Wednesday, 22 February 2012

Progress report: 22/02/2012

Unfortunately Jae wasn't able to join us today but we still managed to make some great progress, so well done everyone!

Just to recap:

22/02/2012

  •  Jazzy made fantastic progress with the animatic! It's probably around halfway complete at this point, which gives us plenty of extra time to refine and really nail the timings. Jae, this means for you that it's going to be really important to start gathering some sound effects to put to the animatic. I'll email you the storyboard animatic tonight, so if you could spend some time putting some sounds to that for Monday that would be great!
  • Puppet design responsibilities discussed. Sam and Jae (under direction of Jazzy) to focus on animating and building the scarecrow puppets, Alex to focus on the crow. The scarecrow is a far more complex character with more screen time and a greater range of motion than the crow, we decided it would be best for two or three people to work with him. The crow, in comparison, is much more simple and could comfortably be animated by just one person. Alex needs to contribute to the animation as well, so that works out quite nicely. Once Jazzy has completed her work with the backgrounds, she will be free to focus her attention on either of the two characters as needed. This allows us flexibility in giving extra attention where needed — difficult scenes that may be falling behind schedule etc.
  • Sam and Alex worked together to start refining the design for the scarecrow and the crow, discussing proportions in greater detail and how to help keep things consistent between all animators. Began building initial model sheets to aid with animation — to be further discussed with Jae.
  • Timescale discussed. We agreed that it would be best to build as many puppets and backgrounds as possible before the Easter break, whilst still allowing a week to begin animating to ensure that everybody is comfortable using After Effects and tackle any potential problems before they arise.
Homework

Sam & Alex — more colour schemes for Friday, using the model sheets drawn today. Familiarise yourself further with drawing the characters, try sketching some of the poses and scenes shown in the storyboard/animatic.
Jae — for Monday: start gathering sound effects from the internet and put them onto the animatic that Alex will email to you. It's really important that we have the first draft of the sound ready by next week, so please let us know if you have any problems. Try and have some colours for the scarecrow ready for Friday as well!
Alex — Amend production schedule to reflect new roles. Complete the timetable, showing targets for each task to be completed, and start looking at how best to divide up the scenes for production. Complete crow model sheet with potential colour schemes for Friday.

Next meeting on Friday 24th after Digital Skills. Don't worry, it'll be a brief one — please bring character colour schemes!

Character Structure Building (Skeleton and Detailed)

Here are images of the character structure both the skeleton and the character in detail. This is only a rough sketch showing the Front, Sides and Back angles of the character so we can see what he would look like all around.


The skeleton structure is plain and simple and it's easy to create the character from when using it. The character detail one looks okay, but it could do with some little work being done to it and a nice little clean up session could be done to it.

Character Stucture Reference

Don't want to take credit for this reference sheet as Alex found it earlier today to help out with the drawings so thanks Alex for finding these images! Just a sheet full of character dimensions, structure building and how to keep the proportions the same when spinning the character. Proved to be very useful! :)

Crow Character Designs

Here are some of my crow character designs!

Scarecrow CAD Design

Hey guys here's just one of my design ideas of how the scarecrow could look on the computer in colour. Hope you like it, feedback could be much appreciated e.g. if you want different colours.

Tuesday, 21 February 2012

After Effects flock of birds test

This post is quite long... sorry about that!

One of the earliest things mentioned whilst we were developing the script was the potential difficulty in animating the opening scene where the flock of crows overhead towards the camera. I'd had a few ideas on how this could be achieved relatively simply using After Effects and decided to put together a small test to better get an idea as to how it could potentially be done.

I took a lot of inspiration from the above video, in which the author claims the birds were created using a random particle generator system (presumably in some 3D software such as Maya) — this is a bit beyond my scope, but looking at it set me on the right track.

I thought that if we were to create a simple flying cycle of one bird, we could simply duplicate it multiple times and offset the position/beating of the wings so that the birds fly at different speeds, creating a fairly realistic impression of a flock of birds in flight. We could then simply keyframe the position/scale of the birds so that they appear to fly towards the screen. I put together a really simple animation to test the idea.


It's not terribly realistic but in terms of testing the process I think it worked pretty well. Obviously the composition and perspective are very different to what we want, but we could quite easily apply these techniques to the opening scene.


To start with I just knocked together a very crude bird puppet in Photoshop — made very simply of two layers, the wing and the body (opacity lowered so I could see what I was doing). I imported the transparent PSD into a new After Effects composition and set the anchor point of the wing layer to the base of the wing.


I then converted both the bird's body and the wing into 3D layers so that I was able to rotate the wing down on the X axis to create a simple flight cycle. I set three keyframes on the wing: one with the rotation set to +45, the second at +135 (downward position), and a third at +45 (back to the starting position.



I also keyframed the position of the bird's body so that it rose up and down slightly as the wings beat.  Enabling the wing layer's motion blur switch which helped to soften the animation slightly, giving the wings a subtle blur as they move up and down.


I know, I know, it looks AWFUL. But stay with me on this one!



The next thing to do was to get the animation to loop continuously so our birds will flap across the sky. I could have simply repeated the keyframes to achieve the same effect, but if I wanted to lengthen the clip I would have to keep duplicating the keyframe. Setting the animation to loop using an expression ensured that I could shrink or lengthen the clip as much as I liked without effecting the loop.

I used a simple "loopOut" expression. By holding alt and clicking on the stopwatch of any parameter you can apply an expression — a bit of code that allows far greater control over those particular keyframes. In this instance, the expression loopOut(type = "cycle") basically means "at the end of this animation, go back to the beginning and play it again!"

I then created a new composition (called "bird_flock") and placed my single bird animation into it. I scaled down the bird composition to around 12% - 20% so that it would fit within the sky of the chosen backdrop. I then applied a simple "wiggle position" effect with a speed of 1 and a radius of 30 pixels. This would give the birds a little more randomness in their movement and ensure that they didn't move in perfect sync, which would have made their movements a little too robotic.




I then duplicated the original bird a whole bunch of times and shrank/scattered them randomly around the canvas in a vaguely flock-like fashion. At this point, aside from random wiggling, the birds were flapping their wings in perfect synchrony which looked a bit odd. Repositioning each layer in the timeline slightly offset the animation and started each bird's wings at slightly different positions. The result:


I then dropped the birds onto another new composition containing a generic field image I nabbed off Google. I keyframed it panning slowly to the left over the course of about 12 seconds. That's not really important, but the point is that the birds need to fly a little faster than the speed of the background.



I shrank the birds down even further and dragged them to the far right of the canvas. I then set the last keyframe at the 5 second mark and dragged the birds all the way to the left so that they would appear to fly across the screen.




To make the birds blend a little more with the background, I used a "Tint" to give them a very subtle blue-grey hue which fit in a bit better against the sky. I also gave them a slight gaussian blur effect to slightly shift them out of focus so they wouldn't look so harsh against the sky.


The final thing was to make the flock a little larger with another set of birds that moved at a slightly different speed. I duplicated the original flock layer and moved it in front of and slightly down from the original flock's position. I also activated the 3D layer switch and pushed it "back" along the Z axis so it appeared a little smaller/further away.





Then, like before, I offset the animation on the timeline and dragged the last keyframe a little further along the timeline. The resulting effect is that the first flock slightly overtakes the new flock in the air and reaches the other side of the screen slightly before.

Final result again:



It's crude and not terribly realistic, but as a result of half an hour in After Effects and Photoshop it certainly doesn't look too bad. If we spend longer creating a nicer flight cycle and are really careful with the keyframes, I think we could get a great result fairly easily!

I'm sorry for the massive post. I'll shut up and go away now!

Storyboard animatic

 

Quick and dirty, but it's in sequence and gives us a vague idea as to the scope and timescale of the project, as well as helping Jae to "visualise" (audialise?!) the sound. The timings are terribly off in places and it isn't necessarily an accurate representation of the actual timings. It's very difficult to try to balance the timing and feel of the original with trying to keep the panels "readable" on-screen.

Sorry about the dodgy fades/effects — had a number of problems with Premiere Pro that I was simply not able to solve — problem with the preferences file which, for some baroque reason, prevented the timeline from being played back. I'll probably go back and re-tweak things a little later on (no doubt it will annoy me otherwise), but it should give you an idea of the general flow.