Graduating Showreel 2013


Graduating Showreel 2013 from Alyssa Brookes on Vimeo.

Quick Update!

Currently working on my fourth Artefact. Expressing interior monologue to show how eye movements and blinks react when conveying different emotions. Working with this quote from my essay:
“Rapid blinks can make a character feel shy, nervous, uncomfortable, relieved, or like they are about to cry. Not blinking at all can feel angry, stoned, dead, or super intense.” (Shawn Kelly, 2008)



Artefact Five


ArtefactNoDia SOUND from Alyssa Brookes on Vimeo.


Following on from my fourth Artefact I decided to use the same animation but add sound and cinematography to see whether the audience empathised with the animation the same or even more.  When researching further into cinematography, I found three rules that cinematographers most commonly break down.

Rule 1: when going from a wide to a close shot, keep your character on the same side of the screen – if he was on the left in the wide shot, don’t frame him on the right in the close shot.
Rule 2: when intercutting between two people, their glances must always face in the opposite direction if the viewers are to feel that they’re looking at one other. Don’t make them look towards the same side of the screen or they’ll both appear to be looking in the same direction.
Rule 3: when a character moves between shots, he should move in the same direction on screen in each one. If he doesn’t, it will look like he’s changed direction.” (Unknown, 2011)

I felt that rule one was the most important focus to my animated scene. When involving cameras using Artefact four, I wanted to use it as a build up to her emotion when she starts reading the letter. A slow inwards pace, as her emotional state is quite nervous mixed with excitement.

As for choosing the right sound for this piece of animation, it was quite understandable and clear that I wasn’t going to choose any rock, pop, hip hop etc sort of sounds. Overall it was pretty obvious a slow, soft sound effect would work nicely to the build up throughout the scene.

The feedback for my final Artefact was successful. The most important reaction I wanted from the audience was to empathise more with the character due to the sound and camera movement. They all felt a difference from looking back at my fourth Artefact and then watching my fifth. They also mentioned that the sound worked perfectly for the scene, as it had a build up to the end when she holds the letter over her heart which enhanced the anticipation through story telling. Although, I feel another pass at animating more anticipated movements would benefit the scene even more effectively.  

As this is my final Artefact I feel I have covered a wide range of areas that express interior monologue within a character performance through research and practice. However there is so much more out there that I could experiment through inner feelings that I would love to explore further.  

External Client Project


Noisy Neighbours Animation from Alyssa Brookes on Vimeo.

Final outcome for the External Client project.

Overall I feel this project has made me improve on my animating skills. Having constant feedback from people in the animation industry has really helped me improve on the storytelling and key poses. Since the brief indicated that the animation could not be more than 60 seconds long, I thought I may have rushed parts a little. To improve this I would maybe put a filter on the neighbours music so it sounds a bit distorted. I believe I have worked and completed the brief to a great standard.

Artefact Four


ArtefactNoDia from Alyssa Brookes on Vimeo.


My fourth artefact involves a character performance using no dialogue, sound or cinematography. Therefore the story telling was completely up to myself and how I portrayed this to capture my character’s inner feelings with the audience.

When planning what my character was going to do and it’s back story, I researched some existing pantomime character animations to see how they express body language without sound. I found that the acting choices for doing a character performance without dialogue are even more important to be able to capture the audience, as the audience is basing it solely on the animated performance.

After research and planning I decided again, to animate a more subtle and emotional scene involving a young girl that see’s a letter on the table, goes over to read the letter and then shows her final reaction. I feel this was going to work well due to the build up through the story telling. The audience will be waiting to know what her reaction is going to be after reading the letter.

Following on from subtext and blinks, I felt this gave me a huge opportunity to expand on these within this Artefact.  After reading a quote from Shawn Kelly “When we’re having an idea, or when we’re switching from one emotion to another, or when we’re realising something. Those are the gold-mines in terms of blinks – that’s when a perfectly placed blink will take a scene from being merely ‘good’ and make it ‘great’.” (Shawn Kelly, 2009) it made me focus on my character’s big change of emotion during the scene, which is where this quote and blinking becomes vital.

For this particular Artefact I decided to act out the scene myself as a reference. As spoken about in my research document. This was good to focus on the natural movements that I made and improved my skills when animating the scene. In the focus group I showed the animation with my reference next to it and then another time without it. 

The overall feedback from the audience was good and they all felt the emotion I was trying to put portray. Although there was a little debate on what the letter was, some people thought it was a University acceptance letter and a couple of others thought it was a love letter. When writing a description for the background of the character, it was actually a University acceptance letter. However, either way everyone connected with the character in the same way.

Even so the audience felt the emotion they mentioned a few things about the poses and animating throughout the scene. The hands didn’t seem very natural, the head was posed quite vertical and some of the poses within the reference weren’t used as well as they could have been, such as the characters elbows were sticking out when mine in the reference wasn’t. However, they thought some of the acting choices worked well, when she holds the letter to where her heart is at the end means that the letter means something strongly to her.

With my findings for this Artefact I thought it would be great to expand it as my fifth Artefact by experimenting with sound and cinematography. I therefore took another pass at this Artefact which is the one shown above. I feel my conclusion on my final Artefact will determine whether sound can enhance the connection between the character’s emotions and audience. 

External Client - Blocking

To have a rough idea of the scene, I have blocked the character animation to get a sense of timing throughout the sequence. I haven't included cinematography into these screen shots, I shall do that in another blog post.

Artefact Three


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. 

External Client

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.

External Client- Animator Feedback

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

External Client - Storyboard

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).

External Client

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.....


Artefact Two


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. 

External Client

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.... :)


Monster Rig Update

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.

External Client

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...


External Client Storyboard Idea

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.

Artefact One!


Artefact One Test from Alyssa Brookes on Vimeo.

The purpose of my first artefact was to show a baseline animated performance through a character’s inner feelings, constructing interior monologue.  I chose a clip from the film 'The Birdcage, 1996', as I enjoyed how the clip comes across quite dramatic and I feel it gave me an advantage to start off with more exaggerated movements through acting.  

The process involved starting out with knowing the background of the character and what he would be feeling throughout the scene, as this is an important part regarding interior monologue. I then went on to block out my key poses, making sure I gave the computer enough information for what I wanted my character to do. I am the animator, not the computer.      

The feedback was generally quite positive. However, from the context of the research there were still aspects which could be improved to create a better piece for a baseline performance. I feel I could have animated the performance using more subtext and subtleties. Also, a few of the audience didn't really understand the dialogue of the clip, which therefore I could have explored more into and improved the story telling within the performance. As performed by Nathan Lane in the film, I felt as though he didn't exaggerate his acting that much within the scene, I believed he used a lot more subtle movements, especially at the start of the dialogue. I believe my acting choices were a lot more exaggerated than in the film, although I didn't intend to copy the film certain areas of the movements were quite blocky and the timing of some of the reactions were a bit out. The audience also noticed the lip syncs were not as exaggerated as the body language. This would be something to definitely improve when taking another pass at it.       

As I feel more subtleties and subtext could be added to this performance, in my second Artefact I will go ahead to research further reading into subtext, to create a performance which shows what the character’s thought process is behind the dialogue. Subtext is key within performance. 

External Client Change

For the External Client project I have decided to change to the HSI brief on the D&AD Awards. I feel this brief will refresh my modelling, rigging and animating skills and it will work stronger for my portfolio at the end of graduating. Especially since I want to progress into character animation.

Brief below:

D&AD Student Awards Brief 2008

Overview

The Animation Division at HSI London represents directors with a variety of styles. We have no set house style and look for work that is diverse and fresh; particularly styles that will work within the commercial and music industry. We work with directors who are animators and artists themselves, so the talent is inherent to each director, not just the team behind them.
The animation industry is becoming an ever expanding and popular platform for communication and entertainment, and we are excited to be evolving and expanding with it. Creatively this is one industry where there genuinely are no limits.

Sponsor

 HSI London.

Considerations
The brief can be interpreted literally or non-literally. The character could be yourself or someone you identify with, or if you prefer, a completely fictional personality, or thing/creature.
Show your ability to animate a personality as opposed to just a character’s appearance. Observe carefully how personality is expressed and try to achieve the same effect with animation. Think about your character’s quirks, aspirations and dreams; its worst nightmare, political standpoint, dress-sense or lack of one, and so on; all the things that make us individual. Then make sure that every detail of your animation expresses that personality.
Don’t over think or over develop your character in terms of design; whilst aesthetic forms an important and engaging part of a character, the way in which personality is brought to life is just as important as making an audience ‘believe’ in that character as a living, breathing entity. It is therefore essential to have a well-prepared storyboard to ensure a good narrative structure for your animation (for example, to set the amount of scenes, shots
and also the composition).

Mandatory requirements

Your final outcome should consist of two main parts; the creation and subsequent animation of your character, submitted as follows:
• Creation: storyboards succinctly showing the process of how you created the character
• Animation: a finished piece (between 20 and 60 seconds)
Your character must be fully developed and the film should express his/her/its essential personality traits –behaviour, appearance and interacting with surroundings.
Explore new and innovative techniques as well as more traditional approaches. Ideally your outcome will demonstrate an aptitude for animation, the ability to bring personality to a static image, good design skills and the ability to answer this brief with an engaging and creative overall concept.

External Client Project

For the External Client Project I have been given a brief from a Motion Graphics company named Boxframe. I worked with these guys over summer 2012, where I developed my skills in compositing, modelling and I also did a bit a admin. One of their main clients that stood out to me was Disney. I helped work on some compositing for Epic Mickey Two, Disney Superbia and modelling for Frankenweenie. The studio was such a comforting environment to work in and I met some cool people.

The brief I have been commissioned to take on is to promote the new Disney 'Shake it up, Made in Japan' in Disney's Superbia. For this I will need to stick to their style, designs, and use the specific logos and assets. The ad will be 25 seconds long and targeted to children aged 6 to 14. There will be no text shown, as it will be all audio/voice overs.

For developing my own skills throughout this project, I will design to the characters in Disney's 'Shake it up' and model two characters for the voice over in 3ds max. This will enable me to work on my modelling, rigging and animating skills. I may also model some of the objects in 3D. Although I have to stick to their specific style, I have decided to make the ad have more movement with the characters and certain objects.

I have put together a mood board to show the type of style it will need to be...






Research Module

For Artefact one I have began blocking the key poses within the scene. Rough development shown below...


block01 from Alyssa Brookes on Vimeo.

I'm currently working on more poses within the scene including the facial expressions. Lately I have read a lot of forums on animation workflows in Maya and a couple of them mention their animations messing up when they switch to animating in splines, so I am trying to understand all of that as I am all new (ish) to this. Confusing, but I will blog anything that I find useful along the way.

A guy I follow on Twitter called Bryn Richards (graduate from iAnimate) blogged about his Animation Workflow. It's a bit lengthy but really inspiring and makes you think differently. Checkkkk it...
http://www.zombryn.co.uk/2013/01/the-workflow-toolbox.html