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27 September to 3 October 2015, you’re on!

This was a rigging week. Intensive Blenderese and tech talk to follow.

Earlier this week I had a play with scripting. I’ve been working on a replacement mouth rig for Gronky. Instead of using a single armatured mesh for Gronky’s mouth which is subject to annoyances like face stretching, I thought I could find a way around that by having a series of mouths that I can drop in like the clicky mouths they use in stop motion.

And what better way to manage those clicky mouths than a nifty little UI, I thought. Blender UI can’t be that hard, can it?

Turns out the UI side of things isn’t super-hard. What’s hard is knowing how to factor the damn thing so it’ll work as a linked asset and keep up with Blender’s infamous dependency graph. After a couple of late nights proofing concepts which were educational but not suitable for production, I’m leaning towards a system which is still modular but uses the UI only as “sugar” – the idea is that I can import whatever mouth mini-rig I need and parent it to a couple of bones on the main body armature. I can make the mini-rig visible/invisible as I need to by animating the visibility. I might be able to make that on/off process easier with a panel but.. yeah. Still working out the particulars. 🙂

And I don’t even know if replacement mouths are ultimately necessary because I haven’t finished the story art yet. Nice to know how to get that freedom, sure, but better to know whether I need it. In search of answers, I’ve been pulling other rigs apart to look at how they do it and watching movies to try to figure out how they do it. Despicable Me 2 has some great mouth rigging in it – the mouths travel all over the face pretty much, and there’s no obvious texture stretch or other nasty artefacts. Also no special features about the technical process on the BluRay. Bastards.

Healthwise, my shoulder pain is clearing up and I’ve started getting some exercise in to prepare myself for carrying luggage and slogging around Amsterdam in a couple of weeks’ time either side of Blender Conference 2015. Yeee!

That’s it for this week.

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Finally figured out what was stopping Pointy’s rig from behaving with the Mesh Deform modifier. If the mesh that’s getting deformed has other deformations being applied before the Mesh Deform (like an Armature layer or shape keys), the Dynamic checkbox ticked before hitting the Bind button. That way Blender knows to account for the deformations.

So yes, here’s Pointy having a turn now that I’ve got that fixed. Silly Pointy. All I have to do is hook up some controls for these shape keys and the rig should be ready for some animatics. 🙂

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This week 8 – 14 September wasn’t as productive as previous insanely productive weeks. My shoulder’s still playing up and some mild depression paid me a visit on Tuesday which meant downing tools and dealing with it head-on. Quitting coffee reduced the episodes’ severity, length and frequency but it still pops up from time to time and waylays me, especially this time of year.

This week I did some test animation to put the character rigs through their paces. I worked with two single character shots from the storyboards, producing fully animated versions. I wanted to make sure the rigs were robust enough for production. I also wanted some hands-on experience working with each character, partly to suss out the rig itself, partly to suss out how they should move. I’ve already done walks for each character (Pointy walking; Gronky walking) but this is more detailed acting. Gronky is coming together but that animation test of Pointy just doesn’t pop and zip like I want yet.

I’m close to running out of meaningful work to do without a tighter story reel, and the story reel is still too loose because I haven’t written the music yet; the furthest I’ve got is brief musical sketches. Music’s going to be an integral part of the short (we’re talking 1930s-level integral) so before I get any further into animating I’ll be roughing out a soundtrack and producing a tempo map.

I haven’t ever written a cartoon soundtrack before (I’ve never made a cartoon short before either). My research points towards it being one of the hardest kinds of composing gig in the world to do well. This helpful Sound On Sound article offers the following comforting advice:

Animation music may seem like an extremely dangerous avenue to go down, but if you can cope with it there’s no other medium which will ever cause you fear afterwards. 

Yay…

So, unsure of how to proceed, it’s time to down tools and do some research on how the early masters of the form did it – folks like MGM’s Scott Bradley and WB’s Carl Stalling in particular. I haven’t found much online about the nitty gritty of how they did what they did, but apparently I’m using something called the tick method invented by the esteemed Mr Stalling at Disney. I’m currently doing some analysis on an old WB short (upload pending, unwarranted DMCA takedown order may also happen) to figure out how the tempo maps out, how the music and animation interplay, different compositional techniques the musical director uses.. and generally discovering how these guys run absolute rings around pretty much everything I’ve ever written before.

Not put off though. This will be good fun. 🙂

Speaking of sound, I spent Thursday and Friday night coming up with a voice for Pointy. A big part of the work was pinning down his whole attitude and turning that into a performance, and a lesser part of it was fine-tuning the digital processing stack that turns my “angry rodent” voice into the mosquito-like electronic creation you can hear for yourself in the video above. Thursday and Friday night’s sessions got recorded, and I left the mic on to take some verbal notes as I went. If you want to hear all that stuff – complete with different character takes, swearing at uncooperative signal processing plug-ins and some A-grade procrastination when I translate Pointy’s dialogue into different languages and try to perform it – drop me a line on one of my social medias and I’ll get it online somewhere.

This week’s videos:

See you next week. 🙂

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Gronky is still somewhat lumpen but he’s getting better every day. 🙂

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Gronky’s feeling much better now. Still not 100% – that hand deformation, eek – but I’m making progress with the rig. More on Sunday. 🙂