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Maya

Week 9 – Animating

I did extensive facial animation, taking into account mouth, jaw and head motion, and facial muscles movement. I observed my face, as well as the actions of the characters, trying to be as accurate as possible. I noticed that the lower left corner of the lips was characteristically lowered and the upper right corner was exaggeratedly elevated, so I created suitable blend shapes and used them frequently throughout the animation.

Open mouth
Side view

I continued adding blendshapes using a soft brush, thinking about the facial movements and solving emerging problems. The hammer skin weights tool was very helpful in adjusting single wrong points.

Blend Shapes
Frown blendshape
Mouth details
Closed eyes
Categories
Reels Uncategorised

Term 1 – Showreel

Categories
Maya

Week 8 – Rigging and Skinning

Modelling the teeth
Teeth (final version)
Mouth bag

Adding joints wasn’t much of a difficulty for me, but I ran into crises with the weight of the skin (pictures below). This probably took me the most time to solve as I was facing the same issues over and over again. At first, I was too rough with painting skin weights and had to smooth it more. This was part of the problem, but it didn’t fix everything. I spent some time blending them and it made the poses look more natural.

Wrong jaw rotation on the timeline

My main trouble though was the jaw rotating with the head (should be just the head). It was my mistake that I keyed the wrong parts of the head in the timeline. This was most likely because I wasn’t paying enough attention to the timeline and keyframes. Next time, I’ll be sure to make sure all my keyframes are set up correctly, and if I run into another similar issue, I’ll be sure to check the timeline first.

While working on blend shapes, I noticed that skin weights change and mess up the model. I solved this problem by locking skin weights. I feel like I miss a step sometimes and it causes me a lot of trouble later on, but at least now I understand it better.

Problems with the skin weights
Fixed skin weights
Final skin weights
Categories
Maya

Week 7 – UV mapping and texturing

I continued to work on the model (UV mapping and texturing) while improving the topology as I worked on it. My main way of doing this was by smoothing the UV maps and adjusting the edge loop (add or remove) in the main model.

Unfolding UV Maps
UV Editor (details)
Final UV Mapping

After adjusting the maps and playing with the Mudbox (I know it wasn’t perfect but I had to keep going) I opened my eyes (trying to think about the movement, the skin around the eyes, the corners of the eyes and the lower lip – checking if it looks good from the front and the profile side). Later I got into adjusting the UV maps (ears) and solving any topology issues (mainly inserting edge loops with edge flow) to add geometry.

Working on the lips
Before Mudbox
After improving texture in the Mudbox
Final texturing
Texturing the eyeballs

Workshop notes:

Creating joints:

Orthographic view>Rigging section>Skeleton>Create joints.

Shading>X-Ray Joints (on).

Display>Animation>Joint Size.

Skin Weights:

Skin>Bind Skin Options>Send to: Selected joints>Maintain max influences (off).

Skin>Paint Skin Weights>Paint interactions (Add, Scale, Smooth).

Keyframe movement (Rotate X, Y, Z).

Sources:

Autodesk Maya: Joints and bones (2016) Available at: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-1B59334F-2605-44C3-B584-A55B239A2CBE-htm.html (Accessed: 14 November 2022).

Introduction to rigging in Maya – Part 3 – Rigging the neck and head (2014) Available at: https://3dtotal.com/tutorials/t/introduction-to-rigging-in-maya-the-neck-and-head-jahirul-amin-animation (Accessed: 5 December 2022).

Autodesk Maya: Paint skin weights (2021) Available at: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-CharacterAnimation/files/GUID-7D773C38-F9CF-4141-8ADD-4E0454838BB7-htm.html (Accessed: 26 November 2022).

Autodesk Maya: Lock smooth skin weights (2019) Available at: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/Maya-CharacterAnimation/files/GUID-C170E134-0746-44DC-B122-9F8FA7894674-htm.html (Accessed: 5 December 2022).

Categories
Maya

Week 6 – Head modelling (Part 2)

Even though I tried to get everything in the right position, I spent a lot of time in this session adjusting the eyelids because the topology wasn’t right. I had to move all the top vertices to the right and when I did, the top vertices matched the bottom ones and the overall topology was much better. After all that, I had to work with the relaxation brush to tidy up the edges and sculpt the brush to bring the eyelid shape closer to reality.

Working with the vertices
Working on the eyelids


While reworking the face and following the tutorial, I realized that I had missed some parts earlier (I didn’t position the mouth properly in the middle). I wasn’t sure if it would affect my later work, but since it was very possible, I decided to sculpt the face again. I believe that setting up the job correctly saves a lot of time later and helps avoid errors. But I also see that my perfectionism and need to get things done right before moving on to the next step kept me from keeping up with every workshop and left me behind. Maybe that’s why I wasted so much time sculpting (though the main reason for this error was not checking the model with the original form).

Sculpting the head (early versions with mistakes)
New version

I worked with the correction targets in the shape editor to freely adjust facial features that didn’t look right. I also tried to improve the face model in general. I found the most similar model on the Internet and put it on top of mine to see the anatomical errors I made. I decided on this step after bringing the model to a stage that I was generally satisfied with and I did not see any major flaws in it. I also asked for feedback from my classmates and they agreed that there was an improvement and that this is the best version so far. Knowing that the longer I work on the model, the fewer inaccuracies I see, I needed to take a break and check with references what problems I missed.

Clean version
Analysing the anatomy
Looking at the shapes

These were most of the issues I noticed after layering the two models on top of each other. I realize there are probably more issues with my model’s anatomy, but since I had a backlog of work, my priority was to get the face as close to accuracy as possible and get to texturing and skinning quickly.

Eyelids corrections
Eyelids close-up
Eyelids close-up (2)
Final version from Week 6

Sources:

Face muscle topology (2017) Available at: https://blenderartists.org/t/face-muscle-topology/688729 (Accessed: 30 November 2022).

Head model (2020) Available at: https://discover.therookies.co/content/images/2018/09/Rookies_02.jpg (Accessed: 30 November 2022).

Workshop notes:

Creating deformer shapes:

Windows>Animation Editors>Shape Editor.

Select object (with no history on it)>Create Blend Shape>Add Target.

Sculpt Tool:

Tool Setting>Falloff>Type: Surface.

UV Mapping:

UV>Cylindrical>UV Editor>Modify>Unfold.

Connect points with the Cut/Sew.

Separating parts of the mesh:

UV Editor>Cut/Sew>Split>Right click>UV Shell>Move.

Autodesk Maya: UV Editor overview (2021) Available at: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-Modeling/files/GUID-73BF7546-3BF2-44F3-9192-15A024CEC173-htm.html (Accessed: 7 November 2022).

Autodesk Mudbox:

Autodesk Mudbox: Learning resources (2020) Available at: https://help.autodesk.com/view/MBXPRO/ENU/?guid=GUID-9928B53F-26E8-4C49-A785-8AD797BA619C&v=2020 (Accessed: 7 November 2022).

Categories
Maya

Week 5 – Head modelling (Part 1)

The main lesson I learned from week 5 was drawing geometry on the model. My main problem, which I identified fairly quickly, was having too many edge loops. Because of them, it was difficult to see the mismatched vertices and modify larger parts of the face. I think I started adding details too quickly which made my workflow messy and ended up making a lot of mistakes.

Quad Draw
Details

So when I went to model the eyeball, I added eyelids and details much later, which in turn helped me create better topology (and anatomy).

Topology of the eyes

I prefer to manually adjust the vertices than use a brush. I can see that working with a brush can speed up the workflow, but I still don’t feel completely comfortable with it and I make more mistakes, which slows down the process overall. I focused on recreating the shapes of the faces and making sure that the topology looked correct at this stage. I know from previous experience that good topology is key in later steps, so I spent a lot of time cleaning up areas that looked messy and making sure the lines matched the muscles of the human face.

Geometry on the model (three stages)

Workshop notes:

Sources:

Free 3D Head Model (2022) Available at: https://www.3dscanstore.com/blog/Free-3D-Head-Model (Accessed: 31 October 2022).

FaceTopology (2018) Available at: http://wiki.polycount.com/wiki/FaceTopology (Accessed: 31 October 2022).

Drawing geometry on the model:

Select object>Choose the “magnet” (last one under Mesh Tools)>Live object>Mesh Tools>Quad Draw.

Reflecting half of the face:

Edit>Duplicate Special Options>Scale X (-1).

Object Mode>Mesh>Mirror Options>Mirror Axis (X)>polyMirror>Merge Threshold (0.007).

Categories
Design For Animation

Week 6 – Academic Writing Approaches

Paraphrasing task:

In the “Animated Documentary,” Honess Roe attributes the document’s authenticity to our understanding of realism and the concept of images that reflect reality and thus represent the actual occurrence of events. (Honess Roe, 2013)

https://www.scribbr.co.uk/working-sources/paraphrasing/

https://platige.com/wp-content/uploads/2019/03/FISH_NIGHT_STILLS-2-1800x1074.jpg

I chose a topic exploring the use of colour in contemporary animation because it is close to my concept education and my interest in designing complex landscape scenes. However, even though I am very interested in painting backgrounds, I usually have trouble choosing a colour palette. I figured taking the time to better understand the theory would help me develop skills further. In addition, I chose the short “FISH NIGHT” from “LOVE DEATH + ROBOTS”, not only because it focuses on the “magic of colour” but also because it is one of my favourite VFX studios. I do enjoy the research stage in both academic writing and artwork creation, so I don’t need a lot of motivation in deciding on a subject.

Nevertheless, I wanted the issue to be more technical and useful in my practice. I think analysing the work of a studio I am probably interested in applying to in the future could be helpful and knowing the colour scripts would improve my illustrative skills (especially crucial in matte painting and composing). I would also like to mention that the animated anthology “LOVE DEATH + ROBOTS” is a great representation of the VFX industry today. Analysing one particular short film can also help put together a consistent and in-depth argument. I realise that my research question is too broad and I may have to compare two animations to develop a balanced argument, but I will do so in further research.

Critical report:

  1. Audience: other students and people working in the animation industry.
  2. Purpose: analyse how to create narrative compelling scenes using stylised colour palettes.
https://platige.com/wp-content/uploads/2019/03/FISH_NIGHT_STILLS-8-1-1800x1074.jpg

The Netflix film created by the Platige Image team is based on a short story by Joe R. Lansdale. The author himself, with 45 novels and 30 collections of short stories to his name, claims that “Fish Night” is one of the most pivotal stories in his career. The script was adapted by screenwriter Philip Gelatt.

(Platige Image, 2019)

“Fish Night” stands out from the rest of “Love, Death + Robots” with its intimacy. From this reason, the stylization was quite a challenge and we had to put in the magic of colour. Each scene has a harmonious, carefully-selected colour palette. There are warm tones at the beginning so the audience can feel the heat of the desert on their own skin. Then the temperature of the colours drops, but in a way that befits animation, which always has the power to surprise. The cold night is not limited to cold tones – and soon a frenzy of colour appears in the sky. (Rafał Wojtunik, art director)

(Platige Image, 2019)
https://platige.com/wp-content/uploads/2019/03/FISH_NIGHT_STILLS-11-1-1800x1074.jpg

Further Reading:

Amidi, A. (2011). The art of Pixar: the complete colorscripts and select art from 25 years of animation. San Francisco, Chronicle Books.

Bacher, H. (2012). Dream Worlds: Production Design for Animation, CRC Press.

Bacher, H. P. (2015). Sketchbook: Composition Studies for Film, Laurence King Publishing.

Becker, B. (2015). Cloud Country Pixar animation artist showcase. Glendale, CA, Disney Press.

Block B. A: (2008) The visual story: creating the visual structure of film, TV and digital media. Amsterdam; Focal Press/Elsevier.

Carter, A. A. and L. Huffman (2013). Punch Drunk Moustache: Visual Development for Animation and Beyond, Design Studio Press.

Collington, M. (2017). Animation in Context: A Practical Guide to Theory and Making, Bloomsbury Publishing.

Dobson, N. Annabelle Honess Roe, Amy Ratelle, Caroline Ruddell (Eds) (2018). The Animation Studies Reader. London: Bloomsbury Academic.

Furniss. M. (2008) Art in Motion: Animation Aesthetic. Eastleigh: John Libbey

Ghertner, E. (2010) Layout and Composition for Animation, Routledge.

Hannes, R. (2018) Animation: From Concept to Production. CRC Press. USA

MacLean, F. (2011). Setting the scene : the art & evolution of animation layout. San Francisco, Chronicle Books.

McClean, S.T., (2007) Digital storytelling: the narrative power of visual effects in film. Cambridge, Massachusetts: MIT Press.

Pallant, C. (Ed.) (2015) Animated Landscapes: History, Form and Function. London: Bloomsbury Academic

Wells, P. (1998). Understanding Animation. London: Routledge

Categories
Design For Animation

Week 5 – Politics and Documentary in film and animation

According to Honess Roes, “Taxonomy for documentary” something can be considered an animated document if it is recorded or created frame by frame, it concerns the world, not its creator’s world, and has been presented and/or received as a documentary.

“Another Day of Life” marks the first attempt to translate the work of Ryszard Kapuściński (a reporter from the Polish Press Agency) into the language of film, both animated and documentary. However, the book on which the film is based is less of an impassive account and more of a personal diary of what happened in Angola in 1975.

https://platige.com/wp-content/uploads/2016/05/adol3-1800x1074.jpg
https://platige.com/wp-content/uploads/2016/05/adol1-1800x1074.jpg

It features surreal sequences that depict the world around the writer from the perspective of his emotions and feelings. This, in turn, creates a movie about Kapuściński himself. Thus, although the animation accurately describes the events in Angola, it cannot qualify as a documentary. It was created frame by frame but focuses on the world partly imagined by its creator. Nor was it presented as a document by its producers. However, I argue that the purpose, in this case, was to demonstrate subjective experience. It certainly lacks objectivity in what we see on the screen, an argument by Christina Formenti, but the film does not claim to be impartial. Moreover, it separates the “author’s thoughts” (surreal scenes) from true-to-life events (realistic scenes).

https://platige.com/wp-content/uploads/2016/05/adol2-1800x1074.jpg

https://platige.com/project/feature/another-day-of-life/

Categories
Design For Animation

Week 4 – Innovative and emergent practice

After this week’s lecture, I decided to analyze the award-winning animated short “Metamorphosis”. It was created in 2020 by Kaifu Liu and published on Youtube (https://www.youtube.com/watch?v=ReSE2IvNjT0). While it is not acknowledged by scholars, I believe it is a good example of experimental animation.

It has elements of formative abstraction and manipulation of form and space. Colour (only black and white) and form (lineart animation, only basic shadows). However, as a viewer, I have no problem with reading shapes and their language. The visual message is clear. It is the dynamics of movement, rhythm and sound that are the main theme of the work. It is also a non-dialogued film, drawing elements from surrealism and expressionism. It communicates the narrative through gestures, performance, and alternative audio components.

The artist describes that most of his inspiration comes from personal experiences. The purpose of this short film is to discuss human emotions before entering society. Their involvement is investigative and emotional, trying to convey a message through disturbing sound, chaotic animation (character movements) and surreal representations of human thoughts. All this provides sensory and emotional responses (conceptual abstraction). The artist’s personal and independent vision thus uses both formative and conceptual abstractions.

“The Metamorphosis” – experimental animation short film

Wells, P.,1998. Understanding animation. London: Routledge.

Categorisation: The work draws inspiration from Surrealism and Expressionism. It introduces a mood of unease and disturbance. Human figures are always moving, enhancing the impression of tumult. The theme is people’s emotions before entering society (probably social anxiety). An attempt to visualise the thoughts in people’s heads, using symbolism, to convey the feelings of those who suffer from anxiety. I think the techniques used by Kaifu Liu are more abstract and experimental (chaotic line work) than individual scenes, but the whole thing presents itself as a unique work of art.

Process: The animation looks unfinished, but it is this process that reminds me of intrusive thoughts. The movement of the lineart combined with disturbing sounds intensifies this experience. I believe that technique has become an essential part of the message. 

Formal Elements: The work explores light, movement, rhythm, timing, tempo, transitions and audio relationships.

Bibliography:

Kaifu Liu (2020) The Metamorphosis. Available at: https://www.youtube.com/watch?v=ReSE2IvNjT0 (Accessed: 07 November 2022).

Categories
Design For Animation

Week 3 – Narrative structure

I decided to analyse the movie Klaus (2019) directed by Sergio Pablos. This is the “Man in the Hole (Fall-Rise)” storyline, discussed by Kurt Vonnegut.

Klaus (Netflix, 2019)

Breakdown of the story arc (the 8 stages):

  1. The character is in a zone of comfort (lounging at the Postal Academy).
  2. Jesper wants to keep his current status, but his father forces him to challenge himself.
  3. He enters an unfamiliar situation – the post office of Smeerensburg.
  4. He gets to know the town, its residents and the problems with collecting mail.
  5. However, with help from Klaus, he starts sending correspondence and fulfilling his challenge.
  6. After completing the task, he almost accepts the offer to return home, making the other characters think he has abandoned them. This almost leads to the triumph of the shadows.
  7. Jesper manages to save the gift-giving mission and reunites with his friends.
  8. His life goals have completely changed and he decides to stay in Smeerensburg. He found his family, home and purpose in life.
Klaus (Netflix, 2019)

Protagonist’s timeline:

We first meet Jesper Johansen, the spoiled descendant of a politically influential family, who spends his free time at the Postal Academy. He plans to get passed through and pushed into the world, where he’ll coast on family money and connections. Instead, Jesper’s father assigns him to a remote town on the island of Smeerensburg that has not sent or received mail for years.

Jesper’s timeline

Arriving in Smeerensburg by ferry, the place seems like a hope-sucking panorama, devoid of colour. A nice detail was Klaus’s slow colour transformation later in the film. A warm golden glow slowly spreads across the cold blue landscape of Smeerensburg as the city gradually begins to change.

Klaus (Netflix, 2019)

After the hero’s efforts to convince anyone to send a letter to have an excuse to leave this awful place, Jesper meets a mysterious craftsman (Klaus) in a remote patch of woods and the origin story begins. Jesper becomes less obnoxious as he discovers the secrets of the place. There is a constant feud between the two clans. Alva, a teacher turned fishmonger, is starting to pursue her career after having previously abandoned it.

Klaus (Netflix, 2019)

This thematic journey towards understanding the truth about people and the world finally allows him to solve the central problem. However, before that happens, he almost abandoned his newfound dream of improving life on the island to return to his home. Ultimately, Jesper decides to stay in Smeerensberg and save Klaus from the plot of the villains. This lets the other characters see how much he’s changed, and he wins his bittersweet happy ending with Alva as his wife, two kids, and a new task to continue Klaus’ legacy.

Klaus (Netflix, 2019)

Some of the changes we see in his character arc are:

  • A personality change.
  • A change in a character’s behaviour.
  • A change in goal from one extreme to another.
  • A change from ignorance to wisdom.
  • A change in relationship to another character or characters.
  • A change in values and beliefs.
  • A betrayal of a friend or loved one.
  • A change from one role to another.

Archetypes:

Hero: Jesper Johansen is Klaus‘ protagonist (2019, Netflix). He answers the challenge of reviving the post office in Smeerensburg. Completing the quest helps restore balance to the island and improve the lives of its inhabitants. In addition, we as viewers experience the journey through Jesper’s eyes.

Mentor: Initially a loner, a large woodworker who makes toys, Klaus is the mentor archetype. He motivates Jesper on missions, trains him in toy making, and helps him mature as a person.

Threshold Guardian: Mogens, a sarcastic ferryman from Smeerensburg who enjoys humour at the expense of others. He guards the way to the island and forces Jesper to challenges. This is often at the expense of the main character. He does not reveal much information, but he is a harbinger of change, so he can be considered the archetype of the Herald or even the Trickster.

Shadow: Families of Smeerensburg (adults). They want to keep the old order on the island. Dissatisfied with the changes Jesper and Klaus are bringing, they try to get rid of them. Lord Aksel Ellingboe, the patriarch of the Ellingboe clan, carries on an ancient feud of his clan with the Krums. Mrs Tammy Krum, the matriarch of the Krum clan, has an ancient feud between her clan and the Ellingboes.

Trickster: Alva, a teacher turned fishmonger, becomes the love interest of Jesper. She uses ridicule to help us see the absurdity of the situation and force change.

Allies (helpers): Márgu, a young Sámi girl who gets to know Jesper well despite the language barrier. The Lapps represent the virtues of the hero. With their helpfulness and cordiality, they support Jesper and Klaus.

Klaus (Netflix, 2019)

Bibliography:

Klaus (2019) Directed by Sergio Pablos [Film]. Netflix.

StoryMasterAcademy (2011) Hero’s Journey Archetypes explained. Available at: https://www.youtube.com/watch?v=5rnV9aszXbQ (Accessed: 05 November 2022).

Will Schoder (2016) Every Story is the Same. Available at: https://www.youtube.com/watch?v=LuD2Aa0zFiA (Accessed: 05 November 2022).