This is it. The end of university. The conclusion of three years of tough but extremely rewarding work and personal development. I can’t believe I’m finally writing the conclusion of my last university project. Let’s take a look at my third and final FMP and how it went.
It seems so long ago that I struggled to decide what to do for this project. Infact, I’ve only just remembered that I originally thought I would be doing a montage for a set of album covers. That direction changed dramatically after a discussion of Chris brought up the good idea of having an omnipotent figure creating something. Now that idea has been refined and created in a polished video. It was definitely good for me to make sure to talk to the tutors early on the project so I could avoid having an extended period of time without an idea.
The presentation that was due shortly after being assigned the project was also a huge boost for my productivity. I am pleased to say that I feel that my presentation went much better than it did in my previous project, probably due to the fact I got it done earlier and was actually fully awake to give it. My presentation meant that I would get at least a faint idea of what I should do for the video and most importantly encouraged me to get some animation tests done very early on. I took a similar philosophy as my design competition project and decided that I would do something out of my comfort zone to expand my skills - 3D character animation. This was something I had next to no experience but my many experiences with 2D key framing in After Effects and limited 3D experience in Cinema 4D made me think to myself that I should at least give it a go. I didn’t want to create a character from scratch so I downloaded a 3D model from turbosquid and went to town. This was very valuable. I quickly started learning what was involved in 3D character animation and some of the limits of the models. Learning what I could and couldn’t do with the 3D models. was very important for what would come later on. I decided to create a set of animations to accompany various slides with my presentation which the class loved, such as having the hands drop the project title into the middle of the frame. These initial animations gave me the confidence to tackle the entire idea of having two hands create the universe. Beyond that, I mainly kept to myself for the majority of the project. I admit that I should have consulted the tutors more but I was happy with how I proceeded with the project. The last advice session with Chris and Jason was very beneficial though with them providing good ideas that would take my video further. Ideally I should have talked to them more, but I’m very pleased with the end result so I don’t find it productive to wonder “what if?”.
Overall this project went very smoothly, the only major hiccup was having my iMac kick the bucket at a crucial time. About just-over halfway through the project my Mac’s internal hard drive failed, taking all of the data on it with it. Thankfully I had everything backed up (except for a few saved games from my favourite games, which was still devastating), meaning this would only impede me time wise as my mac got repaired, which took a full week. I was at home while this happened but thankfully my dad had a spare macbook I used to create 2D elements inside of Adobe Illustrator. So in reality this only really set me back from working on 3D for a week whilst I worked on 2D. The moral of this story is to backup your data, thankfully I didn’t have to learn that the hard way! My mac dying would be even more of a non-issue if I was at uni where there are iMacs free to use. This was a good lesson in preparation and problem solving.
I’m very happy with the breadth of research I’ve done for this project. Tons of research early on helped me nail down a visual style and types of animation I wanted to aim towards. I looked at so many things it helped me visualise almost every visual element of the project in my head. I also made sure to look at imagery throughout the project when I needed visual references and inspiration. A good example would be the industrial scene which I worked on with lots of imagery floating around my artboard as I worked for me to look at (some of which was included earlier on in my blog). I can’t really fault myself here, even though you can never do enough research. I definitely feel the visual style I used for my project was justified in helping to convey the humorous, lighthearted and abstract scientific and religious concepts in the project. The style also aligns well with my preferred style which I enjoy creating.
I certainly gained valuable experience in doing 3D animation. There was a surprising amount of ‘stuff’ I had to do to get this to work. I underestimated how much would it would be to get two hands, 8 fingers and two thumbs animating correctly and believably over almost 2 minutes at 30 frames a second. I must have adjusted keyframes and animation arcs thousands of times and often for days at a time. The concept of tweaking animating arcs to create believable motion carries over from 2D animation in After Effects but becomes much more important when trying to animate an object that was alive. Many of the corrections I had to make at the end of the project was to animation that had arcs which caused the animation to ease in or out far too quickly or not at all; these ‘bad arcs’ this lead to a lot of the draft animations looking robotic. One of the most significant part of skill development in this project was when I re-rigged and re-skinned the hands models (and extended the mesh in the thumbs). This was completely out of my comfort zone and understanding before I started looking up tutorials on YouTube which I had to watch several times before I could start myself. I am VERY thankful I decided to do this because it would have killed this project if I hadn’t. The re-rigging and skinning was fundamental in enabling the hand models to express certain emotions and complete certain actions. Looking back at the project now it is easy to see that in almost every-piece of 3D animation that the wrists are used which wouldn’t have been possible if I had left in the original hand skeletons. The interactions between 2D and 3D elements pushed my newfound skills even further. I’m really pleased with how the 3D portions (and the 2D portions) of this project went and I would be interested in taking it a step further in learning how to cult models such as the hands to then rig myself. It is needless to say this project was hugely valuable to me beyond the final product. My only critique of personal development in this project is the fact that I didn’t get many physics interactions working. I did however get 3D-physics-driven collisions and fracturing working (both of which are present in the asteroid scenes) in addition to a plethora of particle simulations scattered throughout (the latter of which really helped define the visual style of the piece).
My blog management with this project was also great. In the third year I have been keeping very diligent with updating my blog throughout my project. I feel this will be useful in documentation I may have to do in the future. One critique would that I didn’t update a to-do list on the blog very often, but I was keeping one handy and updating it throughout the project.
It was at the start of this project I decided I preferred motion graphics. Some people decide this much earlier in the course but I never really leaned way or another until I realised during the previous project I wanted to tackle motion graphics more. I would describe myself now as a motion designer who is also capable of taking the role of a generalist to complete VFX tasks. I did however decide to myself when I was struggling to breath in two morphsuits, alone, in a less-than-suitable green screen studio that I wasn’t going to tackle VFX-intensive tasks such as keying in any proceeding uni project. I’m happy with these decisions.
Time management was very good with this project. At no point did I ever feel the last-minute-panic or rush. I was certainly stressed at points but mostly when faced with daunting and alien tasks i.e rigging, huge amounts of 3D animation. I had a good margin at the end of the project for sitting back and reviewing the project which meant I could get my hands dirty correcting small visual errors in the piece without worrying about time. I did all this without sacrificing parts of the projects I wanted to tackle such as in the motion typography project where I had to cut out 2-4 scenes to make the deadline. During this project I did fight myself to get into a flow, but when I did I would often ride it all the way out until I was far too tired to carry on. I was able to adhere to my original vision closely, likely as a subsequent of my excellent time management. I found that accounting for the fact that most things take longer than expected worked well. I voluntarily worked until the wee hours of the morning weeks before the deadline to save myself headaches later on. I worked really hard, and I’m really proud of myself for it!
Overall, I'm very happy with how this project played out. I handled my time well and made something I'm proud of whilst pushing myself into new terroirty to learn new skills. If we're to change anything about this project I would look into finding a sound designer to collaborate on my audio with me. And in an ideal world I would try and find a way of simplifying the animation process (perhaps through motion capture?) so I could build and change animation faster to improve my work flow and create animations with even more depth.