Categories
Blender Journals Stuff I made

Headbutt

So it’s been a while since I got this rig out and had a play.

There’s an LT cartoon i can’t remember the name of where Sylvester starts whamming his head into a doorframe. This is kind of based on that except the single frame extreme-to-extreme timing from the LT short looked strange in CG. Or maybe it doesn’t – the lower one has no frame between the rear extreme and the head hitting the frame, the top one has one frame in between.

My forehead hurts looking at this. Also for some reason his eyes have turned black. Very Twin Peaks or possibly Krull.

Categories
Blender Stuff I made

Giant floating monkey head

I thought i was going to be rigging today but i had a hankering to do some compositing work instead. I managed to film a great plate standing out the front of my house – a car drove past just as i got the shot right. It was only going to be a 2D tracking shot, a sky replacement, nothing fancy.

It’s now about twelve hours later.

Do you know how much trouble it is to matte out a simple clear blue sky? I suddenly have a newfound respect for compositors and roto artists. It hadn’t occurred to me yet to take the job of making the sky matte into a paint program to do the stubborn bits by hand but i may end up doing just that if i can’t separate the sky from the tree line.

Then again i looked in the red channel and the image is fringing heavily between the skyline and the trees. Stupid camera. Or codec. Probably. I’d get one of these but i don’t have a spare $3000 lying around unfortunately. 

I also have a newfound respect for Blender’s Movie Clip tools. The Mask tool is gleefully easy to use.

I also have a newfound respect for doing things in the proper order – render first, then composite – especially if there’s hacky colour keys involved. Even though Blender lets you render 3D straight into the compositor, don’t. Switch on all the layers (or just the ones you want to use), render an OpenEXR Multilayer and save yourself the tedium of having to re-render hours of bobbing monkey head from scratch like i did today.

The video is just a learning exercise, nothing ground-breaking at all. One of those knowledge-building situations where it’s like this is what happens when you’re lazy and do it wrong – so don’t. Discovering the uncuttable corners and striding along confidence-paved roads to ignorance-fuelled annoyance. And playing Skyrim on the desktop while the oomphy new laptop chugs away.

Categories
Journals

Getting an education in visual storytelling

I’m trying something different again.

To learn more about visual storytelling, i’m going through a movie and analysing it shot by shot. The analysis is in the form of a rough drawing indicating colour values (light/dark) and the arrangement of elements within the frame. If there’s some interesting acting going on within the same shot, i do gesture drawings of what the interesting character’s up to.

I’m also taking notes on dialogue, sound, music, story, edits and other interesting stuff i notice along the way.

Since i’m working back from a movie to a (rough) storyboard, i’m calling it “backboarding”.

The movie i’m starting with is 2001: A space odyssey. It’s one of my favourite movies so it’s one i’m already familiar with. I wanted to work with it because it’s an example of excellent visual storytelling and doesn’t have a great deal of dialogue. I’m a sucker for dialogue-free films.

So for every new shot, i pause the Blu-Ray and draw what i see. The process takes… well… i think i’ve put in about eight hours of work so far and i’ve only got as far as Dr Floyd getting grilled by the Russians. Even still, that’s 22 pages of pictures and notes with up to 9 storyboards per page rendered in graphite and ink.

The good part is that i’m learning a lot by watching the film extremely very slowly and attentively. Everyone knows about the famous match cut between the bone and the space station, but i found a great positional match cut during a reverse angle just a few shots beforehand when the bone-wielding apes are giving their opponent a savage beating. The impact of the blow is on screen exactly where you expect it to be exactly when you expected it, but the angle of the shot has reversed.

Cool trick, Stanley. Definitely borrowing it.

It’s also giving me a much stronger sense of how a movie flows along, sequence after sequence, shot after shot. The hows and whys. I watch other movies now and see how they could have told their story more strongly. It’s cool. Hope i remember all this stuff when it comes time for me to do the same.

So it’s been about eight hours of work to get half an hour into the movie, and it’s a 141-minute film. I can do about three hours of drawing a day before my hand gets too sore and my head gets too fuzzy to work. Extrapolating from that, that’s about another 80 pages of backboarding taking another 30 hours over another ten days – presuming i don’t get any quicker or develop any more stamina.

Hey, it could happen.

Categories
Journals

Where did Blender go?

Wasn’t this meant to be a Blender blog? For sure it is, and i’ll get back to Blender when i’m ready. Here’s some long-form thinking about where i’m at.

My current objective is to strengthen my general art skills, then sally forth into animation again when my visual art foundations are stronger. I don’t know when that will be. Eventually.

Animation’s also only one part of the puzzle – i’ve still got everything else in the production and post-production pipeline to learn about. That’s a heap of stuff.

Frankly, this is no time for impatience, because even just the Blender stuff represents a ton of material to learn, but it’s good to have the eventual goal at the back of my head, steering my decisions. The goal is to make my own animated short films. Going back and doing these art fundamentals means there’s an overall picture being detailed with this upskilling – and that upskilling has included researching storyboarding, visual storytelling, cinematography, film grammar, semiotics and a mass of other things.

And all the while, i’m thinking about what kinds of stories i want to tell with all this new knowledge. What should i do with all this new-found knowledge?

It occurred to me today – sorry for being obvious – that Blender is just a means to an end, a conduit for the art. If it’s all technique and no art, it’s just endless technical demos. Yeah it’s cool being able to set polygonal monkey heads on fire. Yeah it’s great to be able to do a funny double-take. Yeah it’s awesome how i can tell Blender how light and surfaces work using complex mathematical algorithms if i want to. It’s important to know how to do all of that if i’m going to make movies with it. (Maybe not setting monkey heads on fire.) It’s important to know how to do all of that well, even.

But i’m getting more and more why Pixar says that “story is king” (even if the story for Brave makes me think they took that king out the back, beat him around the head and buried him under a carpark in Leicester).

If i’ve got them right, it’s actually because of the computers.

Computer graphics technology is seductive and shiny and pretty and awesome – and frankly enormous and labyrinthine and demanding. It is a maze and a forest and a puzzle and a hall of mirrors. Lesser people go into that realm and become completely lost. Or the technology can replace that beacon of an idea being aimed for. Humanity allows a possible path through all the technology – the humanity of the story, the humanity of the audience – in the form of good old human purpose.

Technical art like computer animation requires a counter-intuitive mix of momentary emotional impulse and protracted exacting precision. It’s tricky to work like that, a real art in itself. If all of that technology isn’t put towards connecting with the audience, through its ideas and-or its story and-or its aesthetic form, the result is less than it would be otherwise.

Anyway, all of this off-Blender time in a way more general artistic space is working out beautifully. Blender is a tool, a means to an end, and that’s the kind of experiential perspective i really needed. To make that tool work with me, even with comprehensive technical knowledge, i have to have a good idea about what i’m aiming to actually create – and why i’m aiming for it doesn’t hurt either. Sitting down at a computer and trying to squeeze art out of it without thinking it over beforehand.. well.. being able to plan and explore ideas using pen and paper seems better to me.  And that requires more skill with drawing than i have. Hence, upskill.

Learning all these fundamentals after being a hack cartoonist for years and years is kind of liberating, even if i’m at that stage where i know just enough to completely hobble myself while i test and assimilate all this new knowledge. I tried drawing a figure today without reference and it sucked. And right now it’s fine for me to suck. Learning all this stuff well enough to be able to forget it takes a lot of time and practice. If i’m not practising and trying to improve, only then do i get to nag myself.

It’s all early learning, which is why this blog has become all text and no images lately. Nothing to show. Yet.

With respect to all that stuff about learning, here’s a quick plug: there’s this art training site called the Gnomon Workshop. They have courses in art fundamentals about anatomy, figure drawing, colour theory and perspective amongst other things, as well as much more advanced VFX stuff. So far i’ve gone through the figure drawing series and the animal anatomy series and i can recommend them highly. Any site that does non-DRMed digital downloads is awesome by me, especially because posting discs takes ages and especially especially if i have to muck around with the files when the audio doesn’t work in VLC player. So if you can’t physically get out to a class and you’ve got the cash, definitely check them out.

Also worth mentioning: Blender 2.66 will probably be out some time in the next couple of weeks. It will be shiny.

Categories
Journals

Dejection, but it goes away

Right now figure drawing is making me miserable and despondent. I suck at it. Even getting to look at naked people half an hour a day is little to no consolation.

Right now the idea of becoming an animator (let alone a maker of animated films and other media) seems like a stupid pipe dream, a fancy and a fantasy that’s not worth chasing. I look at the work of other people (anyone else catch the Annies today?) and think how the fuck do they come up with that? that’s amazing. i’m crap. i’m worse than crap for even thinking i could occupy the same art form as them. And similar things. Every demo reel. Every awards ceremony. Every anything animated.

The thing about having lived with depression for 20 years is that it’s given me the useful practical knowledge that emotions, while useful under some circumstances, do me no good here. Quite the opposite – feeling despondent here is a flat out hindrance.

Intellectually, beyond the emotional soup, i’m just having a bad night. Everything seems impossible and pointless and anxiety-inducing right this second, but soon everything will be back on course again. I just have to have faith in the process of learning by doing, somehow, and that if i keep doing what i’m doing, it’ll click for me in a way i can’t currently imagine because it hasn’t clicked yet.

It’s normal to be despondent sometimes. And strangely enough, feeling despondent tends to mean a breakthrough is imminent. Just have to keep banging away at it.

I’d post some of these figure drawings but they’re not much to look at. Just badly drawn stick figures. But i am drawing a lot of them and inattentively reading anatomy books to try to make sense of how the human body is connected together. It’s sinking in slowly.

Yesterday morning i wrote a draft treatment for that story i want to tell. The core idea is there and there’s some good material there along with it but it’s not a good enough telling to go to boards with yet. I don’t think it’s going to win any awards but it’s worth doing.

The book The Animator’s Eye by Francis Glebas got read amongst everything else. It was a good read, very comprehensive.

Time to crit some gesture drawings and go to sleep.