Artefact Three

07:36 0 Comments


Artefact Three from Alyssa Brookes on Vimeo.


My third Artefact explored using blinks to convey emotion depending on the emotional state in which the character is feeling. Through further research into the topic, I came across some questions that are useful to ask yourself before delving into blinks knowing nothing about them. A couple of these were what is my character’s emotional state right now? What are they reacting to? How do I blink when I feel that way? Etc. If a character is sad, nervous or shy then he/she/it will blink more and if a character is angry, curious or bored then he/she/it will blink less. I also studied how to key frame a basic blink and an organic blink to see the differences between the two. After this knowledge and questions it was easier to be able observe people to see how their blinking reacted in the certain situations. For this Artefact, I chose a clip from ‘A Disquiet Follows my Soul (2009)’, I felt it had a lot of potential for expressing the character’s eye, as it is quite sad, she’s confused and she’s also talking about death. I felt it’s a clip for a strong subtle facial animation with less body language.

When speaking about more blinks due to sadness and less blinks due to being angry. I believed I would gain a better understanding and response from the audience if I used a more emotional clip, as there are more blinks to be used which enables me to test my timing and spacing when capturing the emotion. It becomes more of a challenge than it would be with animating an angry character with less blinks.
The feedback from the audience was strong in terms of the blinking relating to the characters emotional state. They believed the character and her thought process behind the dialogue and the amount and timing of the blinks worked along with the dialogue. Also, when she looks up, it shows a sign of hope in how she is feeling and then bringing her head back down shows the lack of confidence she has.  In term of animation, they mentioned that her head and shoulders were too stiff and in the beginning of the screen there wasn’t enough movement. Overall they thought the animating and subtleties were good quality and they could see the improvements in my animating skills throughout each Artefact, which was really pleasing.  

I found that there are certain factors with blinking such as when the head turns it can add anticipation. They can also add life to a scene if the character is looking to ‘dead’. But most importantly is the thought process and the change of thought is to why we blink. After my experimenting, research and findings from subtext and blinks, I would like to create my next Artefact using no dialogue, sound or cinematography to capture interior monologue. 

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External Client

03:12 0 Comments

I have began animating a walk cycle for the beginning of the sequence when the monster walks into his living room. I think the first impression of the character is a great chance for the audience to capture their personality. Therefore, as he walks into the living room I have him looking down and slouched to show that he protrays his personality - lonely, depressed.

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External Client- Animator Feedback

09:58 0 Comments

Throughout all my projects I have always tried to get as much feedback as possible. For this I keep in touch with a professional working animator in the industry. Where he has given me loads of tips with animating and spends a lot of effort to give me as much constructive criticism as possible. Therefore, I thought this would be a perfect opportunity for him to oversee my client project, especially since I am working on a competition brief.

To start I emailed him the brief, my ideas and storyboard and he came back with the feedback shown below:

Hello!

As from what I can see, your ideas seem like it would work well in terms of showing personality. I feel you need to make sure you focus more on the animating rather than the visuals from what I have read off the brief. Your second storyboard works a lot better in developing a story. I look forward to seeing your progress and if there is anything else I can help you with then let me know.

Yes, it’s always a good idea to get feedback from folk who aren't animators. They don’t know the technicalities of how it works so they can see it as an audience would and point out different things.

Great work on the other animation, the most important thing is to constantly be improving and making mistakes. That way you get to make less and less mistakes as time goes by. I’m really glad my advice helped you, honestly I’m flattered that you even asked for my opinion. Blocking is tons of fun, it gives you a lot more room to push and focus on posing.

Illusion of Life is excellent. I’m currently reading it for the first time despite having owned it for years. It’s a mammoth of a book and is taking me some time as I’m not exactly the fastest reader.

Take care

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External Client - Storyboard

09:24 0 Comments

Ok, so I have had a slight change of plan to the story of my animation. I have disscussed and spoke to an animator I keep in touch with and he gave me some feedback on what I wanted to change. This really helped my thinking and development for planning before animating.
Story board shown below (click to enlarge).

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External Client

09:05 0 Comments

So my monster's feet have been stressing me out lately, as you can see from the pictures below!

















I looked back at the CAT rig and made sure each bone matched the right envelopes for skinning and managed to resolve the problem using the weight tool for the vertices's. As shown below... his feet are now move-able.....


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Artefact Two

07:35 0 Comments


Artefact Two from Alyssa Brookes on Vimeo.


Through relating back to my research document  and studying further reading into subtext I noticed an interesting clip in the ‘Incredibles, 2004’ animated feature film. At the beginning when Mr Incredible is being interviewed he says ‘who enjoys the pressures of being super’. Through subtext, Mr Incredibles body language says something completely different than to his dialogue. He shows that he actually does enjoy the pressures of being super. This is something that has inspired me, by noticing subtext within acting films and clips than I didn’t before I researched further.

I chose a clip from the Requiem for a Dream, 2000. I felt as though the subtleties in what the character is saying could be used well to express subtext.

I decided to show the clip without the dialogue being played to see whether the audience still connected to the character the same.  As quoted ‘If it’s a good movie, the sound could go off and the audience would still have a perfectly clear idea of what was going on.’ (Alfred Hitchcock, 2012) I feel this was something vital to test whist studying the use of subtext. 

The feedback from the clip without dialogue was quite positive. They could sense that she was upset and quite annoyed from her facials expression and mainly her body language looking down, not really looking up that were good acting choices to portray what she was feeling. From this I showed the same audience the scene with the dialogue to see whether they felt the same.

The feedback from my focus group was positive, meaning the animation seems to be animated a lot better than my first Artefact. In my original pass at this animation the focus group mentioned that there wasn’t enough movement in her hips, especially when she moved her hands to left and right. There should still be some twist within the lower body when she makes these gestures. The group also pointed out that the movement of her hand gestures should be on particular words of the dialogue, such as ‘bed’ and ‘dishes’. As shown in the Artefact above, I improved what was discussed and also added other extra subtleties.
I
n terms of feedback for the overall subtext within the performance, the audience seem well connected with the character’s inner feelings and thought process, showing that she is upset, annoyed and lonely. They felt the same yet more emotion when the dialogue was heard. This feedback also included people with no studied animation background. However, I felt that there wasn’t enough contrast between the dialogue and the thought process, like in the ‘Incredibles, 2004’ clip I mentioned above.  I feel I could have used operative words to capture a stronger subtext performance, though the audience still believed it portrayed a good experiment of subtext.

Following on from this Artefact, I thought this would be a great opportunity to continue the feedback and research to start my next Artefact about blinking. As Shawn Kelly says “If the body is 90% of the acting performance, the eyes are 90% of the facial performance. After considering what the body will be doing, the next most important thing is definitely your eye performance.”(Shawn Kelly, 2009).  I feel this is a strong piece of research to discover, as the main use of blinking is through a character’s thought process. 

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External Client

08:55 0 Comments

So I have finally rigged my monster using the CAT rig in 3ds max. I have made it so his spikes wiggle which will give him some extra character when animating. I wanted to add a wrist controller but every time I selected it 3ds max crashed, so I have no idea why but I'm sure I can animate fine without them. Now on to the fun stuff.... :)


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Monster Rig Update

04:05 0 Comments

Just a quick update on the External Client Project. I have started rigging my monster using the CatRig in 3ds Max. I have also organised my workflow by creating new layers so I don't get confused with everything going on. Quick screen print of my process, shown below...













I plan to finish rigging today and start planning my animation with sketches and beginning blocking. Since the animation is the main focus for this brief, I have decided to design and model the environment when I feel confident the animating is going as it should.

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External Client

12:56 0 Comments

I have now decided to take on a D&AD competition for the external client project. The HSI brief is to animate a character with personality. The brief is quite broad and doesn't require any specific style or branding. Therefore, I have chosen to develop a 'monster' character, because I feel you can show strong style and personality, through design and more exaggerated movements. I have started modelling the coolest monster everrrrrrr! Screen shot below...


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External Client Storyboard Idea

05:03 0 Comments

For the HSI brief I decided to design and build a monster to animate. From researching HSI London, I came across the music video and music breakdown from the song DoYaThing by Gorillaz. I thought it was really interesting how the production of the video was made and loved the laziness of the characters personality.











This is the link to the breakdown: http://www.hsilondon.co.uk/ish/project/converse/gorillaz---making-of-538

I have created a rough storyboard for the brief, which means I can progress to work on the designing and modelling of my character and further research for animating.

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