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.....