1: Week 2)

This week, Luke showed us several videos from YouTube and the first one is ‘How to Speak Movies’ that comes with 3 parts. Below are some points and notes that I have taken directly from the videos and from other online sources for future references.

______________________________

Film and Visual Language

Film, like speech and writing, has a unique language. Filmmaker has a choice of a great variety of techniques to tell the story or communicate the ‘bits and pieces’.

Camera

Shot Length and Angles

  • Wide Shot – Also known as Long Shot. It frames the entire subject and their relation to what surrounds them.
  • Extreme Wide Shot – Also known as Extreme Long Shot. It focusses on its surroundings and frames the subject from distance, but not necessary to see the subject. This shot also functions best as Establishing Shot.
  • Medium Shot – The most common camera shot. This shot is also known as Waist Shot because it frames subject from roughly the waist up.
  • Two Shot – It frames two characters at the same time and useful for allowing performance to play out on in a single take.
  • Close Up – It frames a subject at close range intended to show significant emotion, details and something important that has significant influence on the story.
  • Extreme Close Up – It frames a subject very closely and commonly used to focus on specific portions of the subject, like an eye, fingers or a tea-pot base to show greater details.
  • Eye level – When the shot is placed at the same height as the eyes of the character. It’s not necessary the eyes of the actor visible in the shot nor to look directly into the camera.
  • High Angle – A versatile shot that can be used in many situations. One of the common usages is to make a character seem powerless and vulnerable.
  • Low Angle – It frames the subject from below the eye line or pointing upward. It is most often used to make the character look strong and powerful.
  • Dutch Angle – Also known Dutch Tilt, Oblique Angle or Canted Angle. The shot has a noticeable tilt on the camera’s ‘X-axis’ and often used to show something is wrong, disorienting, or unsettling.
Dutch Angle

Focus and Lenses

  • Depth of Field – The area of acceptable sharpness within a shot that will appear in focus.
  • Deep Focus – Everything in the shot is in focus.
  • Shallow Focus – Only part of the shot is in focus. It’s often used to show an important part of the frame.
  • Rack Focus – Changing the focus mid shot and can draw the eye to important details.
  • Tilt Shift – Fake shallow focus or artificial depth of field that selectively blur part of the shot to create interesting results like a miniature effect.
Tilt Shift
  • Telephoto Lens – A long lens that compresses space, allowing cameraman to photograph a subject that is far away or magnifying the subject in the frame.
  • Wide Angle Lens – Has wider angle than normal lens, allowing cameraman to fit more into the frame, making them perfect for capturing scenes such as expansive landscapes or cramped interiors.
  • Fisheye Lens – An ultra wide-angle lens that produces strong visual distortion intended to create a wide panoramic or hemispherical image. It’s rarely use but can make some disturbing image.
Fisheye Lens

Camera Movement

  • Handheld – Shot taken with the camera being supported by the operator’s hands or shoulder, often used to create shaky image or to show character movement in point of view.
  • Steadycam – Technically a handheld shot but with a rig to help stabilize the movement and allows for smooth tracking shots.
  • Pan – Swiveling a camera horizontally (left or right) from a fixed position.
  • Tilt – Swiveling a camera vertically (up or down) from a fixed position.
  • Zoom – When the focal length of a camera lens is adjusted to give the illusion of moving closer or further away from the subject.
  • Dolly / Tracking shot – The camera put on a moving dolly or on tracks and it moves with the subject or without from left to right, or back to front or on a curve.
  • Jib / Crane Shot – Camera pun on a platform and raised above the subject or brought down to the subject.
  • Dolly Zoom – Also called a trombone shot where the camera is dolly while zooming, changing the depth of the shot.

Mise En Scene

It’s a broad term which describes the arrangement of scenery and stage properties in a play. Translated from French, it means “setting the stage” but, in film analysis, the term mise en scene refers to everything in front of the camera, including the set design, lighting, and actors. Mise en scene in film is the overall effect of how it all comes together for the audience.

Decor

  • Setting – The time, place and social environment in which a story takes place.
  • Set Dressing – Object that does not use by the actors and usually a background items to show place, different times and can add texture to the scene.
  • Props – Objects that are meant to be used by the actor. Prop can also be used to show characteristic.
  • Costume – Clothing, appearance or makeup of a character that can reflect their characteristic and background.

Lighting

Three-point Lighting
  • Three-point Lighting – The most common lighting setup consists of Key Light (the main source of light), Fill Light (fills in the shadows created by the key light) and Back Light (lights the back of the subject to separate them from the background).
  • High Key Lighting – Brightly lit subjects with softer shadows. Fill lights are used to increase the amount of ambient light and reduce the contrast to produce images that encourage an optimistic and upbeat reaction.
  • Low Key Lighting & Chiaroscuro – Darker light setup to give more somber mood. A lighting effect that uses a hard light source to enhance shadows and sometimes a very strong backlight to emphasize the outline of the character.
  • Hard Lighting – Bright harsh key lights that create hard shadows making the scene tough angular and unflattering.
  • Soft Lighting – Light diffuse through a filter causing it to wrap around the subject scalping the subject without harming. It’s a romantic kind of lighting.
  • Ambient Lighting – Also known as General Lighting is a light that comes from all directions which usually available in an environment.
  • Unmotivated Lighting – Any lighting that is off camera, that is necessary to illuminate the scene properly but has no apparent source in the film.
  • Motivated Lighting – Lighting that look natural and imitates existing sources like windows or lamps.

Color

  • Black and white – Camera takes in light and records everything just by luminosity whether it’s light or dark.
  • Tinting – The entire scene is bathed in a certain color.
  • Sepia Tone – Most common colors to tint film in the monochrome era which gave it a dusty look.
  • Color grading – The film’s color is selectively adjusted for a distinctive look for each scene.
  • Saturation – The intensity of a color in a scene. A highly saturated scene can feel bright and exciting while a lowly saturated scene can feel washed out and desolate.
  • Color Palette – Dominant color in a shot. Palette can be broad taking in the entire spectrum or selectively drawing attention to a single color that dominates the others.

Space

  • Balance – Gives weight and emphasizes the symmetry between the subjects in the shot.
  • Deep Space – Where the scene places elements both far and near to the camera drawing attention to the distance between subjects.
  • Shallow Space – Emphasizing the closeness of the subject and background objects or even implying no depth at all.
  • Offscreen Space – Where scene draws attention to something out of the frame.
  • Blocking – The actors movements that are heavily choreographed.

Editing

  • Sequence shot – Also known as long take. It’s a long running shot usually over a minute that takes in a lot of action in a scene. Sometimes it cover simple dialogue or complicated sequence of events
  • The Cut – Transition between the end of one shot and the beginning of another. The simple cut is the most basic transition between shots.
  • Dissolve – One shot slowly fades into another, sharing the same space for a few seconds
  • Wipe – Where the second shot rolls over the first shot.
  • Fade-in and Fade-out – A common way to start and end a film. Going to and from a black screen.
  • Continuity Editing – Combining related shots, or different components of a single shot, into a sequence which directs the audience’s attention to the consistency of story across time and location.
  • Continuity error – When combined or related shots do not have consistency such as different lighting or the position of prop and actor.
  • Match on Action – Respected cuts linked together by continuing the action from one shot to another.
  • Eyeline – A character looking at something off-screen, followed by a cut of another object or person.
  • Screen Direction – Consistent direction of movement between shots giving the audience a sense of relative location.
  • 180 Degree Rule – A guideline for spatial relations between characters or objects in the shot to prevent confusion to viewers. It sets an imaginary axis by keeping the subjects and camera on the consistent side throughout the scene.
  • Crossing the Axis – The opposite of 180 Degree Rule. But sometimes because the character placement is made clear, the shots will not feel too jarring when the axis is broken.
  • Establishing shot – To shows where the scene takes place.
  • Master Shot – A wide shot to establish all the characters location in the scene.
  • Reverse Angle – The opposite side of the previous angle in the scene.
  • Insert Shot – Breaking away from the main action to show an important detail
  • Discontinuity Editing – Intentionally breaking continuity that stops reflecting reality but to reflect emotion
  • Freeze Frame – Single frame of film is stopped
  • Slow Motion – A clip is slowed down to let viewers see the tiny movements or details that could be missed at normal speed.
  • Fast Motion – Speeds the actions, often used for comical feel.
  • Reverse Motion – Plays the action backward, giving a dreamy feel or impossible things to happen.
  • Jump Cut – A piece of time is cut out of a shot to change subject, background etc.
  • Match Cut – A technique using two shots with similar graphics to transition between scenes.
  • Cross Cutting – Jumps between two different scenes to show that they are happening simultaneously
  • Split Screen – Two or more shots are spliced into the same frame showing simultaneous action.
  • Overlay – One shot is placed or composited over another shot.
  • Montage – A quick series of shots linked together through a theme or through time.

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History of Animation, Film & VFX

Animation History

Animation is a method or sequence of images created to appear as moving images. History has shown that humans have attempted to draw and produce motion images since time immemorial. There are several examples of early sequential images on bowl, caves and chamber that may seem similar to series of animation drawings.

From there, people keep discovering and inventing new ways to create motion images from ‘shadow play’ possibly in the 1st millennium BCE and ‘magic lantern’ circa 1959 to the creation of numerous devices like ‘thaumatrope’ in 1825, ‘stroboscopic’ disc or ‘phenakistiscope’ in 1833 and ‘zoetrope’ also in 1833.

During the rise of the cinematic industry, several different animation techniques were developed, including stop-motion with objects, puppets, clay or cutouts, and drawn or painted animation. Hand-drawn animation, mostly animation painted on cels, was the dominant technique throughout most of the 20th century and became known as traditional animation.

Among the earliest traditional animated short on film pre-1910 are the transparent hand-painted colorful pictures; ‘Pauvre Pierrot’ (1892) by Charles-Émile Reynaud, the oldest known drawn animation on standard film; ‘Humorous Phases of Funny Faces’ (1906) by J. Stuart Blackton, and the first animated film using what came to be known as traditional animation methods; ‘Fantasmagorie’ (1908) by Émile Cohl.  

Beginning of 1910s, animation creation evolved from original artists to “assembly-line” production studios such as Barré Studio, Bray Productions and Fleischer Studios. 1914’s Gertie the Dinosaur being a notable to mention because it was the first film to combine live-action footage with animation.

After a number of pioneers began creating animated shorts in the early 20th century, the very first feature-length animation using traditional methods was created titles El Apóstol in 1917. The 70-minute long movie running at an impressive 14 frames per second. The movie also holds the distinction of being the first commercially profitable animated movie ever made. However, the only copy of the film was destroyed in a house fire.

In 1920s, Walt Disney founded his own studio in California. Although it was the third instalment of the Mickey Mouse series, it was the 1928 classic, Steamboat Willie, where Mickey Mouse finally captured the hearts of the public.

Throughout the early 1930s, the ‘rubber hose’ style of animation dominated the industry, typically set to jazz music which was popular for the era.

Then 1937, Disney’s Snow White and Seven Dwarfs was released. It was the first feature-length film created entirely with hand-drawn animation. Disney had to fight hard to get the film released, even mortgaging his own house to help pay the massive production costs. The film was a tremendous success and it paved the way for many more iconic Disney movies to come.

Prior to 1940s, you could only watch animation in movie theatres. As home TVs became more popular, the very first animated TV series debuted in the form of Crusader Rabbit, a series of 4-minute long satirical cliffhangers which would continue to air as late as the 1970s.

1980s sparking the beginning of “anime boom” that would spread throughout Japan, the USA, and the world. Inspired by the commercial success of the Star Wars franchise, Japanese space operas Mobile Suit Gundam and Space Battleship Yamato were revived as theatrical films.

Fast forward to 1990s, rapid advancements in computer technology revolutionised animation production. Walt Disney’s ‘Rescuers Down Under’ was the first feature film created using a Computer Animation Production System that removed the need for a traditional animation camera. Released in 1995, ‘Toy Story’ was the first fully 3D computer-animated film, utilising artistic techniques such as transparent shading and blended colours that weren’t possible using older forms of animation. Starting from there, more and more 3D animated films and series were produced.

Nowadays, computer animation became the dominant animation technique. Computer animation is mostly associated with a three-dimensional appearance with detailed shading, although many different animation styles have been generated or simulated with computers.

Film & VFX History

1895 – The first moving images are recorded by Lumiere Brothers. Almost immediately there is a split between them who produce documentary sequences, and Georges Méliès who produces fantasy films filled with optical effects and camera tricks.

1897-1927 – Films develop from shorts to around 90 minutes feature length. The films are silent, and any dialogue is shown as written captions. The basics of film structure; lighting, editing and mise en scene are established during this period. Newer lightweight cameras allow shooting on location.

1920s Hollywood becomes the heart of the American film industry and vertically integrated which mean these studios make films, distribute and own the theatres in which the films are shown.

It evolves into the big 5 Studios; Paramount, Warner Bros., Leow’s/MGM, Fox (which becomes 20th Century Fox in 1935), Radio Keith Orpheum (RKO) And the Little 3 Studios; Columbia, Universal and United Artists

1927 – The Jazz Singer by Alan Crosland is released. It is the first feature film with a soundtrack.

1935 – Becky Sharp by Rouben Mamoulian is released. It is the first film to use the Technicolor Corporation’s ‘three strip’ colour process which allows films to be shown in colour.

1941 – Citizen Kane, produced by Orson Welles, was noted for its creative experiments with sound like overlapping dialogue and layered sound, for its numerous complex flashbacks and non-linear storytelling. It also included innovative camera angles like low-angle shots revealing ceilings, montage, mise-en-scene, deep-focus compositions, tracking shots, whip pans, lengthy takes, and dramatic or expressionistic low-key noirish lighting.

1953 – With the invention of television, film needed to up its game. New widescreen processes to produce bigger and more exciting films were the answer.

1953 – The first 3-D film, relying upon stereoscopic technology, achieved wide release in 1953. Earlier attempts had been made, but the 1950s saw the popularity of 3-d.

Late 1950s – Lightweight cameras suitable for hand-held use become cheap enough for widespread use. They become popular with documentary makers and young directors in France.

1970s – Garret Brown develops the Steadicam, a rig worn by the cameraman who can move around while keeping the image steady. First used in 1975 and made famous by The Shining (Dir Stanley Kubrick, 1980)

1975 – The enormous success of Jaws by Steven Spielberg creates the idea of the Summer Blockbuster. This becomes the main way that studios make money in the future.

1977 – George Lucas’ Star Wars trilogy began making $11 million due to the exhilarating, action-paced computer-generated effects.  George Lucas helped bring in an era of fantasy films with expensive and impressive special-effects. George Lucas established Industrial Light and Magic (ILM) to provide the special effects for his film Star Wars. The success of this film cements the idea of the Summer Blockbuster and creates the idea of tie-in merchandising (toys, actions figures etc)

1990s – ILM starts to use computer generated imagery (CGI).

1993 – Jurassic Park by Steven Spielberg, replaced the initial plans to use stop-motion with a combination of CGI and practical effects. From here, producers started using CGI for visual effects because the quality is higher and most effects are more controllable than other manual processes.

2001 – In The Fellowship of the Ring (dir Peter Jackson) and the two sequels, Andy Serkis plays Gollum. The character is entirely created by CGI, mapped on to the movements of the actor. The technology is called motion capture allows non-human characters to be created convincingly without complex make up.

2000s – High quality cheap cameras allow people to shoot their own films more easily and digital editing makes even quite complex special effects doable. Youtube and other streaming sites allow people to distribute their films for free and find an audience.

2001 – Gollum was easily the most memorable creature of Peter Jackson’s Lord of the Rings trilogy. The creature was digitally created by the VFX team and the performance was driven by an actor with a specially created motion-capture suit. 13 cameras pointed at different sensors attached to the suit to track the actor movements, allowing animators to create a more realistically moving character.

2003 – With improving technology, 3D films became more popular. In addition, a number of new IMAX facilities, offering larger format screens were constructed. Today, many large-budget films can be watched in 2D or 3D.

2009 – Director James Cameron created the highly successful film, Avatar. He teamed up with Sony to pioneer a specially designed camera built into a six-inch boom that allowed the facial expressions of the actors to be captured with sensors and digitally recorded for animators to use later. The actors were filmed with infrared light bounced off the reflectors, which was then captured in 3-D by up to 140 digital cameras positioned around the set. Nicknamed the “holy grail,” Cameron’s camera system used lightweight, dual-lens and hi-definition digital imaging to create an insanely advanced 3-D picture.