Saturday, 28 January 2017

The Modeling Process


 Here the topology is well done and will allow ease of manipulation when skinning and animating. To achieve this effect. I first made a simple 2D shape of an eye and then a similar shape for the mouth. I then  placed them in an accurate location for the face. I then mirrored the 2 shapes and extruded them. Lastly I fused the shapes together creating the correct human face topology.


The topology may be correct but it is too complicated in the amount of polygons. this will slow down the modeling process.




The side is less accurate and will be developed in time

 Here the topology is well done and will allow ease of manipulation when skinning and animating. The topology here is simplified allowing a more efficient work flow.


Here the proportion of the head has been manipulated to make the face more accurate. Before it was too long which would make the face manipulation a little more challenging.


The model is starting here to resemble Basil. The Topology is even more simpler to allow easy manipulation speeding up the process.
The challenge I want to overcome is how to make the eyelids this will require research and theory.






Developing The Character

Developing The Character

For this project I chose to do a caricature of Basil Fawlty from The 70s sitcom Fawlty Towers John Cleese plays Basil a hotheaded nervous hotel owner.
Here is an image of the Caricature that will be used.
figure 1
The front view is very detailed in shading and will allow accuracy of the facial features. However I will need realistic reference of side of the head. This is to allow to model features like the bone of the jaw and the placing of the ears and hair.Image result for fawlty towers basil

figure 2

Close up of Fawlty allows deeper accuracy in the proportions and anatomy of the head and shoulders.
This will also be useful during the texturing done in Photoshop. details like wrinkles could be implemented to add more believability to the models skin. 


Image result for fawlty towers basil side
figure 3

These images are from the side which will allow an accurate representation of the reading of my caricature model.



I am capturing a younger John Cleese, so some photo reference from Fawlty towers was ideal. This will also be useful when modeling and texturing the clothes 



Reference images

figure 1: Credits to ryanneal. Available online from:
http://ryanneal.deviantart.com/art/Basil-Fawlty-Caricature-362279679

figure 2: Credits to the BBC Available online from:
http://www.40towers.co.uk/news_item.php?id=14

figure 3: Credits to the BBC Available online from:
https://ianfarrington.wordpress.com/category/fawlty-towers/






Start of Facial Modeling and Animation

Thursday, 8 December 2016

Final Animation The Surprise

The Surprise


Here is the final Animation with sound effects and music overall I feel that the principles of animation have been considered but it could be improved and refined. The timing and pacing mostly fits the emotion. During the animation he starts curious thinking about the present during his thoughts secondary action is used in the eyes ears and tail, an example of this would be at 0:04 when his pupils look to his upper left this represents the thought process. In his first thought when he first sees the present it starts slow and subtle. The animation also shows displays of squash and stretch in the poses first it starts with a squashed when he is thinking and then goes into a slightly exaggerated stretch when he turns round at 0:04

 The use of solid drawing followed with staging is strong and gives the character more personality at 0:05 his hand is on his chin which is a psychological gesture that represents thinking, next as he leans over to to look at the present slow in and slow out as well as arcs and follow through are are used to show the speed and weight of the character.

I feel at 0:07 the hold could last for longer this allows the audience to see what he is thinking, the secondary action of the ear shaking adds more animal instinct to display anthropomorphism. another example of anthropomorphism is in the solid drawing pose at 0:07 his arms are out in front of him while his hooves are out like paws.The way he leans over shows exaggeration in both the movement and his pose. The use of thought in each action represents the anticipation every time he displays thought there is an action afterwards the longer the anticipation the more exaggerated the action.

At  0:09 he crosses his arms and rubs his snout that combined with the secondary action of the eye position shows access to thought, this scene is also anticipation for him running to the present. The music I used Happy Go Lively by Laurie Johnson gives the animation more appeal and to some extent the music is timed to some of the movement this can be noticed most at 0:11-0:12. I feel that the Jazzy public domain 50's music I chose fits the overall theme of the feeling of curiosity and excitement. Also at 0:11 there is a great use of arcs and overlapping action and slow in and out. Next after running to the present he shows anticipation almost hugging the present, eyes becoming alert showing he is about to pounce then he quickly throws his arms up camera changes showing him from the back ripping the present open.

Opening the present is the main action in the animation (0:16) so it had a big build up of anticipation leading into an exaggerated fast paced action. To add more appeal sound effects of paper ripping were added, not just for exaggeration but also to communicate more to the audience of what he is doing. For every action there is a reaction so after he has finished opening the present I needed to use something that would be more universally classed as disappointment for a gift. So for the appeal and to add some extra comedy I made a pair of white under wear with red lining to make them more recognizable to the audience. The reaction of the gift is slow and contrasts with the fast rigorous action seen before he slowly raises his ears letting his eyebrows down followed by his ears in disappointment at 0:25 This would be a use of follow through since his brow leads his ears as he collapses down. The eyebrows are  a very expressive secondary action that make it easier to see what the deer is thinking and how he is feeling. Lastly to add more appeal to the ending corny fail music as used to hammer in the defeat of the character. This ends with a fade out created using adobe premiere.


The staging of the animation also helps convey the message of the emotions and what the character is thinking. The first camera angle focuses on the present zooming and panning out to reveal our character this is a clear introduction to the characters goal the present is positioned at the edge of the screen. The next camera shot is when we show the character close up on a front view, this allows to communicate his emotion to the audience more clearly. Next frame shows the character from the present's perspective this staging also allows to show he is moving closer to the gift. After that the character is shown from a profile view to anticipate the main action that comes next. The next two shots exaggerate the comedy, first a back view to show wrapping paper flying everywhere and the characters determination. The second shows a close up looking up at the character from the front, this compliments his feelings of disappointment.

The character himself has a nice use of appeal in his design, he was inspired off of British stop motion characters like Aardman and American animation from the 40's like Warner Bros Looney Tunes.

Overall I feel I am happy with the results more could have been done with more skill and understanding of 3D animation. The character displays emotions and personality and I am happy I managed to show this and feel it is the strongest part of my animation. The mechanics of the animation could do with work in some areas however they still convey the message of the animation and are not too distracting from the audiences perspective.

Monday, 5 December 2016

Lighting and Rendering, Post Production


Here is some testing of lighting and texture.
the first is too dark which means it would be more difficult to address what the character is doing. While the second is too bright the testing is to make sure we get a happy medium.

The lighting stage included using area lights to brighten the whole room.







Final Lighting












I decided to use toon outlines to fit with the simple shading of the software render setting.

I also added pictures for the frames using my own work



Here I replaced the small present with a proper bad present in this case I made a pair of under wear still in some paper to create a more obvious gag.






All the custom textures I used are my own work and can be found here
https://www.flickr.com/photos/135570618@N07/albums/72157676247984070





music and sound effects I used

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

cartoon fail
https://www.youtube.com/watch?v=jvl_IGwyCmU


Happy Go Lively
https://www.youtube.com/watch?v=xOZu3NiBjBk







Wednesday, 23 November 2016

Walk cycle Exercise

To under stand animating humanoid characters I did some practice on walk cycles. Here are 3 of the same cycle from different angles


Diagnal



front


Profile


Sunday, 20 November 2016

Blocking out the Key Poses of Storyboard

Key poses

Establishing shot representing the character's goal

First reaction to present 
The camera angle has been improved compared to the storyboard. This staging perspective allows the audience to see more what he is doing.

The thought process allows the audience to get to know the character, how he thinks about certain events. He is thinking "It is not my birthday". The pose and timing could be improved to show this.

Here shown is an exaggerated curious take using squash and stretch to add a more cartoony effect.

The change of camera allows to see the face of the character more clearly on a front perspective. This allows staging of facial expressions. Showing the eyes and face allows more use of emotions.

This perspective is to represent how big the present is compared to the deer. It also represents the character's curiosity growing and building anticipation. The pose of the character cuts into the next scene where he is instantaneously positioned in front of the present. 

The next view cuts the timing using a scene cut. This slightly upsets the pacing and will have to be staged carefully using the camera and character. 

This scene shows him touching the present in excitement. He will either pick it up and shake it in excitement and curiosity or he will just grab to feel it is there, lean back in anticipation then pounce. 

Here he is ripping open the box paper will fly every where mostly to the left.

Here he shows a face of intrigue that slowly deflates into sad. The excitement and expectancy of the gift is clashed with shock and disappointment 



Blocking out the animation

Blocking out the animation had it's challenges however the rig was so well built and skinned that it made the workload more efficient. Some of the poses are still rough however the key was to establish the scenes of the whole animation.



To make animation more efficient I use a custom Mel script called Pose library. The tool allows me to store poses and animations that I can project onto the character

Here are many poses that I used in the animation