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Research - Why is acting so important in animation?
In order to create a believable character, animators have to be able to create believable performances. The point of creating a character is to have the audience resonate with them. This is achieved through believable moments in performance, performed by the animator themselves.
Through the art of animation, an animator doesn't just have to be able to make he character obey the laws of physics. They also have to perform actions in which could be interpreted in real life. In other words, they have to be convincing to the audience to believe that the CGI character they're watching on screen could inhabit a personality.
This is all contracted through the use of body language and facial expressions. Expressive emotions can flesh out a character before dialogue is even added. Intricate details of movement have to be considered when creating performances for animation. When the shoulder moves or how much the arm move. Should the hand twist this much? These are all factors of animating a successfully believable character.
Timing for a character is very important for creating a convincing scene. When the character creates a gesture or moves in a certain way. The speed in which this action is performed has to be limited to the speed of reality. In order to make the scene believable. The use of acting out a scene or as little as creating facial expressions in a mirror can ultimately improve the outcome of a performance in animation.
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Research - Character Design - Nico Marlet
Nico Marlet is a character artist who works for DreamWorks Animation. His work expands through the likes of the character design for Kung Fu Panda and How To Train Your Dragon.
Through his process of creation he has stated that he prefers to work through paper rather than a computer in order to create the characters presented. As he states "it's just faster for me." Market has worked with DreamWorks since the beginning with his first feature for the company El Dorado.in where he designed the character for the armadillo. His process works through creating expressive character sheets, showing 20 - 30 angles and poses of a character to accurately demonstrate how the modellers should create the chosen characters. Below are some examples of his work on both How To Train Your Dragon movies and Kung Fu Panda.
Through the work of Kung Fu Panda. Nico's designs dictated the way in which rules were based for the characters. For example, the animals had to look like anthropomorphic beings. But not as if they were humans in an animal suit. To differentiate this fact Nico came up with the way of pushing the neck and head forward to be in line with the body, showing this shift of weight. It was important to create a sense of the fact that these were still animals in a cartoon world, adding a sense of realism to the mix.
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Research - Character Design - Shape Language - Inside Out
Pixar's Inside Out directed by Pete Docter focuses on emotions inside everyone's heads. Each of these emotions are their own personality. In order to communicate this to the audience, the characters are represented through both colour and shape language in which represents their characterisation.
Joy being yellow and energetic like a star shows that she likes to glow in front of a crowd while being the center of attention. Joy's personality is energetic and fun spirited. To this fact the animators created their own primitive to show her personality in terms of shape language. That being a star.
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Sadness being the embodiment of self loathing and depression is shown through a round figure meaning that she isn't considered threatening in any way. The colour also represents the fact of sadness through a dark blue. Her round figure shows this approachable defenceless personality, resulting in a circle.
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Anger being the most mature out of the five essential characters is square, through his ability to rage up creates a slight edge in the fire. But overall his character is a square as he is always tense. Similarly to his colour, as red being the universal colour associated with anger is why his appearance is how he is.
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Research - Character Design - Shape Language - Carl Fredrickson
Throughout Pixar's Up directed by Pete Docter. The main protagonist of the feature Carl Fredrickson is shown to the viewer as uptight and private. An individual who knows who he is and what is expected of him. His character design is a perfect example of shape language being used to communicate the personality of the character.
Shape Language is the process in which a character designer will go through in order to determine the nature of the character. Shapes are used to represent this fact through the use of primitives. The shape theory works for any character. For example if a character is represented using circles. This character is soft, rounded or trusting. Contrasting to that of a character which is represented through a triangle, to show angles in which are jagged. Making the character dangerous, or untrustworthy.
In terms of Carl Frederickson, his physicality translate to that of a square. Meaning he is solid, non-changing, committed. Every inch of his character is square showing he has no room for care or warmth. The only area of his design in which is represented as a circle is the Ellie badge. Showing that small part of him in which is accessed where he can be approachable.
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Research - Character Design - Live Action -Referencing
Character Design can be used in live action as well as animation. The drawings created for the costume designers can be exaggerated to show a non-human esthetic. For example while in early development of Edward Scissorhands. Time Burton created concepts for the design of Edward. Through his appearance as drawn, featured have been exaggerated in order to make the character feel unnatural.
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The early concepts for the character have a cartoon feel, similar to the design of Victor by Carlos Grangel from Tim Burton's later work Corpse Bride. Through the large eyes, pointed face and thin body. Looking through Burton's consorts for characters, the design all seem to follow a certain pattern of being thin and tall characters. From The Nightmare Before Christmas concepts of Jack Skellington, to the similar design of thin body and legs of that of Victor from Corpse Bride.
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Research - Character Design - Location Research
Through large companies in which create animated feature films, the creative leadership sometimes have the chance to visit locations which relate to the given production. These experiences help to visualise characters and environments through viewing the culture of the chosen production.
Examples being Pixar's research in Mexico. While working on developing Coco, the creative team spent 6 months in Mexico in which they studied the culture and the location in general. Through observing the Mexican dog breed of Xoloitzcuintli in order to create the animated features for Dante in the movie.
Another example would be that of The Prince of Egypt 'DreamWorks sent the creative leadership of the film to Egypt... we took thousands of photographs, sketched and painted on location and spoke with local Scholars.' Kathy Alteri, Art Director for The Prince of Egypt. Through this process, it is clear in that the locations in which are drawn and the characters presented on screen are inspired by the reality of the area. Edited to resemble Ancient Egypt. As a result the backdrops in The Prince of Egypt were all painted on location.
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Although being on location does not mean that the product in which is being created will be better represented than one in which is not. For example DreamWorks Kung Fu Panda manage to grasp the look and feel of China, without having the privilege to visit China. However, after the film's financial success, the team were able to visit for Kung Fu Panda 2 and 3. China locals have praised the effort and attention to detail at how true to reality the depiction of China was. The characters presented in the feature, although being all animals are accurate representations of each race of animal in China.
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BA1b - Media Roles - Week 24 - Lesson 1
Today we began with the briefing of the new project in which consisted of exploring the industry of animation through research and presenting that research in a 10 minute presentation. The assignment would be group work through a presentation of a maximum of 20 slides in which would explore the nature of the area of the industry in which the team agreed on explaining. The assignment would consist of 6 weeks in which during this time through individual work, each member would produce research in which was collected throughout the 6 weeks in order to contribute to the 10 minute presentation with their findings. Through this process helps introduce and explain how certain areas of animation operate in the industry.
It was suggested if possible to reach contact with someone in the industry in the particular area in which was decided the focus of the presentation. If this wasn't possible. It wouldn't be a negative to the overall mark of the project. Its stated that hearing from an actual employee in the industry can be more understanding and informative, rather than just a blog.
The project deliveries for the assignment would be the 10 minute presentation which can include short clips demonstrating points made. As well as text and pictures. Everyone in the group must present their own findings to the class.
After being briefed on the project. We were shown examples from the previous year. Having this opportunity was helpful, as it showed the standard and clued into what information would need to be delivered in the presentation. For example one group focused on the role of a visual development artist. Through this process, the group began by introducing what the role is as well as some visual aids to cement the role. Images presented were costume designs as costumes feature into visual elements on screen. Quotes were also shown in order to explain the group's research to show their understanding of the role. Following this, they produced an information page of a particular practitioner within the industry. Upon this, they then focused on environmental design. Showing the expansive field of a visual development artist. Following this, history of the art form was delved into, showing a strong understanding of the craft and knowledge and quotes to back up their findings. Then finally a conclusion to summarise their findings through the course of the presentation. Also the bibliography at the end showed all their sources showing that they had extensive knowledge of the role.
This example was helpful through the fact that it lined out all the beats in which the presentation has to contain. This example is a good structure to begin development on my project with my group.
The aim of the project is to understand the key factors of employ-ability of the industry. At the end of the course over the three years. We should have an understanding of what employ-ability implies within the industry.
Upon viewing all the examples and understanding the aims for the project, we were introduced to the multiple areas of animation in which we could enter through medium and platform.
Advertising
Advertising is a growing industry in which uses animation in order to create interesting/entertaining parts of an advert in order to sell the item of interest. Through advertisement, animation medium is wide ranging from stop-motion to motion graphics. Stop motion is used in advertisement through adverts such as Change4Life. The simplistic morphing clay models of multi coloured solid characters brings life to the advert, as well as cementing the design into customer's memory. Showing this pleasing imagery of animation to a product.
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Another medium for advertising with animation through motion graphics. Through viewing the advert “Ray Ban Round // No Squares Allowed” by passion  pictures shows the simplicity of morphing objects and drawings in order to show the illusion of movement and progression in a visually pleasing animation in which the product is used through different scenarios using a simplistic colour palette. This helps to engage the audience, making the animation easy to follow throughout the morphs in which appear throughout the advert. The fast paced nature and smooth animation is pleasing to the eye and demonstrates the product in multiple scenarios in which engages the customer to take interest. I feel that this animation effortlessly communicates the product its trying to sell in a medium in which can be interpreted through multiple ways and expand to a wider audience through the art of animation.
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Independent Shorts
Independent shorts are animations in which can be as long or longer than an advertisement in which is normally created using a small team through one company. The short in which was used to illustrate this fact in the briefing was the PIXAR short “Purl” (2019) Through this short film, shows multiple fields of animation through character design,, environment layout etc. This short shows the skill in which can be combined to create a short film in which can be used as an adult medium through messages in which can influence positive behaviour.  I love the combination of PIXAR’s signature cartoon-like characters combined with realistic characters, which in my opinion lean slightly into the uncanny valley in terms of design as they look too realistic.
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VR/AR
VR/AR or virtual reality or augmented reality is only just beginning in terms of potential in  terms of animation. Recently Google have created an uniquely styled animated experience using VR which is titled “Google Spotlight Stories - Rain or Shine Nexus” The plot of the animation is of a little girl who receives glasses in which she wears and as she does she is followed by a rain cloud. Through the process of VR,  the story focuses on each person on the street, the characters react through the amount of times they are viewed by the player. Making everyone’s experience with the product Unique.
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