Sunday 18 December 2011

The Cat Came Back

The Cat Came Back is a 1988 animated film by Canadian director Cordell Barker, produced by fellow award-winning Winnipeg animatorRichard Condie.


Inspiration for the conflict between the puppy and William, although perhaps a lot less dramatic and disastrous.  The concept of the cat always managing to get back inside the house, against all odds, without the man noticing, is hilarious.

Thursday 15 December 2011

Character Profile

Name: William Peterson-Smith
Age: 32
Height: 5ft 11"
Weight: 12st 3ibs
Birth Date: 1978
Hair: Short, tidy, brown
Eyes: Hazel
Birthplace: London
Other facial features/appearance details: Wears glasses
Dress: Tucked in shirt, sweatervest, smart shoes, trousers, white socks showing
Description of home: Small apartment, but with a largely dominating lounge and kitchen. Small bedroom has a bed, bookshelf and bedside table with a lamp. Lounge has a window, a small tv, a single couch, a classic piano, beautiful persian rug and original paintings on the wall. Kitchen is minimalist, sink, cooker, fridge, with a larder cupboard filled with healthy foods. There is a stool underneath a tall part of the counter, serving as a dining table.
Dominant Character Trait: Conformist
Secondary Character Trait: Loner
Best Friend: None
Other Friends: N/A
Enemies and why: N/A
Family: Mother and Father are self obsessed, uncaring and unaffectionate. Upper middle class, father has a well paid job in parliment while mother is unemployed but enjoys shopping and pampering herself.  His older brother is very charismatic, he is an actor in the london broadway shows and has been famous since he was a child actor. Several years older than Will.
What kind of person is he with others: Loner, fears intimacy, doesn't look people in the eye, bites nails, mumbles.
Sees self as: Content, self reliant
Is seen by others as: Too shy, uninterested in others, weird

Sense of humour: Doesn't like childish humour or cartoons. Never seems to smile for very long at others.
Temper: Very patient, slow to react
Basic Nature: Docile, serious, calm, lonely
Ambitions: Content with his job, although greatly under appreciated despite his intelligence, but would love to become an artist, though he lacks the basic skills.
Educational Background: Top grades in school, university degree in chemistry.
Work experience: Works as a chemist in a pharmacy.
Habits: Bits nails, pats hair, keeps everything tidy. Always checks his watch, organised.
Talents: Cooking, painting, piano, good with written words, intelligent
Hobbies/pastimes: As above
Choice of entertainments: Documentaries on TV, artistic film, classical music
What trait will make the character come alive: Creativity yet reclusiveness
Why is the character likeable?: True to life, he has strengths and flaws
Why is the character loveable?: He manages to develop a personality.

Golden Retriever Mood Board

Thursday 8 December 2011

Project Proposal Documents

Recently completed my project proposal and the supporting documents.
Below is the structure of my project, the project map.




Aim >Objectives >Methods >Tasks

Story Development

I have decided to show the relationship between man and beast, as i'd be interested in designing an animal character as well as a human character.






List of possible inspiring films:

How to Train Your Dragon
Pokemon/Digimon
Tintin
Avatar
Marley and Me
I Am Legend
Princess Mononoke
Hachiko: A Dog's Story
The Jungle Book
Ace Ventura
Pete's Dragon
Tarzan

Starting to think along a more fantastical route:





Basic Story Template:

geeky man, nature freak
neat, composed
gets lost from the trail
forest? bird watching?
follows something, something stolen
hat? notebook? shoe? glasses?
big wolf/bear/animal gets them
man scared, tries to run away
but wants his thing!
Tries to reason with the beast
growl, scream
it's sniffing him
surprise, you want this?
tickle, scratch, food, drawing
happy, docile
poses for a drawing? photo?
happy, cuddly moment
steals
man - haha funny give it back
snarl
scared
okay... you keep it
smile, pats it gently

Development, status

Thursday 24 November 2011

Meet The Robinsons

Disney DVD, 2007. 'Meet the Robinsons'

Took a look at this disney film for inspiration, mainly on character development. There are so many wonderful and wacky character designs in this film that it was difficult not to be inspired. A lot of the characters personalities are shown through their relationships with each other. The villain of the story, Bowler-Hat-Guy is made the way he is through his distain towards the main character, Lewis. He himself has a strange relationship with his own hat, who controls him through superior intelligence.


Character Design

Based on feedback recieved from my crit week presentation i have begun to think about the main essence for my honours project, the finished artifact. My finished piece should be around a 2 minute long animation showing a character and its development of performance shown through a personality arc.

To begin.
What causes personality arcs?








A shy character, ashamed of their appearance.



A lonely character, the way he is from events in his childhood. Lots of small failures and loss of confidence result in a depressed person devoid of hope.



Brain's Advice!
Just draw and see what comes out!

A man who tries to change who he is to please a woman but it turns out that instead of doing it for her he does it for himself.


A blinded man, depressed and given up on hope, is given a guide dog that gives him both independance and a loyal companion.



A tiger, born different from the others, feels left out and insecure about themselves. Perhaps born a strange colour or with an allergy to meat.


Wednesday 9 November 2011

Revised Aims and Objectives

Aims and Objectives, revised for crit week presentation, through the help from the project proposal.

Aim

›To explore the relationship between character personality and performance in animation and to demonstrate how one can manipulate the audience's interpretation of characters through this relationship.

Objectives

›Search for and evaluate existing media concerning character animation, focusing on design and performance to discover what has been done, what can be done, and how it is done.

›Analyse animated character performances as a case study, in particular those which show a personality arc, to discover the extent to which it shows the character’s personality.
›Using knowledge gained, conduct  practice-based research, experimenting with a single visual character design with multiple personalities, applying theories of personality affecting performance and evaluate the findings ascertained through this, in regards to the aim.
›Design and create an animated sequence which shows an original character design and the development of performance through a personality arc . Analyse and evaluate the relevance to the aim. 

(An objective that I am still considering, to address the audience interpretation aspect of the aim)

Conduct Interviews using the finished artefact to discover if audience interpretation of characters from design is manipulated through performance and how this is achieved.

Friday 4 November 2011

Inspiration

(Find a more appropriate way to lay out images)


Wade, D. 2007.'Exposé 5 : finest digital art in the known universe'
Mylor: Ballistic Publishing, Australia.
Sword of Angels
Marek Okon
The Commodore
Marta Dahlig

My Little Arsonist
Charli Siebert

Princess Predator
Denise Mrackova
War of Angels
Todd Lockwood

Grace of the Snow
Soa Lee
Balthazar
Kekai Kotaki
Euphrates Disaster
Thitipon Dicruen
Can't Stand the Light
Natascha Roeoesli
Sky of Kaloulo
Jian Guo
Grenth
Kekai Kotaki
Phoegasus
Daniel Dociu

Red, White and Blue Corn
Holli Alvarado

In My Other Life
Madalina Iordache-Levay

Wounded Machinery
Marcela Bolivar
Insane Asylum Surgery II
Cyril Van Der Haegan

Big Bad Bunny Eater
Bobby Chiu

Selfillumination 2
Andre Kutscherauer


Cortina, Francisco, A. 2007. 'd'artiste : digital artists master class : character modelling'
Mylor : Ballistic Publishing, Australia.
Etaine
Eun-hee Choi

Jealousy
Steven Stahlberg

One Last Time
Steven Stahlberg

Mermaid
Pascal Blanché

Friday 28 October 2011

Meline Study

Inspired by the short film 'Meet Meline' by Virginie Goyons and Sebastien Laban I have created a short piece of practice-based research as part of my media tests. This time, I chose to look at facial animation. To capture the childish nature of Meline I decided to try and recreate the scene at 4 mins 50 seconds, as she frantically tries to get her torch to relight, there is a brief moment of shock followed by rationality and childish curiosity. This was one of the moments that stood out to me even from the first viewing and I was excited to try and recreate the essence of the character using the Andy Rig.
Again, this proved a difficult excercise. Fortunatley for me the rig that i have downloaded is equipped with a very useful facial rig, with clear control shapes and flawless parameters. As well as enjoying this, i also got to experiment a lot about subtleties and exaggeration in facial animation.


One thing i have just realised is the lack of retina animation - after the initial shock her eyes would be expected to dart around as she further inspects that which has shocked her.

Thursday 27 October 2011

Gentlemen Test

Based on my analysis of the characters in Blur Studio's 'A Gentlemen's Duel', i created a very short animated sequence in Maya with a the Andy rig that i downloaded from creativecrash.com. Using the same rig customisation, and textures, i created two instances of the same character. Through animation I believe i have differentiated between the two characters. The small scene i devised was inside a hospital waiting room, where the two gentlemen are waiting to be seen to after being beaten up during their duel. Without clearly stating, I wonder if i have managed to communicate personality through animation by showing how each character would act in this situation.




Practise-based research, i predict, will be a crucial part of my research. Even from this simple, short excercise i have learned a lot about how personality is communicated through performance in animation. For one, it was a quite difficult process, thinking about what makes each character tick, and imagining how they would act based on how they move in the original short film.






The character on the left is the French Marquee and the character on the right is the English Sir :)
Did you get it right?

Did I get it right?!
This is what I hope to build upon and develop my skills in.

Wednesday 26 October 2011

Meet Meline Study


'Meet Meline' by Virginie Goyons and Sebastien Laban (2009)

“Meline is a little girl who spends most of her time in her grand-parents barn, drawing. One day, a scared furry little creature gets lost in the barn. All excited about this mysterious creature, Meline will now try as hard as she can to approach it and discover it.”

Because of Meline's age, her personality is naturally very curious, and also easily pleased and easily scared. She is clumsy, but innocent, which is shown through her disregard of knocking things over, and interested in the things around her. She sniffs the air as she begins to look around for the mysterious creature. There is no hesitation of following it, only pure curiosity. She gasps loudly, her whole body freezing, at a slightest little noise. Yet when it comes to facing a dark section of the barn, she relies on a half-working torch before she will consider slowly advancing. She looks around herself, head darting here and there, and makes small whimpers. Easily you can notice the change of her mood. The contrast between childish curiosity and terrified uncertainty. Really like the motion of her furiously trying to get the torch to turn itself back on and her facial animation as she first sees the creature close up. The morphing of her emotions is beautiful. She looks almost disappinted, confused as to what she is seeing, and this changes to shocked and pleased as she notices the creature's babies. The childish innocence is really well captured, as well as stunningly represented in 3D.

Thursday 20 October 2011

Gentlemen's Duel Study

Wow, just wow.



'Gentemen's Duel' by Blur Studio (2006)

Very high quality short animation with a simple story. Two aristocrats are competing for the affection of the same lady. The situation escalates and eventually gets blown completley out of proportion, to hilarious measures.
Firstly, the character designs are fantastic. Stereotypical English lord versus Pompus French lord fighting over unrealistically beautiful lady with enormous breasts. The costumes of the two men reflect directly aspects of their personality. The englishman is wearing a smart brown outfit composed of lapels and a tie. His hair is combed neatly and his moustache is long and thin. There is a huge amount of expression from his eyebrows, which are large and extruded, which shows a lot of how he is feeling through their exaggerated movements. The frenchman is dressed much more outrageously, in much brighter colours and style, with bright gold buttons. In contrast to the Englishman we can see that he spends his wealth differently, is perhaps a lot more excentric. His hair is long, tied back in a low ponytail, adding to the typical fairytale hero look. Facial wise, his nose is very large compared to the other characters', as well as his entire chin and jawline. Although this makes him look more tough, i'm sensing more that it adds to the pompus attribute. So although the two main characters are very different, in many ways they are the same. They both want the same thing, after all. Even the robots that they use to battle with are reflective of their personality. The englishman has a steampunk style industrial design whereas the frenchman has a medieval, knight-in-shining-armor look to it, with cushions.
Moving away from design and looking at character animation, we see the two sides to the men first start to show as they begin to argue over the lady. Both begin with very smart, regal auras, straightening ties, holding hand behind back as he walks. The englishman's movements quickly become very rushed and jerky as he begins to get jealous and try to fight back against the frenchman's superior charm. The frenchman never quite matches his level of speed, always staying the more calm of the two, with slower movements with larger arcs. Little things like the frenchman being able to realign his own moustache without touching it add to the humor of the story as well as the character depth.
What seems to interest me most about this animation is the differences and similarities in the two main characters. They are both lords of some wealth and power, and both desire the affection of the breasty lady, yet their designs and personalities are different enough for them to stand alone.

As an excercise, here is a list of unique traits that belong to each character:
Sir Dingleberry
Skinny - design, pointy
Fumbles - says the wrong words, corrects himself
Polite - kisses hand
Smart - attire, straightens tie, Dull - colours
Childish - insults nationality and mother
Jumpy - moves quickly, hardly any inbetweens
Weak - fails to remove his glove first time, is surprised
Irritated - Has a growl to himself
Language - simple, to the point, posh
Unable to come up with comebacks
Neat - wipes mouth after tea
Marquee de Manstrumpet
Built - design, rounded
Charismatic - spins chair, invites
Flashy - colours of attire
Smooth - moves in arcs, slowly, carefully
Persuasive - continues to woo lady ignoring insults for a while, eyes on her
Calm - watches as the glove is removed, barely winces at the slap
Proud - only begins to care when he notices that his moustache is affected
Language - suave, illustrated words, talks to his dog

Personality Traits

A list of various personality traits and attributes found at
http://www.gurusoftware.com/GuruNet/Personal/Factors.htm
of varying relevance and inspiration.

Here I will be able to refer to these describing words as both inspiration for original characters and aid in describing pre-existing characters.

Concept Development

How Do You Communicate/Interpret Ideas?
How Do You Define a Story and Experience Ideas?



How people interpret ideas differently. What we see may not be what you see, but then, it is up to the individual what they choose to take away from a piece of art. Everything means different things to different people, and nothing is truly random.

Wednesday 19 October 2011

Animated Shorts


Les Dangereux - A Ninja Love Story

The character animation in this is what really excited me. Visually, the models, although sleek, are very simple, and the style is not hugely complicated, and so, i believe, achiveable. Because the characters' mouths are covered, all their facial animation comes from their eyes and you can tell even more about what they are thinking through their body language. Black Ninja is clearly very relaxed, perhaps even bored as he sips his drink in the chair. Only when he turns and sees Red Ninja do we see his eyes widen hugely and his posture shift forwards. Red Ninja is very well trained and her movements are very strong as she beats up Black Ninja. As she is holding his gaze and sees that he is merely offering her a flower, her eyebrows relax and she lets her arms fall down slightly. The shot of the two hands, one trembling with the rose, the other slowly taking it, hesitating in the middle is very sweet. As Black Ninja is accidentily catapulted into the distance, Red Ninja stares after him lovingly and shocked, only to relax herself and slouch into a sigh. Her eyes glance down to the side in disappointment. They then perk up as she sees the note falling from the sky. Not only does this film hold huge appeal but it is also a perfect example of really great character animation.

Animated by Daniel Klug in Maya 2009, Mental Ray and After Effects.


Bridge - 4 animals trying to cross a bridge

The comedic value of the story to this short is priceless. 'The moral behind this story revolves around how there are often disagreements on competing paths in life, and the possible results of pride, abstinance, and compromise.' The differences between the characters is easily distinguished not only by character design but also by their reactions to the conflicts involved in the story. What i really liked about this animation was how all the different characters are shown through their animation. The big moose is very lazy, he yawns and scratches his backside. The bear is very proud, he walks with bouncing strides and a smile on his face. Bear is initially angry at meeting Moose in the middle of the bridge, and is the first to try and squeeze past. He rolls his eyes and growls, showing his impatience. Moose cannot get past him and gradually becomes angered also. Both refuse to turn around and go back the way they came, Moose by folding his arms defiantly and fearlessly and Bear by shaking his head and preparing a huge roar. This is interrupted, of course, by the raccoon, who is politely tapping on the back of Bear. Raccoon waves hello, friendly as he is, and seems to ask nicely if he can get past. Bear, the big meanie, picks up Raccoon roughly, bonks him on the head twice and throws him away, adding salt to the wounds. Bear resorts to trying to push Moose backwards forcingly, which knocks him into the rabbit. Rabbit seems impatient and wants past, grumbling about them being in the way, but is quickly put in his place as Moose kicks him off the bridge. Moose and Bear have in common that they won't move, and Rabbit and Raccoon have in common that they are able to come to compromises.

Animated by Ting Chain Tey in Photoshop, Maya, Corel Painter, After Effects, Adobe Premier Pro, Adobe Flash.

Scotland Loves Animation

Last Friday I was fortunate enough to attend an animation festival hosted in Edinburgh in which I watched talks filled with useful advice about the industry i am interested in working in, as well as participating in a group excercise to get more used to the way that projects are created in the industry. The speakers were a freelancer artist, producer at axis animation and animation director at Aardman.This was a very worthwhile experience and I left feeling inspired and more knowledgeable. I was able to work on my skills in working with strangers, out of my comfort zone, as well as listening to people who were once where i am now and managed to be successful.

I really feel the animation industry is one i am destined to join, whether it be through film & animation or games. We were told to think about what we could offer a company that they don't already have with someone else, and I feel that my research project this year shall allow me to stand out as a really great animation practitioner.

Pitch Feedback

My feedback from my pitch presentation was quite well recieved. I feel it went relatively well considering how nervous i was for it. I was advised to concentrate less on design as a part of my aim and accept that it will fall into place as one of my objectives and i should concentrate more on how a character can progress in a short story, a smaller space of time than a feature film. It was suggested that i look at one character playing many different roles in acting, such as the films Multiplicity and Sleuth. I should also think more about performance and character archetypes.
Thinking about methodology and associated literature to support my work is the next step.

Thursday 13 October 2011

'Despicable Me' Study

On watching the directors commentary (Chris Renaud & Pierre Coffin) of the animated production Despicable Me (Universal Pictures), I felt there were more than a few things mentioned that would apply to my project and help me through my development of it.

The character designs were done by Carter Goodrich, who worked on some of the Pixar films, namely Ratatouillie, he has a very distinct approach to human characters which broke away from the regular CG style. The character of Gru was designed to be appealing but also to look like a villain. One thing they concentrated on was his scarf. His character is established at the start of the film as someone who is not very nice to children, when he pops the little boy's balloon, and this is set up to change at the end of the film. The design has a sort of John Cleese, Mr Bean, Peter Sellers essence to it. His movements show that he has joy in his villainy, he loves being evil. His little dances and smiles as he uses his freeze-ray are examples of this.

The girls were originally designed to be very realisting but the design did not translate welll into CG at all, and so they made them much more stylised. The inspiration came from the Peanuts characters, the Simpsons, they are very graphic designs.

The minions started off like typical stormtrooper characters, but then became more like drones, little cloned mole people. There are literally countless numbers of them. There are 3 different body shapes, 6 different haircuts and 2 different eyes, with all the different combinations. Their voices are high, very stereotypical, but very effective.

Gru's very unique voice adds character to him beyond physical design.
Miss Hattie was designed as a nice person who says terrible things.

One thing the directors looked at was contrasts. Contrasts between Gru and his mother during his flashbacks and encountersn with her, between Gru and his minions, between Gru and Vector, it all adds to the comedy of the story. Gru's childhood is shown as why the character perhaps made the choices in life to follow the path of evil.

Vector was designed originally as a rival hero, but they decided a rival villain would be much more interesting. It's amazing how much of the original pitch is still present in the final film, the various milestones and the core of the story remained much the same.

The banker was designed as a Larry Flynt character, a quintessential heavy.

The scene where the foreign scientists test the shrink ray was one of the earliest scenes to be produced as it featured no main characters. The scene which follows highlights the differences between Gru and Vector's technology.

The minons speak french :O They gradually became a bigger and bigger part of the movie.

The scene where Gru is trying to break into Vector's house is portrayed as a Warner Brothers Wyle E Coyote style, with sharks eating him and missiles exploding at him yet he is alright in the end, keeps it humorous and not as threatening.

The girls were once all the same kind of character, mostly like Agnes' cute innocent type, but it was decided to split them into 3 elements, the cute innocent, the boyish rebel and the informed sensible one, which really informed the design. Edith has a kind of husky distinct voice, with a curious element to her. She has these little physical movements and you have to make effort to understand how she feels.

The timing and the pacing of the film were a huge issue. How do you know when it feels just right?

Great animation is trying to do something unexpected but identifiable.

Character arcs include also the small minon, the floating minion, and kyle the dog. As the characters progress through the story and chance, the environments gradually change with them too, such as the girls' bedroom.

In the end, Gru has completley changed how he feels about these girls, and this is shown by him kissing each of them goodnight. The reactions of the girls show their surprise and happiness of this through simple smiles and the warm lighting. This is immediatley given comedic value as the minions then each ask for a kiss goodnight.


I think this was definately a worthwhile excercise. The character of Gru alone is worth studying for his progression in personality and performance throughout the story and i plan to go into more depth about him during my research. I have also learned a few things regarding pacing and composition that i never really considered difficult until hearing professionals detailing their struggles.