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A moment in the sun Journals Stuff I made

It is the 12 to 18 June 2016 and off we go. Pointy is very talkative today.

At the last blog I had 55 shots covered in layout. As of right now I’ve got 64 shots covered and 14 more shots to go. Five of those are titles of one sort or another, and nine are narrative shots. Five of the narrative shots use a camera framing that I’ve already established, and after that there’s four shots with framings that I’ve yet to set up.

Let’s talk production management for a bit.

How do I choose which shot to work on next, given that not all of my days have an equal amount of time?

Here’s the shot list for scene 1 as of today. Completed shots are buttery yellow. Shots which already have a complete camera setup in another shot (e.g. all the 01_03 shots) are white. Shots with no camera setup are coloured anything but yellow or white.

Note the one row second from the right with single letters in it. y means “shot’s done”, e means “easy”, t means “tricky”, h means “hard”. (That should really be two rows.)

For weekday evenings after the day job (Mon-Fri), I tend to tackle e shots
where the camera and assets are already in place. On Sundays and public holidays, I tend to do new camera setups or tackle tricky/hard shots. The idea is to create as many easy shots as possible for the coming week so that I can maintain some kind of momentum even when on days when my time and energy are limited.

For example, dialogue shots and simple reaction shots are best left for weekdays. Camera moves, complicated animation, character interaction, sims and anything else with the potential to be a runaway timesink is better left for days when I have the time and energy to stick with it.

For instance, last Sunday I was using particles to roughly simulate flying dirt. You can key a texture that controls Density with a cyclic F-Curve which makes particles emit in discrete puffs instead of flowing at a constant rate.

But in the actual animation file where Gronky’s digging, I could only manage a stream of dirt. What worked in the test file didn’t work where I needed it to. Since it’s only layout, I postponed any final solution to when it’s time to do it for real. It was definitely a timesink. And hence, something better attempted on a weekend where I have time to sink.

So why not stick with the particles and fix them? Again, it’s a question of setting priorities and maintaining momentum.

During this first pass, it’s OK if shots are less than perfect – if sims malfunction, if the action is underpolished, etc. It’s more important right now to get coverage in layout rather than slowing down to nail any given shot on the first try. That means embracing the reality that anything could be redone – even a really nice shot might not work in the edit. Nothing has to be perfect yet. It just needs to be there at all.

Even though I’m only creating one tree at a time, the forest has to look nice too.

Thanks for reading and I’ll see you again next week. 🙂

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Journals

It’s time for 28 February to 5 March 2016. (And we’re zany to the m016.) This week’s video is a boarding to polish progress reel of my 11 Second Club entry for February 2016.

Sunday and Monday were my last days for working on 11 Second Club for
this month. I did another 5 ½ hours of tweaking lighting and scenery and polishing the movement before I sent it in. Since it was intended
be rendered in OpenGL mode, I ended up “boomsmashing” it at 7680*4320
so it would look less pixelly once it was scaled down to 1080p.

On Wednesday evening I got a chance to sit down and rate the 230
other entries
. Overall I awarded a
median score of 6 (Decent) averaging at 5.8 with mostly 4s (So-so).

My hope all along was mainly to get some good crit and finish with at least a score of 4. 5 would have been great, 3 would have been disappointing. (The 11SC crowd are hard markers.) If I could make the Top 100 on my first complete entry, all the better.

And… I came in equal 90th with a score of 4.34.

The score was about what I predicted (between 3 and 5) but the ranking came as a pleasant surprise. I got a curious bit of feedback which suggested using a single sweeping sniff instead of a sniffy sniff – the very thing I threw out because another note complained it wasn’t readable. Oh well. That’s random notes for you. 🙂

The best part of having done 11SC is that I’m less apprehensive about animating and way more impressed by anyone who can do it well. It’s said that animating is acting and that’s absolutely true – many thought processes in common. But on top of that there’s physical forces to represent (either naturalistically or stylistically), and on top of that there’s the craft of creating the illusion in the first place and making it believable and compelling. That shit is hard!

But really interesting too. I could happily do more of this. 🙂

That’s all for this week. Thanks for reading!

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Journals

It’s a bird. It’s a plane. It’s 21 to 27 February 2016.

On Sunday I finished the splining on my 11 Second Club entry and experimented with the camera angles. I let it sit for a couple of days to clear my head then jumped into polish on Wednesday. This week’s video is the state of the shot as of Friday evening. Well.. 2:00am Saturday morning to be more specific. 🙂

So! By the polish stage, I had smoothly moving characters. Final splining was looking promising but there were still many rough patches to polish. Some movements were subtly jerky, some gestures made no sense (the “sausages!” gesture in particular), there were consistency issues between shots.. so lots to make nice and fix…

…as long I could see what to fix instead of just opening the file and tinkering. 🙂

Fortunately there were notes coming in from helpful folks on the 11 Second Club forums. I got picked up on jerky movements, hands moving in unnaturally straight lines, over-quick blinks, lack of movement in the legs and emotions registering too late. Very helpful to guide my attention.. as well as Looch’s suggestion about the opening camera angle.

All in all, this month has been hugely educational and a massive confidence-booster. Animation is no longer a spooky boogeyman to me. Even though I’ve learnt a ton, I still have a zillion things more to learn – and they’ll come with experience. Better still, I’ve got a much stronger sense of the needs of the pipeline up to the point where animation takes place – useful and time-saving rigging practices, what an animator benefits from performance-wise, that kind of thing.

That’s all for this week. Thanks for reading!

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Journals

Welcome to 14 to 20 February 2016.

Over the previous week I’ve been doing the last of the blocking for my 11 Second Club entry and I’ve begun splining. This week’s video is a work in progress.

In case you don’t know animation lingo: think of blocking as creating individual important moments in the animation; splining is the process of getting the computer to join those moments together.. then hating the computer for how poorly it does it.

In Blender, each of the dots in the Dope Sheet represents a moment on one particular bone, and within each of those dots you get sub-dots for scale, rotation and translation.. and each of those sub-dots has sub-sub-dots for axes.

image

For splining, I’m going shot to shot, bone to bone and setting the dots to interpolate using Bezier (smooth in/out) with Auto-Clamped movement. From there, I slide keys around in the Dope Sheet to get it looking about right. Then once the Dope Sheet work is as good as it can be, it’s off to the F-Curves Editor to make motion tweaks channel by channel.

Blender has a handy tool called the breakdowner. I use it to make extra keys for ease-in, ease out, anticipation and overshoot.

The breakdowner hotkey is Shift E in 3D View. Once it’s active, mousing left and right moves the currently selected bone/object towards the previous key to the left or the next key to the right. 0% means “copy the key to the left”, 100% means “copy the key to the right”, 50% means “blend halfway between the keys”.

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A 50% key can be moved closer to A or B to make the transition ease out (moved towards B) or ease in (moved towards A).

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For anticipation and overshoot, I can take advantage of the fact that the Breakdowner goes below 0% and above 100% – it can interpolate “backwards” from the key to the left and “forward” from the key to the right, using the opposite key as a reference. A -10% breakdown between A and B (close to A) will make an anticipation key – the motion will draw back past A before continuing to B. A 110% breakdown between A and B (close to B) will create an overshoot – the motion continues slightly past B before settling there.

Basically the breakdowner is an awesome tool.

Of all the twelve principles this week, staging is the one I’ve learnt the most about. I sat down to study specifically poppy snappy styles of animation and ended up learning about character blocking. And being reminded why I liked Kaeloo so much.

image

(motion analysis from the Kaeloo episde “Hide and Hunt”)

Also I decided that straight lines are probably funnier than arcs. Probably.

That’s all for now. Have a good weekend!

Categories
A moment in the sun Journals Stuff I made

7 to 13 February 2016, we hardly knew ye.

The computer’s all set up now. Yay!

This week I kicked off an entry for the monthly animation challenge 11 Second Club. I’m polishing my own entry using notes from other people, and watching other people’s WIPs and giving notes to them. You can see a WIP attached to this week’s post. It’s a draft so the execution isn’t great but other forum peeps are into the interpretation, so that’s encouraging. 🙂

It hit me this week that instead of thinking “this is how long it takes me to do X”, I’ve started thinking “this is how much I can do given timespan Y”. I used to hate the idea of deadlines, but after SculptJanuary I’ve come to appreciate that in some cases a finite span of time to finish something is dead useful – better for focus, more certainty, being forced to make better use of available time instead of just taking more time.

After all that time spent in story mode over 2014 and 2015, I’m really enjoying working on stuff that
isn’t story development – design, animation, surfacing, rendering, editorial,
etc. It’s not because I don’t want to finish AMITS – on the contrary! All that time I spent doing story work was necessary experience – I had to learn the craft of developing a project for a particular resource pool and running length. But In hindsight, it’s self-defeating to only develop my skills on stuff I’ve personally written. (Pathological egotism? Fear of the unknown? Misunderstanding the path to the goal? Who can say…)

Even if I do want to make a film, I can learn just as much if not more by allowing other people to choose stuff for me to work on. AMITS is still going to happen if I have anything to say about it, but trying to climb straight up that particular mountain just wasn’t working out.

So for this month, it’s cute werewolf families and the odd story sketch for AMITS. Then we’ll see.

Thanks as always for reading!