IDEAS - USW Final Film
May I proudly present a little sneak peak into my current project “IDEAS”
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IDEAS - USW Final Film
May I proudly present a little sneak peak into my current project “IDEAS”
WHOHOOO!
You can finally see what I’ve put together for the USW Major Project!
It’s not the film I planned to make, but rather an introduction of the main character. Some scenes are included, that belong to the final film, but there is still a lot to do and I’m looking forward to finishing this.
Major Project - Sound
It was a decision of style, which I made quite early: I didn’t want my film to have background music. Looking back, I can hardly explain why, but I think, I just wanted the little main character’s encounter to be more objective and not too much emotionally influenced by music.
Instead, I wanted to include sound effects – the splashing of the puddles, rain, cars, in short: noises you can normally hear in respective surroundings. I wanted to take them partly from online libraries and have them originally recorded if I couldn’t find suitable ones.
The latter was kindly done by Sebastian Zwiener from Berlin.
Also, I was in contact with a USW Music Technology student to help me enhance and adjust the sound files.
However, sound effects can only be applied once the film is finished and cut – so you can rely on the timing.
As I didn’t manage to finish my film in the planned way, there was not much time for sound adaptation in the end, which is why I didn’t even bother to ask someone else to do it last minute, but rather did it myself. The sound bed now consists of different atmosphere sounds for interior and exterior scenes (traffic, children’s laughter, kitchen clock, etc.) and specific sound effects for the puddles, car, etc. There could still be more of them to make it feel natural.
Another thing that had been added due to the difficulties, is the narration. Initially, the film was not planned to have a narrator. As the bits and pieces needed to get a red line in the end, I regarded it a suitable way to pull the whole film together.
Kassian Tyler recorded the narration for me in the USW sound studios and I am very happy with what he did. He also contributed some sighs and yawns for the main character.
I almost consider having him narrate the finished film as well, if necessary.
I think, with the narration the film gets much more accessible for a preschool audience.
This is not Kass. ;-) This is me, trying to sigh and yawn for Peter myself, which didn’t really suit him.
Major Project - Changing the plan
So, ... after I spent so much time and had so many issues with the rigging of my characters, I’ve sadly run out of time to finish my animation in the way I planned it. I’ll know just try to come as far as possible and compile the finished scenes to a kind of pre-film, that is held together by a descriptive voice-over.
In terms of the animation, I kind of switched to ‘limited animation’ once I had to admit that my character rig didn’t work for the legs of the kid characters. Now, the leg and foot was one rigid body part with no joints whatsoever, which made animating walk cycles very demanding, if I wanted to keep it believable. A little sliding or pushing the toes into the ground was inevitable. However, this is an issues that could have been solved by going back to construction in illustrator and just setting up the character differently. It’s not like there couldn’t have been a solution with joints. It just would have resulted in me not having to show any animation by the end of the project, which is why I decided to go with what I had for now. I shall certainly consider reconstructing (and texturing again) the characters for further use.
Major Project - My Character Rigging Setup
Little kids still don’t have that much control over their movements sometimes. This is, why I wanted to keep the animation very loose and fluid.
I constructed the characters with very round limb shapes and aimed for puppet pins in After Effects to work as joints, instead of setting up fixed circle overlaps. I only needed side and front views for my animation as I wanted to keep it simple and also the characters looked nicest from these perspectives. Therefore, I recided to rig them seperately and not attempt to set up a 180°turnable character rig.
In After Effects I worked with the DuIK.Tool version 15, which by now can also connect puppet pins to Inverse kinematic controllers.
Generally, in After Effects it is possible to connect an object (layer) to another to make it follow its ‘parent’. This already allowed to tie the arms legs, neck and head to the body of a character. However, arms, legs and body were still just one solid form each.
I had to set puppet pins for every joint that was still missing. Important is here, to define the areas which are not to be altered by the puppet tool when moving the pins later.
To use the DuIK tool, I then had to create a so-called ‘bone’ from each puppet pin, which is essentially a null object (reference layer), that can (in contrast to puppet pins!) be parented to another object.
Here, already, it’s foreseeable that one ends up with a lot of layers. Fortunately, in After Effects, they can be both turned invisible and hidden from the layer list. It is still a challenge to keep the overview. It is therefore ESSENTIAL to label all the layers logically and distinctively. To later create the IK connections, the DuIK tool needs unambiguous layer names.
The bone layers have to be parented to each other in the correct order. (The foot depends on the calf, the calf on the thigh, the thigh on the pelvis, …)
If the naming of the layers goes in line with the DuIK suggestions, it is possible to use the auto-rigging functions, which allows to just select the respective layers for each joint position from a list and have the DuIK connections created automatically.
Because I did not always stick to their nomenclature (for my own sanity and because of my slightly different character construction), I only used the ‘partly auto-rig’, which allows to rig arms, legs and body separately.
This generally worked well for the limbs, the body was a bit tricky sometimes and I even had the characters set up differently in terms of the body structure (in how many parts body + neck were divided). Here, I probably just also struggled with the way it worked, when I used the tool two years ago, when far less controllers were created for the body. But I worked it out and in the end, so the character had controllers to their wrists and ankles which allowed to move the arms and legs and have the ellbows and knees bend accordingly and the hands and feet turn. They also had two controllers for their pelvis, one global controller, that had the rest of the upper body follow and one local, that could turn the pelvis without moving the shoulders. Moreover, there were controllers for the shoulders to move and turn, again both global and local and a controller for the neck and head to turn.
When moving the body, the feet would stay on the ground and the knees would bend – that makes walk cycles far easier!
Apart from the general body structure, I also worked on the facial rigging. Yet, I haven’t fully reached the amount of functionality that is possible here. I would have liked to have the time to engage further here.
Using ‘replacement shapes’ in After Effects works by creating pre-compositions of the interchangeable parts. In this composition, each of the images has to last for one frame (which can easily be done by a scattering effect). Then a time-remapping effect has to be enabled for the whole composition. When deleting the end keyframe of the effect, the composition rests on the frame which is connected to the number value of the effect. By changing the value, the different replacement shapes can be chosen. It is even possible to just slide through the images. However, it is not as visual as in e. g. Celaction, because you can only see the respective shape when it’s chosen.
This set-up, however, works with head shapes, mouths, hands, eye lids and blinks.
For the blinks, I initially just had created a tick-box effect (open / closed) until it was pointed out to me that I definitely needed a half-blink… I only had the time to replace this for the main character, though.
Something I spend quite a lot of time on, just because it was exciting to puzzle over it, is the rain capes and boots. I wanted to find a solution how to avoid having to rig two completely different characters with either outdoor or indoor clothing. So I set pin points on the parts of the rain capes as well and parented them to the pin points of the underlying body parts. So I could still move the arm controller and the sleeve would follow.
But as the capes were much bigger I also added a few more pins to later make it nice and flowy.
It sounds very simple, but it took me quite a while to get all the connections right and working. For the Peter side view character, I ended up with ~ 150 layers in After Effects, most of which I could gladly hide as I didn’t need them for the animation.
This is also a reason why I chose the DuIK Tool in the first place: you only need to animate one controller for e. g. the arm instead of three for upper arm, lower arm and hand.
Once I had figured out the structure, I gained some kind of routine for rigging 10 different characters… it still took a lot of time.
Major Project - Video Reference
Kids have a very unique way of moving and walking. I tried very hard to find suitable video reference online, but I was not very successful.
Because I couldn’t just film random kids in the streets, I concentrated on observing them. There is a playground in my neighbourhood, which I took the time to visit a couple of times.
Apart from that, I also had a look at how children are depicted in other animations. (Alike)
And even limited animation, such as these kind of ‘cut out’ shows. (Charlie & Lola, Peg + Cat)
I learned I had to go for very loose movements and even more exaggeration, which I still find quite hard to do, because a) my movie is so full of subtlety and b) I am not an exuberant character myself.
Major Project - Rigging Problems
I’ve spent hours and hours on rigging my 10 characters (6 different characters, partly in two views front /side) - and now it doesn’t work!
These are times of growth
Rabbi Dr. Abraham Twerski speaks about responding to stress. (2009) I find this a very encouraging view.
Major Project - Textures
During my pre-production phase, I had already decided I wanted the style of my characters to be clear vector outlines, but lively textures. I took them from a free online library and photographed some of them myself. Overall, I stuck to ~ 30 textures used in different ways for the different surfaces. I experimented a lot with layer modes here.
The DuIK Tool
I had decided to use the DuIK-Tool for my Major project already during pre-production, because it requires me to construct my characters in a certain way.
So, what’s the DuIK-Tool?
It’s a free plugin for After Effects, which can be downloaded from DuDuF’s Website.
It allows to rig characters (be it such with two legs, four or even walking or their toes) to use with inverse kinematics.
Setting anchor points to wrists and ankles will allow to adjust the position of the limb, with them bending accordingly and still being connected to the body. The latter is likewise set up as connecting, but flexible shoulders, torso and the pelvis as the core of the character. When the pelvis is moved, the feet still stay on the ground, but everything else follows.
This makes it far easier to set character poses in After Effects and incredibly speeds up e.g. walk cycles!
As I had such a big number of characters and a considerable amount of walking to animate, I wanted to make my life easier with this tool.
I even had worked with it before, but many things had been developed or change since I last touched it two years ago.
Despite its advantages, the DuIK tool comes with some challenges, especially when the character does not exactly apply to the standard body setup. It’s not impossible, but you need to work out how to make it function.
After I worked through the 75 pages handbook (which I am glad exists by now! There was nothing back then!), I figure I am pretty well back on track.
Major Project - Character Design
Haha, I’ve gone a bit crazy over facial expressions.
I like to think of my characters as my own children. It helps me love them even when they’re giving me a hard time.
Does it surprise you that Peter seems to have more negative than positive facial expressions? Well, in the story he has to learn a lesson about overcoming bad emotions, so for now I indeed explored one side more thoroughly than the other one.
These kids grow so fast...
We’re trying to find the right rain outfit for Peter. ;-)
Major Project - Character Design
I’m trying to get 3-year-old Peter into shape for his big performance! :)
He’s already sharing his love.
I have a film in my head.
So, the major project is on the way now!
I did a first little vector sketch. ;) Not the final design, not the final style. But it’s a start.
I had some difficulties deciding what story to do. It is not that I couldn’t think of anything. I have several ideas in the back of my head (and on my computer fortunately, as my head sometimes doesn’t quite work), but it needed to be something that could fit into 90sec. Squash’n’stretch may be an Animation principle, but certainly not for plots. I didn’t want to cut an existing idea down too much for the project. Of course, stories need to develop and the initial idea might noch always be the best, but a fully developed story -to my opinion- has a specific time and space that it needs and I always feel like I’m not doing the idea justice if I don’t respect its requirements. However, once I got hold of an idea, the whole film virtually unfolded before my eyes. Now I just need to get it materialised.
Animation Business - My own company
This essay is part of the Animation Business Project #1, which asked me to envision how a company might be that I would like to set up myself, prospectively.
As interesting as working in a big animation studio sounds, I sometimes fancy the idea of being my own boss. And the one of others, maybe.
After some time in the business, I might consider founding my own animation studio.
What tempts me most is the power to select the projects myself. Of course, I am aware that sometimes jobs must be taken for financial purposes, but generally I would very much like to realise projects that really matter to me. I would sum up my personal emphasis as ‘information and education’. I am hugely interested in visualising information in order to make them more easily accessible to people. This contains both simplifying things for less prepared audiences and depicting complex topics that are just hard to imagine for professional recipients. Also, contributing to children’s perception of their environment is a matter very near to my heart. The themes I would like to cover therefore reach from science to social to ecological issues likewise.
Animation Business - Bunch Berlin
This essay is part of the Animation Business Project #1, which asked me to envision how I might fit into a number of prospective working areas.
What a colourful bunch of people! This is probably how they came up with their name. The Bunch is a conjoined artists’ office in Berlin, who (besides other things) realise Animation projects in different styles either partly or from sketch to screen. They basically offer everything that has to do with design, but prefer to keep it digital.
> visit their website
Animation Business - Talking Animals
This essay is part of the Animation Business Project #1, which asked me to envision how I might fit into a number of prospective working areas.
Talking Animals is an animation studio based in Berlin, that consists of a visual and sound department and is home to round about 15 creatives. According to their website, they formed in 2009 and have since built an honourable reputation and won many well-known clients, such as German broadcasters and big companies.
> visit their website