Thursday, 20 April 2017

Final render Animation and Conclusion


Final animation analysis

First of all I Feel the introduction gives concept to the work adding anticipation to the story while also establishing are character and his surrounding. The scene is convincingly staged as a hotel lobby. The use of the slow intro with the fawlty towers theme tune nicely contrasts with the later broader animation. the credits rolling at the beginning are inspired off of shows like Fawlty towers that show some of the main actors at the start. At 0:25 I used slow a close up to represent the viewer. Even Though the intro seems long it is a real time comparison of the actual show. 

I feel that the animation is very effective in most areas. The arcs I feel are well done and feel more natural. A huge improvement was using a mixture of fk and ik control leading to much smoother arm movement. The arms feel weighted like actual arms instead of light and floaty like my other animations. The follow through is also more accurate thanks to fk controls. However I feel the one part that can be improved is creating a separate rig control for when he crouches down on the table 0:33 this would allow more follow through during that specific part. The shoulders at 0:33 are too restricted and don't have much follow through this was because of the nature of the rig. I would look into this more next time if it was needed. The use of anticipation in this piece was well considered while also thinking about slow in, slow out and follow through. One great example of anticipation is how he holds his arm out lifting his body before punching the counter at 0:29. The back also is nicely hunched to look less robotic. This considers the principle of solid drawing. Another principle that was improved on was exaggeration, I found exaggeration easier in this animation because I was using the tone of the voice as a guide. During the animation there are 3 main exaggerated actions and poses that represent a phrase of dialogue, this consists of ponce 0:28, expecting 0:31 and hotel 0:34. I then peppered in secondary actions to add more exaggeration and more character. actions like twitching his eye at the start 0:25 as an example little psychological gestures like this make the character feel more alive and more believable. On the other hand some of my secondary actions are so subtle that an audience might not notice them, however this can sometimes workout as the secondary actions should not be to exaggerated as they distract from the main action.  The hands were a great use of secondary actions I feel the fingers are animated much better as they don't move in a robotic way they feel light and flexible which makes them more convincing for the appeal of this skinny character. They also follow through with the arm and shoulder.

For my first attempt at lip sync I feel I got some good results, the dialogue syncs up nicely and the use of the different blend shapes allowed me to create the different phonemes. The mouth movement is very exaggerated in shape like a cartoon this adds to the overall style of my animation. Since I was lip syncing someone shouting the mouth shapes were much broader in appearance. I even used the tongue on certain phonemes to look more convincing like N in run as an example 0:34.
The use of staging has improved both in the cinematography and overall set design. The rendering has improved with shadows and indirect lighting. I used mostly mental ray materials which lead to much more believable results. The sound effects add to the plausibility of the animation. Sounds like subtle vase smashing sound before the title appears is a nice touch, also not leaving out simple sounds like the tapping of fingers.      

Overall I am very proud of the results. I feel I really got to know the character and created
a marvelous performance. I feel my understanding of the principles of animation have been refined especially timing and pacing. The overall timing and emotional beats have been very carefully executed with the rhythm of the dialogue. This was thanks to careful planning from the start, developing a storyboard and tweaking the story and overall idea till it works. I also learned that acting out and channeling the character understanding situation really creates more effective animation.



Sound effects used.

Fawlty towers theme tune from TV theme tune factory
https://www.amazon.co.uk/gp/product/B00PI6Y2J6/ref=oh_aui_d_detailpage_o04_?ie=UTF8&psc=1

chinese hotel ambience
https://www.youtube.com/watch?v=ZGkwHCgciRA

hotel sounds
https://www.youtube.com/watch?v=ZGkwHCgciRA

finger tapping
https://www.youtube.com/watch?v=04xZlPtuz5g

mouse
https://www.youtube.com/watch?v=XeZkAIMQ7jA

pottery smash
https://www.youtube.com/watch?v=wOVkixm5MZA

desk punch
https://www.youtube.com/watch?v=m2xHX0wDOpQ

Wednesday, 19 April 2017

final render of character

 Front

middle 
 Side
Here are the renders of my character from different angles.

Tuesday, 18 April 2017

Lipsync

Final Lips Sync
Here is the final lip sync . In order to get it accurate I used a camera that I parented to the head control. This allowed me to always see the mouth and tongue when animating the dialogue. this camera technique was very useful since my characters head moves around allot.

Here is the final lips sync


final animation



Saturday, 15 April 2017

The importance of IK and FK switching

IK and FK explained
Ik stands for Inverse Kinematics while FK is Forward Kinematics.To create more believable arm movement you have to be careful what setting you use to animate. Ik may seem easier to control, however I have learnt from experience this leads to much less natural body movement and allot of other problems further down the animation pipe line.. In nature peoples arms work like an FK rig where the rest of the body follow throughs with the movement of the arms. FK also allows easier portrayel of arcs than IK. while also looking more solid and less floaty than IK.
This overall is an important discovery to creating more believable and appealing animation. Ik still has a use but more for the effect of contact with a surface when a hand is pressing against a table or a door as an example. Even better is to use a split between the two when having difficulty with more challenging arm movements. As an example when I animated my characters arm rising behind the counter press his hand against the table I used the Ik Fk switch on half so it would be a bit of both this is only used once in my animation but it worked out very well.


Here are some tutorials that describe the differences between IK and FK in more detail




IK vs FK
When I made my changes from IK to Fk the difference became so obvious. Here are two videos of mine, one made with IK and one made with FK.


IK
The IK looked less realistic since the arms actually looked like they were broken there was no realistic anatomical movement. Because of this the Ik appeared more floaty and un-natural.

FK

The FK on the other hand appears sturdier more dynamic and more solid. Since the FK is much better for arcs the movement looks more believable and less woolly. The other reason for this is FK is effected by the other joints for example I moved the spine or shoulders the arms will move with them. Ik is only used for small amounts of time. One when he punches the table with his left hand and two with his other hand pressing against the table. 



So the lesson I learned is don't just use Ik. It is only right for certain actions in small amounts. This is such an important animation tip that I never understood until now. Any 3D should take this on board because no matter how surreal the animation believability is crucial or else the audience are going to lose interest or even find the work unappealing to look at.


reference to videos

https://www.youtube.com/watch?v=euFe1S0OltQ

https://www.youtube.com/watch?v=SrhsDkQWTOc