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Weekly Summary Stop Motion
Week 1
On this week, we started our first assignment which is the ball bouncing. We were group by doing this project and my groupmates are Ben, Lewis, and Ella. We manage to produced 3 outcomes. The first two was alright but the last one is the best out of them as we added squash and stretch principle. 
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Week 2
This week, we did the changing reaction and carrying the box animation. This lesson I was group with Gareth and at the of the lesson we produced 1 outcome. The outcome is not that great as we were tryna impersonate McGreggor’s million dollar walk. To improve we should be the one who references our walk as it will be accurate. 
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The second activity that we did this week is carrying the box animation. I did mine with Layth. We managed to finish the animation with his idea and I didn’t have time to do mine at that lesson. What I did is I created my own version. 
Layth version:
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My version:
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Show Reel Weekly Summary
Submission Week 
Before starting this project, I wanted all my projects to be rendered and done so that I can mainly focus on editing it at once. Last Monda, I did my intro and outro on Photoshop while my animations are rendering. What went well is I’ve edited the videos correspondingly connected to the music and I also picked the right music beat into my showreel. I also followed Helen’s advice to put the best project first to make an audience attraction. What didn’t go well is the fact that I should’ve finished all my projects a week before the submission so that I will have more time to revise and edit more about my showreel. The music is from bensound.com
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Final Showreel Outcome Outcome:
youtube
Research: Review of professional industry standard showreels.
Successful Showreels:
1.) University of Hertfordshire Digital Animation 
vimeo
Even though this showreel is old and was made by students, it actually displayed how professional all the works that they've done. They picked the right music on their showreel because the videos mainly have an emotion action which corresponds to the music. Even though its 3 minutes long, the students keep the pace of the videos that they've put and I as an audience, watched it till the last second. 
2.) By Pershin 
vimeo
The first thing that draws my attention is about the timing of his showreel. This is the type of a showreel that I want to learn because it’s short but everything is compiled on a certain pace. It is simple but clear and he actually knows how to attract people in each clip. 
3.) Seed Animation Studio 
vimeo
This showreel showed their best work and they started it with a clip that is completely had the same action and sound to the music. After that, t followed with clips that made me amazed and take notice. This showreel also has this first impression element that makes all the clips speaks for itself. It is simple but alluring to watch. 
Ineffective Showreels:
1.) Steel Heart
youtube
The showreel was nice but my only problem is that the clips were taking a lot of time rather being quick and effective. The longer the clip is the more it will not get attention because the audience wants it more diverse. The sound is nice but I feel like the last clips don't match to the sound as the last clips don't have enough action to correspond to the sound. 
2.) Joshua Mutter
https://www.youtube.com/watch?v=iFroGfc3b3s
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First of all, I can’t add more than 5 videos in one Tumblr post but I’ve saved the link above. Anyways, the first thing that I’ve observed was how unfit the music is to the showreel. It has no pace as the clips go by. Aside from that, the animator has an amazing portfolio of CG animations. 
3.)  Alvin Lukas
https://www.youtube.com/watch?v=n_EHTNa2tIk
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His showreel is over 2 minutes and as an audience, I stop at 1 min and 10 seconds because it gets ineffective the loner the reel is. I feel like the reason why is it long is because he included some mediocre work and that will affect the time filler. The music is kind of intrusive as it does not connect to the animations. 
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Show Reel Brief
Week 24
Project OverView
creating an edited showreel to a soundtrack showcasing your year work.
Show Reel
75 to 90 sec duration
This is an introduction to the post production process.
You will use Adobe Premiere to Edit your showreel together.
Soundtrack
Choose a suitable soundtrack
consider any issues that may be associated with
Connect the beat
Bensound.com / Kevin Macleod
Check the lyrics.
Cut the beat
Fade out
Make sure to credit the artist
Only use music that you have person to use - Be aware of copyright.  
Beat type: different genre of choice
What to Include
Your Best work - First impressions count
Try not to overly repeat. Quality over Quantity
Title the Project
Consider: Life drawing and Character design
Editing
Use Premiere
Check aspect ratios
Check spelling and typos
Elizabeth Fijalkawaski - First Year Show Reel.
Title Card, Intro, Personal Branding, Title in each projects, character Design Progress, Font
Intro
Name
Title:
Contact Details:
Logo:
Job Title:
Outro
Logo
Email
Allowing the audience to catch our showreel.
Artist:
Jez Pennington
Research Portfolio
Select at least three effective and ineffective animation showreels.
This can include freelancers , collectives and production companies.
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Weekly Summary Fantastical Creature - CG & SCULPTING
Sculpting / Fantastical Creature/ Using Super Sculpy
Week 1
Today’s lesson is all about the briefing of our new project, CHARACTER DESIGN. We also had an activity which we draw all our ideas to an A3 paper and getting feedback afterward. The aim of the activity is to extend our idea about character designing.
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Week 2
We started building our character using the materials that are provided by our tutors. The materials that I’ve used was the same as I used back in college. Sculpting was my first lesson at WSC and because of that I know the fundamentals of starting a character figure. What went well to this lesson is that fact that I’ve come prepared to have all my ideas and designs. Next week I’ll try to do the shark head and starting adding some depths and details.
On this week, I also started to build up the head of my character and I also started to put some strong base to put my character into the plywood. Finish attaching my character to the base and I’ve added all the mass of the body and it is ready to add some details.
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Week 3
Last Monday, I’ve combined the head to the body and started to put more clay on the body to build a body mass and depths. The first detail that I’ve done last Monday was the abs. I feel like my character still looks bland and un-detailed so this coming Wednesday I’ll add more details and try to finish it by the end of this week.
I’ve spent the entire Wednesday to complete my moquette. I started adding details to the head and before I started, I’ve researched the texture of an actual shark. After that, I also added 3 scars from my character’s left eye to make it more like he’s from a war. Making the teeth was complicated as they are small to put in. I’ve added fins from his elbow and toes to make him more like a hybrid shark. The only thing that didn’t go well is the making of the arms. The design was okay but it’s just oversized. I couldn’t make it small because I don’t have enough tools for small details.
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CG / Fantastical Creature
Week 2
Today we started modeling our characters using Maya. This lesson, we mainly focus on basic modeling using the object cube. I’ve learned that it is easy to sculpting my character’s head using the cube as I just added the front, fins and the tail using the cut, bevel, and extrude tool. Maya also has the auto sculpting tool by pressing “2” or “3”. What didn’t work well is the body part as I can not properly do a human body using the cube tool. What I’m thinking is making it a costume to make it easier to do in CG.
At the end of this week, Adam shows us how to use Arnold lighting in different ways. We had a male model to experiment with lighting and also editing the render setting. We also get in touch on how to make a 360 degrees background and put it into a round Arnold setting to make it our realistic background. The background should be a panoramic photo to wrap around the area of the round Arnold object.
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Week 3
On this week Jon introduced us to the texturing part of Maya. They show the folder that contains the rig and the textures materials and they also showed us how to refine the details. I’ve done the whole body of my character using the basic body modeling that I’ve learned last week from Jon. I also got muscular male anatomy to be my guide. What didn’t go well is I’ve used a cylinder to create the whole body and it didn’t end up well as it created more divisions and shapes. The next thing that I need to do is to create the fins of the body, arms, and the foot. I’m going to do them separately to the body.
Last Tuesday, I’ve also completed the main shapes of my character in Maya. The things that I need to improve more about my character is the fact it needs more sculpting to do to add the details and some body parts.
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Week 4
Refining the body and all the parts using the anatomy picture as a reference was my objectives this week. What went well this week is the fact that I’ve completed all the body parts that I need to refine and I also added the feet and the arms of my character. What didn’t go well is how the hand is lay outed. I couldn’t do much to improve it as the more I edit it the more it looks unbalance to the body.  Next week I will focus on adding some simple muscles before transferring it to Mudbox to sculpt it properly.
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Week 5
My plan this week is to finalize my character. The main two things that I’ve focused on finished this week is to finalize the sculpting part of my character and adding the texture. What went well is the fact that I’ve put enough muscles and mass to my character and I also change the face because the last one looks more like a dinosaur. The only thing that didn’t go well is the fact that I didn’t UV map my character. The reason why is I’ve added a lot of subdivision and it made more complicated to map. Without mapping, my character also affected the texturing part. Overall I’m glad that the outcome is so much alike to my drawing.
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Week 6
Rendering and compositing are the main things that I’ve focused this week. It took me a week on how to transfer files but I now found out how to transfer my textured character from Mudbox to Maya. I’ve chosen the other dome rather than the one in the template because the second dome light creates more details and depths to my character. What didn’t go well is the floor base? I could’ve done it circular so that it will look more presentable than a square base.
On this week, I also have done my 3 photo compositing. The background I’ve chosen are all related to the sea/water. What went well is the fact that I’ve picked the right dome lighting again and my best one is the second outcome as the light and details are correlating to the background. What didn’t go well is I didn’t add shadows to my first and third outcome as it will produce more details on the rendered photos. I also finished my turntable sequence and my cast lineup.
Turntable Sequence:
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I rendered two clips for my turntable sequence. The reason why is the fact that the first try doesn't have enough mass, detail, and shadow. The white background also doesn't fit the character’s style. For the second trial, I hide the dome light and added aiLightPortal to delete the white background and to add more detail lighting to the character. 
Composited Images:
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What didn’t go well is the fact that I didn’t edit them on Photoshop / After Effects to add more detailed shadows to make it more realistic. 
CHOICES OF CAST SHEETS:
1.) With Cameron, Chee, and Reece
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2.) With Zak and Gareth
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3.)With Connor, Ben, and Lewis
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I managed to get into three cast line ups with my peers as I would like a variety of choices of which one will be the right fit for my character. I feel like the 3rd one will be the right fit due to the fact that all of our characters are sea creatures.  
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Weekly Summary Lip Sync
Week 1
Today Helen introduced us to our new project “Lip Sync”. We also had a presenter that was a student at NUA and she specializes in TV Paint and lip syncing. She shared a lot of details and information about how do we create our own lip sync project in the right way. Things that I’ve learned: inserting sound to TV paint, lip drawings by letters, and TV paint short cuts. I’ve started my project right after the presentation and I need to design my character for next week.
Week 2
I’ve designed my character’s appearance based on the character Andy from The Office. I found him really easy to simplify and I also finished the eyes and the mouth movements. I also did writing the script of my character before animating, that way, it will be much easier. For doing the mouth movement, I’ve based it on the lesson that we had last week.
Week 3
On this week, my main goals are to finished all my frames, colour it and add the eyes and mouth animation. What didn’t go well is the fact I feel like I’ve rushed this project due to the fact that the character design project took almost the majority of my time. If I had more time I would’ve added more secondary motions such head, body, and hair movements. On the other hand, my lip sync animation is on point. The process thought me how fantastic doing lip syncing. It does make a realistic look and adds detail to animations.
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Weekly Summary CG 3D MYSTERY BOX
Introducing the Mystery Box brief
Project Deliverables
Weekly Breakdown
The Art of Performance
Mystery Box Story Board
CG INTRO - A. KIRALY
Week 1 - CG UFO and Cows
Today is our first day of CG lesson. Our first task is to create an animation that includes a 3D UFO and a 3D cow. The aim of this task is to animate the UFO by abducting the cow. What I’ve learned about this lesson is the fact that it correlates to after effects but instead of 2D, it’s 3D. Using the cone shape as a ray of light to abduct the scene creates an illusion to the audience. The only thing that didn’t go well is when I didn’t save my work and Maya completely lagged and I needed to start it again. Always save my work every 5 mins.
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Week 2 - 3D Pencil, Pen, and Radio
Our first task was to create a pencil and a pen by using a polygon. By the end of the task, our tutor now told us on how to texture it using basic texturing. On the second half of the lesson, we did a radio base on a picture that our tutor gave us. Making the radio is much more difficult than the first one as it has a lot of details and shape to use. Things that I’ve learned on this lesson is using the shaping tools: bevel, extrude and texturing. What could’ve done well to this lesson is if I textured my radio to make it more pop out.
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Week 3 - UV Mapping                
The most difficult part of CG is UV mapping as it dissects an object to give texture details. Today, our task is to UV map a cereal box and we are designing our own serial box as well. By the end of the lesson, I’ve made a cereal named space pops sponsored by Elon Musk. Using tools like cutting taught me how to separate parts to make it eligible for texturing. I also learned that I can paint my model using Maya. UV mapping is also good if we will use some detailed textures such as ground, materials, and skin textures.
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3D MYSTERY BOX - J DUNLEAVY
Week 1
Today we started our new project 3D mystery box. I’ve chosen CG over stop motion because I want to explore more about CG and Maya. We were given a pre-rig model and the aim of this project is to understand the basic fundamental of animating a 3D character. Today’s experiment is all about emotions. Creating an emotion base on our idea. What I’ve made is an aggressive post where the character is in a boxing stance. What didn’t went well for me is the fact that I should have animated a quick jab punch to make the character more exciting.
We also had a lesson about the Art of performance and I’ve planned my first trials for my mystery box.  
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Week 2  
Week 2 is all about analyzing the walk cycle in CG. It has the same principle with 2D but the good thing with this is there is no drawing involves and it is all about moving and understanding the movement using the animation graph. Keyframing is the main part that I need to understand more to make sure my animation is fluently delivered. What didn’t go well is the fact that my character’s body is a bit bouncy while walking? The problem that I need to solve is to sort out the body’s stretching by editing the frame.
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This week, we also videotaped our selves doing different expressions about how to do we react about the mystery box. 
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Week 3
On today’s lesson, we started with a rigged model that is sitting on a computer desk. The aim of this lesson is to understand the animation option and adding some emotion to the rig. My character’s reaction is he's shocked as he leans back to his chair. What went well today is the fact that I’ve applied all the things that Jon said. What didn’t go well is I would’ve edited the animation options more to make it much more fluent.
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Out of all the performance video that we’ve had, I came to the conclusion that I’m going to use Ben’s performance as it has a lot of emotion reacting to the box. I also finished my animatic to Ben’s performance as it will help me find the keyframes to my 3D animation. 
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Week 4
On today's lesson, we started with a revision on how to simply animate a bouncing ball and animating a moving box. I’ve learned to smooth out the animation using the animation graph. The graphs can be edited in different ways like adding weight, speed, and volume. I’ve also learned that editing the line graph manually by right-clicking and selecting the weight option can add some dynamics to the animation. The second part of the lesson is all about starting my 3D mystery box project.
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On today’s week, I also started doing my Mystery box project as I have enough knowledge now to start with. 
Week 5 
This week is mainly focusing on finishing and finalizing my mystery box project. The first render has a lot of issues. The first thing is some of the movements overlaps to the other part of the body, the background isn’t detailed enough (very pale), and I’ve chosen the batch render over render sequence and because of that, the final outcome has Arnold font in each rendered frame. 
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After I’ve done my first trial, I’ve put it to Photoshop and write all the things that I need to improve. First of all, the first thing that I want to improve is the background. Even though BG is not graded, I’ve put some details on the appliances to make my animation more appealing. Second of all, I’ve fixed the overlapping of the arms and the body in between the keyframes. Lastly, I’ve changed the camera angle by zooming it a little bit.  Last time I’ve chosen the batch render and it didn't went well as it has an arnold font when it is rendered. To fix that, I’ve chosen Render Sequence to remove the arnold thing. If I have more time, I would have added my character’s second actions such as facial relations and the movements of the fingers. 
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Reel:
youtube
The process of creating my mystery box. 
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Character Modelling Brief
Fantastical Creatures BA1b
Creature Design
We want you to tackle the fundamentals of modelling.
Work within a team to fit your character into collaborative “ecosystem”.
Turntable
A model which will be showcases in a series of design stills and an animated turntable.
Composited
Your character composited into one of the photographic background provided.
Cast Sheet
All characters composited into one design sheet. Suggest block colour background rather than photographic.
CG
To learn and practice the fundamental skills of model making. Modelling, basic sculpting, retopologizing, UVing, texturing, rendering and compositing.
Schedule
5 weeks of term time
8weeks including Easter
4 weeks of specialism specific development
MAY 10TH 2019 SUBMISSION
The project tackle the fundamentals of modelling in either stop motion or CG through the development of your own creature design.
This will be underpinned by:
Taught sessions
Independent research of animal form (anatomy)
Independent research into the process
Research: Designer’s Progress
Research character/creature designers and their process.
Felicie Haymoz - Isle of dogs character designer
http://www.feliciehaymoz.com/creatures
Homework for Thursday the 21st
Develop and refine your character design.
Choose 3 concepts (or create a new ones) and sketch the following:
Design them at 3 stages of their life cycle (young, prime, old age)
Research and apple observation of relevant animals for form, materials/texture and life cycle.
Research character / creature designers and their process.
(Optional) design male and female
Bring in ideas for Thursday session. Be ready to model.
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Lip Sync
You will use digital cut out techniques to create an animated sequence.
- The sequence will be created using TV Paint
Sound - we will provide to audio clip - Media student share folder
Design specs - Your character will only display the head and shoulder no arms or hands. Keep your character design simple. Focus head, eyes, eyebrows, mouth. The character must be human and has mass.
Research and Development
Primary observation and acting performance. Evidence of sketchbook work / photography / video capture. Iterations is important also. 
Research to look at: Facial movement, posing and look at a variety of mouth shape. Historical and contemporary technique of acting performance and lip sync production.
Lip Sync: 3 Step Process
Stage 1: rough and animation - block out the dynamic range in the performance.
1. rough Animation
Stage 2: tie down - Important in betweens
Stage 3: Refinement / Cleaner - Drawing on model
Stage 4: Clean up, colour, and compositing 
Following the sound instead of the letters is much more helpful.  
TV Paint: copy paste mouth
1. Draw the mouth in each layer 
2. Select all the layers
3. Select the tool “Free CutBrush”
4. Scroll down to anim and you can now scroll all the drawn mouths
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Media Roles Research
Coco
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The character design pipeline that I focused is the Research and Development of Coco. The production team started the film by taking a research trip to Mexico. They found inspirations by participating in Mexican cultures such as engaging to The Day of the Dead celebrations, meeting Mexican families to ask their daily lives. They also visited museums, market, plazas, workshops, churches, haciendas, and cemeteries in Mexico. They acted as a native Latino than a tourist to helped them capture as many inspiration to present in the film
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The character that I focused on is Ernesto Dela Cruz. Dela Cruz was played by Benjamin Bratt and in his interview, he said that Ernesto Dela Cruz was inspired by a number of popular Mexican musicians such as Pedro Infante and Jorge Negrete. This character embodies singer/actors of the Golden Age of Mexican Cinema.
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He said, “ As a character designer in general, you're doing so much more than just drawing characters and poses”. What it means is to we need to be able to relate to these characters in a deeper way, not just what you see them as a final outcome but just drawing the emotions of the character is a huge part of the process as the animators get inspired by their artwork. Putting as much life into these drawings as much as you can as it gets better when it goes down to the character design pipelines.
Contacted Artists:
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Unfortunately, they never responded to my messages. They would’ve helped me expand my research to my presentation. What I learned is the majority of them are busy especially if they are in a higher rank. Peter told us that they got a lot of important emails to focus on.
Bibliography:
- Hall, A. (2019). Here's The Story Behind Ernesto De La Cruz's Character In 'Coco'. [online] Romper. Available at: https://www.romper.com/p/is-ernesto-de-la-cruz-in-coco-based-on-a-real-person-his-character-may-seem-familiar-5495509 [Accessed 10 Apr. 2019].
- Busch, J. (2019). Benjamin Bratt on His Character in Disney/Pixar's Coco. [online] ComingSoon.net. Available at: https://www.comingsoon.net/movies/features/902531-benjamin-bratt-on-playing-
- Talking character design with Daniel Arriaga. (2019). [video] Directed by B. Chiu. Youtube.com.
- Radcliffe, V. (2017). “Coco” animator discusses character design. [online] The Observer. Available at: http://observer.case.edu/coco-animator-discusses-character-design/ [Accessed 16 Apr. 2019]
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Presentation by Daisy Morgan
Animator / Illustration - Curveball Media 
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Influences, it’s a combination of Western / Japanese animation, video games.
Instagram Artists - manddywyckens, Manta Gr, gastonpancheco, pun animation, and malikafavre
Animation offers a lot of branches to the industry like sound, games, illustration and films.
Experimentation is the way to specialise and develop our own style. Don’t try to be perfect.
Her work is a combination of stop motion, 2D and 3D outcomes.
Internship scheme and the worries of life after. Participate to a lot of networking. Internship is a 3 month scheme that allow us to work until we got an interview.
Working is a sort of a form of education.
CurveBall Media specialise motion graphics and 3D outcomes for an advertisement.
Dividing her hobby and work
The team is investing to an employee to support and learn as an animator.
Work in the office - 6 hours a day, styles/visuals/assist/amends, and deadlines. Script, written storyboard, style, visuals, animation, sound and VO
Get any experience to gain more informations and idea to have in the future.
Sharing your past part time job will also let the employer see how loyal you are.
Difference between the media lab to the studio - teamwork, time pace, support, pressure, the pipeline like where to fit in. Different versatility
Portfolio tips, employers love the things that we want or our personal hobby/branding and personal art, something that is not correlated to the job just to let the employer know who and what you are.
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Character Modelling Brief
Fantastical Creatures BA1b
Creature Design
We want you to tackle the fundamentals of modelling.
Work within a team to fit your character into collaborative “ecosystem”.
Turntable
A model which will be showcases in a series of design stills and an animated turntable.
Composited
Your character composited into one of the photographic background provided.
Cast Sheet
All characters composited into one design sheet. Suggest block colour background rather than photographic.
CG
To learn and practice the fundamental skills of model making. Modelling, basic sculpting, retopologizing, UVing, texturing, rendering and compositing.
Schedule
5 weeks of term time
8weeks including Easter
4 weeks of specialism specific development
MAY 10TH 2019 SUBMISSION
The project tackle the fundamentals of modelling in either stop motion or CG through the development of your own creature design.
This will be underpinned by:
Taught sessions
Independent research of animal form (anatomy)
Independent research into the process
Research: Designer’s Progress
Research character/creature designers and their process.
Felicie Haymoz - Isle of dogs character designer
http://www.feliciehaymoz.com/creatures
Homework for Thursday the 21st
Develop and refine your character design.
Choose 3 concepts (or create a new ones) and sketch the following:
Design them at 3 stages of their life cycle (young, prime, old age)
Research and apple observation of relevant animals for form, materials/texture and life cycle.
Research character / creature designers and their process.
(Optional) design male and female
Bring in ideas for Thursday session. Be ready to model.
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Research Media Roles
Group 1 - Rachel, August, Tan, Zayrick ,Sam, and Cameron
Media Industries: Roles and Practices
Understanding with the over laps such as films, games, illustration, graphic design, architecture, etc.
Learning more about the industries. See the creativity that we are doing in the industry.
This project is all about the things that we love, things that we like, and things that we are passionate. Realising where is it taking me in the future. What job is the right for me 3 years from now.
Developing and understanding about the area of research.
Animation is very strong when it comes to branding.
Session Breakdown
Project Overview
Project Deliverables
Presentation examples
Weekly Breakdown
industry Roles
THE PRESENTATION SHOULD BE AT LEAST 19 SLIDES
Aim of the Project:
This project is all about employability
By researching animation industry, structures and practices you will begin to familiarise yourself with the job roles.
Project Overview
You will research media industry roles and practices and give a 10 minute group presentation on your research.
Working in groups, you will research areas within animation industry and potential job roles available to you
Studio
Productions (series/feature/short)
Practitioners
Techniques
Project Deliverables
A 10 minute group presentation - We can use powerpoint, google slides, etc. Utilising images, short video clips and supporting text. Individual own findings during the presentation.
Research Portfolio
Weekly Summary and 500 words evaluation about the research project.
Research should have a REFERENCE
Research about the history, specific techniques about the job, different materials and process’s for the job, pros and cons.
Explaining the company, films that they created , who is the director of what he did, QUOTS.
Conclusion like what I’ve learned
Media Roles Weekly Breakdown
Week 22
Working in your groups, discuss and chose an area of interest on which to focus your presentation research.
Prepare a 5 minute, 3 slide presentation profiling your chosen area.
Please Include
      The job role you are profiling
      Name of the production / studio you are focusing on
      Phase of the production the role is in (preproduction /  
Week 23
Career presentation by Daisy Morgan
Mini Group Presentation as previously outlines
Week 24
Career presentation by Helen
Group Tutorials
Week 25
Internship presentation by Oyku
Career  Presentation by Indigo
Group Tutorials
Easter Break
Week 26
Final Presentation
Animation Disciples
2d digital, Stop Motion, Motion Graphics, 3D, Games, VFX, VR/AR
Independent Animation
Advertising/explainers
TV series: different demographics
Feature Films
Shorts
Internet
Music Videos
Games
Content Producers
Studios - create content
Production Companies - distributor
TV Channels - commission
Motion Graphics is for Advertising, Music Video, Title Sequence, Idents, Educational, Artistic
Screen skills website has info on roles in the industry
Group 1 First Presentation
Aim- 5 minute and 3 slides
Character Design, Studio, History, Processes, Concepts, Turnaround, Script of the story, Location, Artists
To show the pipeline of character design.
Structuring your presentation
Title slide - Introduction your chosen subject and name of the group
Present the information in concise paragraphs or bullet points
Use  visuals, think about how to present the information clearly
Use key quotes
Making Contact - Checklist
Thoroughly research the organisation and the individual before writing.
Remember to maintain a certain level of informality
Address correspondence to a named person
Introduce yourself first and then tell the person why you are writing to them enthusiastic
Keep you message shot, three questions max and easy to understand. Follow up!
Contact one more person
Look for contact email via websites
Always say thank you to show gratitude
Next week
Continue to work your presentation
Research and contact a practitioner
Group tutorials
Please bring your research findings and presentation work in progress tutorial times will be email.
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26th of February Blue Zoo Lecture
Katie from Blue Zoo
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Part 1: About Blue Zoo
It is an animation company based in london. They mainly focused on 3D animation, VFX, and 2D animation. They do everything from movie to tv series, from advertisement to music video, etc.
Making a short 3D animation film:
Step 1 pitch and script
Step 2 sketching and design
Step 3 storyboarding/animatic
Step 4 modeling/texturing
Step 5 rigging
Step 6 animation
Step 7 special effects
Step 8 lighting and rendering/rim, key, room light. Based on a photography lighting method.
Step 9 composting to edit the noise and the video effect to become smooth
Step 10 sound
Part 2: Industry and Employability
Skills goes to lick and opportunity goes as well. Skills also is a major requirement for emplyability
Skill to master - harmony, z brush, substance painter, unreal engine, adobe ps, maya and dragon frame
Specialising is the key for higher studious and they are really looking for an employee that is amazing at a certain area. Generalist is good at smaller studious as they might use us to different areas.
CV - We can put all the skills that we have learnt from our course. Evidence and portfolio are important for employment.
Opportunity - Networking to festivals and events increases job hiring.
Bring your showreel in events - BFX festival, Manchester Animation Festival, VFX Festival. ANNECY, FMX. Talk to people, ask them if they have time to see your show reel.
Getting feed backs
Emailing - We can't read every application, but we do READ EVERY EMAIL. (Be polite)
Introduction, attach portfolio,"Thanks for your consideration" Wait 3-4 weeks after applying before you email.
"Its not what you know, it's who you know." ..then find a way to know them!
The industry is also looking for an employee that is good at rigging (3D)
Portfolio and Showreel
Keep it short - max 1m 30s
It's a showreel, not a music video!
Don't put something just because it took time
Bring something personal to your work!
Hobby and interests could be a reference.
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Week 1 Mystery Box
Body shape is the key area of our body that creates emotion. Each of us produces an endless and a variety of emotion towards the box. Being inspired and developing others idea is the other key to this lesson which is pretty useful to widen up our idea. The way the face react is the way the body react aswell because it will be useless if the face reaction doesn’t corporate to the body. Before we begin acting, we thought about what should be the box first to know what reaction we should do. The key moments are the transition of our emotions towards the box. Imaginary dialogue for the our first idea about the 10 sec animation.
There is more movement and key points to understand. The four categories: space, best effort & body. 3 spaces: near, mid, and far range. 5 shape form; pin, wall, ball, screw and pyramid.
Which part of the body have more shape, more domimant and movement? What stands out and what body part is leading into something? In a non verbal action, our tutor mainly how do we break down our body in a certain action.
Charlie Chaplin: His body posture is kind of lifting up like his chest is up high as he describe the thing. On the scene, he only move in a mid range. The weight distribution on the feet varies as he move to describe the thing. A lot of action distributed on how he moves his hand as well.
2nd video - The moment Charlie approach the scene it quickly change the mood and reaction on how he acted on to it. The weight changes as Charlie walk down the and the other man describes weight when he picked up the stone.
Dynamic shift: time, reaction, quick time, level changes, speed, and weight. When something happen the beat/reaction change. Different use of weight, speed and body is a perfect observation of comparing characters.
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Storyboarding for Animation
1. What is the storyboarding?
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Storyboarding is the process of editing a filmvbefore it's made. Parts of the storyboard: actor, character design, art direction, cinematography, editor, lighting, and the writer. Story boarding will help us to be a better animator.
Steps: treatment > script > storyboarding > animatic/story reel > layout > Animation. Feature of storyboards: focus on acting, composition, not on model, loose drawing.
Types of storyboard: Presentation/Pitching Board(advertising, funding), and it is a shooting board for TV series, Animated Features, and Live Action.
Drawings are cheap, so even though we create mistake, we can just put some sticky notes to replace any drawing scene.
Visual storytelling - in structuring my narrative, I should think about what information I want to give to the viewer at what point in time.
Every shot must serve a purpose - Make sure the viewer will be able to follow the flow of the story and scenes without getting confused.
Drawing to Communicate - Drawing can be loose. Shading or spot colouring only to separate out background/foreground and direct the eye to the most important information.
Rule of third is also important on storyboarding as it indicate the angle of the characters and it also balance the view of the audience. Focal points are typically the EYES of the subject. Things to ask ourselves - who or what do I want the audience to look at? Thats your focal point, and place that focal point where using the rule of third.
Staging - Staging: what angle the viewer will see your pictures from. What is going to be the view depends on the situation of the scene. Silhouette is also important as our incoming project doesn't have a face expression so this method is good for defining the body language.
Varying your shots - close shots, medium shots, and far or long shots. It creates a visual rhythm and help to convey athmosphere to the audience. Wide shots and An up air shot makes the character looks more heroic and it also describes the scenery of the background.
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Animated Sketched Book
Research:
 Marc Leone
youtube
Marc Leone sketchbook is a great inspiration to look at. I got his idea to draw my drawings in a pen because I want to detail certain parts with cross-hatching to create more depths. What I like in his style is he doesn't only use one pen but he uses a variety of them to emphasize the certain areas of the face such as the eyes. I also notice how he uses zigzag lines more instead of hatching to determine dark sports. 
Mu Pan
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The thing that I like about Mu Pan’s drawing is its full of people/life in general. It is a combination of techniques creating a style and format about Chinese's traditional painting combine with modern culture. He expressed some anger to his drawings and he also put some aggressive titles on his sketchbooks. The technique that I’ve adopted about his creativity is he combines two pages to create scenes. 
Kim Jung Gi
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Kim Jung Gi’s drawings explain to me that drawings/sketches don't need to be colored in detailed, it's all about coloring certain areas that will make my main drawing to be seen and pop out. The color may be light but it is more than enough to determine what is happening in this drawing and that is the idea that I want to adopt on to my drawings. 
Paul Heaston
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This artist inspired me to draw things that happening in front of my eye when I’m out. Paul document his art like a reporter reporting to his superior, it is outstandingly detailed. What he sees is like a free invitation to his daily life. For example, the photo above shows he is drawing to a cafeteria and the uses of light to dark tone was alluringly executed. The reason why I added him to my research is his eagerness to draw all the things that are happening to his life to expand his visual information.
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Principles Analysis
Spongebob
youtube
The video above demonstrates a variety of animation principles. The first thing that I’ve observed is the used of exaggeration when the three characters are creating balloons, their cheeks are enlarge and exaggerated. It is also used when Squid-ward’s bubble created a foot to kick the other one. Squash and stretch is used when Patrick is squished onto his house and he’s character turn into a spring as the house goes up and down to his head. 
Hercules
youtube
The scene where Hercules is trying to balance itself onto a rope made an anticipation as he stumbles first and fall to the ground dramatically. The lightning scene when the small character got hit by the tinder, exaggeration is involved as he get electrocuted. The timing when he's pulling the massive box created a physics that it is actually heavy as he pulled it twice to create a momentum. Staging is also cool in this scene as Hercules was swimming the camera angle changes to front view, which create and incoming and enlarging effect.
Tom and Jerry
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Classic clip from Tom and Jerry. This is when Jerry attempted to ate the whole cheese without chewing and he ended up becoming the cheese. What I like about the morphing method is when he kinda size the cheese first do and that will be the anticipation. The exaggeration point is when he jump up as he fished swallowing the cheese. 
Up
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This probably one of the saddest scene of the film. They maybe not appealing because they're old but this principle, appeal, should always be in a animation scene as it strives to create images that will be interesting and compelling towards the audience.
Loony Toons
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The scene above describe timing because it helps to create the illusion that an action is relating by the laws of physics. By adjusting the timing of a scene, animators can make that scene look either slower and smoother (with more frames) or faster and crisper (with less frames).
The Little Mermaid 
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For this film, this is the perfect scene to describe the animation principle, solid drawing. Using this enticing principle inspire and helps me to be mindful of the fact the even though the objects are presented as 2D, they should also tick some 3D criteria. On this scene, despite the drawing is 2D, the 3D anatomy of the characters and the 3D dimensional drawing of the Ship creates a feel that the characters have weight and is three-dimensional.
Treasure Planet
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On this scene on treasure planet, the principle the is obviously given is the secondary action principle. The secondary action is an additional action that reinforces and adds more dimension and detail to the main action. On this scene, the main action is when Jim is trying to lean forward as the wind blows in front of him. The secondary action is when his clothes and hair determine where the wind is blowing and how strong it is.
Pokemon
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The gif above is a prime example of morphing. The way that the pokemon evolved has a lot of movement from the form of circle. In animation principle, the movement of the circle is a from of anticipation because it is ready to spread or to expand from it’s original version. I also observed that the transformation action is upward for the pokemon to grow. 
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