Quotations of Power!

"The true sign of intelligence is not knowledge but imagination"

-Albert Einstein

Thursday, May 19, 2016

Final Junior Post

Greetings and Salutations my most Loyal Viewers. It seems like only yesterday that I started my junior year, and I say it's been a pretty wild ride. My goals this year included a number of large projects, yet only a few were actually realized in their entirety. This represents the biggest lesson I've learned this year: don't let your eyes be bigger than your stomach (And according to historical precedent, I have some big eyes). I know I've touched on this lesson in several other posts, but I feel I really need to set it up as the biggest lesson I've learned this year. I let myself believe I could accomplish any project in a set amount of time, yet I failed to take into account so many factors and setbacks time and time again.
 It's worth noting that the definition of insanity is doing the same thing over and over while expecting different results, yet others say that repeated mistakes help one learn and grow. By those accounts, does that make me a maniac one the swift road to success?

the project Primitive is likely the best example of this mistake. I began the year intending to make a full four part animation, but ended with only the first part completed. While all the project's many assets were actually completed before work on part 1 even began, it still sucked up a lot of time that could've been used making it just a little further. Additional setbacks such as getting time in the sound studio to narrate also cost me some time (And it still turned out riveting, I know. Not boring or monotone at all). In the end, it's truly my project management skills that need some work. I have the technical skills and attitude necessary to make these things happen, just never as quick as I originally predict.

To succeed today, it is imperative that one must possess skills such as project management, but one must not forget the necessary skills of communication and leadership. Without the ability to coordinate work with others, nothing gets done. It's no use being a master in a particular field if all that comes out of your mouth when you try to speak is stuttered gibberish. Luckily, I don't have that problem. The leadership and communication demonstrated during the stop motion gummy bear project was one of the reasons it was so successful. We all worked effectively as a team, and had a great time on the project, and got sick on candy once or twice.

I feel I've grown not only as an animator this year, but as a person. My leadership and communication skills have improved drastically since my awkward freshman days, and I've rediscovered some previously forgotten talents in regard to stop motion animation. While not as common these days, stop motion animation is my absolute favorite type of animation. I've done work with it for years, and like a young Doctor Frankenstein, I always enjoy bringing my monsters to life, and giving personality to simple inanimate objects. Leadership and social skills have played a big role in my life this year. I made many new friends, both within the e-Communication program and outside it, and learned some valuable management skills from group work this year. My technical skills have also made some leaps forward. After my work on Primitive, I learned some important skills in After Effects. The art of vector based graphics made everything within Primitive possible for both character design and setting.

Next year, I'm going to use what I've learned this year (particularly in stop motion) to create a larger stop motion film. Unlike Primitive and the other unfinished projects of the year, I plan to do much of its asset design over the summer, so I can jump headfirst into filming next year. No more running out of time for this animator, I'm getting a vital jump start that will serve me well in the future. What better lesson to learn than preemptive work? I plan to make this stop motion project the center of my work in e-Comm next year, and am looking forward to it not only because it's my favorite form of animation, but because of its deep subject matter.

All in all, I have not a single regret about this year. There is not a single moment I would change. I've had my fair share of both mistakes and triumphs this year, and I treasure each one of them. Each of those moments has made me who I am today, and forged a small piece of me with every moment. If there must be one thing I could change, however, it would be to make more mistakes. Had I made more mistakes this year, it would have made me just a little more prepared for next year's journey. I'm satisfied with my year, and am glad I had the experiences I did.

In conclusion, this has been a pretty epic year. I made penguins beat one another with sticks, gave life to candy and LEGOs, and made an awesome playlist to listen to during work. I've learned valuable lessons about leadership, project management, and seating choices (yet another mistake). I'll be sure to keep everyone out there updated on my work and progress during the summer, so don't go anywhere. I've had an amazing year, and I look forward to making more memories.

Tuesday, May 17, 2016

Time and Patience, a Preview

As our final project in Animation this year, we were tasked with creating an animation based on the concept of time. As much as I love going along with the crowd [/sarcasm], I had some other plans, so I had to work the time animation into my greater scheme.

My grand plan for the end of this year and next was to create a full stop motion film, but I'll explore that a little more later. Given the very finite amount of time I had to get such a project done this year, I decided to make it my primary goal next year instead, and build a trailer for it using the last bit of time I had this year. In order to work in the time animation (which I built later) I decided to create a calendar to show the passage of time during a particular scene in the trailer. I use a calendar to show the passing of several months. Unfortunately, the fact remains that the trailer is unfinished. Like Primitive, it has a number of promising tests and almost all its assets in order, but not enough time to complete it. Despite these shortfalls, I am still possession of a number of promising test shots and early parts of the trailer. It's rather ironic how an animation about time ended with me running out of time to complete it in its entirety. What I still accomplished was more along the lines of what the project originally intended, and I'm glad it turned out as well as it did.
This was the final result of the calendar animation. Many of the days shown carry some personal significance, from my sister's birthday to one or two date-related pop culture references (5th of November anyone?). It was created using the page turn effect in After Effects. While this aspect of the program did some of the heavy lifting, it still required some elegance to make everything work adequately. Parts like the depth of the drop shadow and the details of the page turn effect itself  are most notable among these.
These are two characters from next year's project. The image is a pose test meant to see how well I can articulate a pose for each. One can see a slight difference in their posture, with the one on the left being more formal and reserved, while the one one the right stands in a more brash and aggressive pose. as the project will have minimal to no dialogue, expression and body language will be everything.

Above is the trailer's first scene, the main character farming. While it doesn't appear too exciting (and it really isn't without more context) it effectively illustrates a rough cut of how the characters in this animation will move. Once more assets are in place, the set will have small strings of fishing line attached to key character points to move them into positions they wouldn't be able to hold themselves in otherwise. This idea of rigging is used by many stop motion animators, and serves them well in creating dynamic and moveable characters. 

But back to the necessary concept of time, and how it will be used. Time will pay a pivotal role in the main film. Time changes people to make them think in ways they otherwise wouldn't. Time alters its hosts both physically and mentally, and is a driving force throughout the universe, as well as society itself. the most important aspect here is one of change, and whether even the most hateful and spiteful beings can learn to forget their feelings of hate. My project will explore that theme through the eyes of a soldier involved in a conflict similar to the First World War. Throughout the film, his time with an enemy family will change his perception of the world, and of the war. The calendar animation earlier chronicles that change in time, and will be expanded and changed for the much larger project.

In short, next year's project began with these simple tests and a single calendar. the concept of time is often a vital one in storytelling, representing change, both in society and in ourselves. I'm glad I had the chance to get a jump start on this exciting new project this year, and I look forward to bringing this project to you next year. In the meantime though, I'll be sure to keep you all updated on some smaller stuff, as well as some professional projects. I'll see you all soon.


Monday, May 9, 2016

Making Monsters (Vector Style)

Hello Loyal Viewers! (At this point, it's just a trademark and tradition, so you can disregard it if you wish) For several projects, I've had to create some local fauna in order to add a little substance to a 2D world. These creatures make up the ecosystem of Primitive (The Penguin Project, as everyone forgets the actual name), as well as other projects. These monsters are built using vector graphics in After Effects, and follow a similar basic pattern. They may be made to suit many different purposes, and at one point, a particular creature was even adapted slightly to suit the needs of a project coming soon.
I've always enjoyed the process that goes into constructing one of these monsters, as it can be changed and suited depending on what you wish to design. Certain subtle additions can indicate different ecological roles, such as predators and prey. In this brief tutorial I'll explain the basic process for building a vector based monster, as well as certain additions you may wish to make to indicate certain traits. If you've bothered to read this far, you're clearly interested, so let's get started.

Another creature made for the project, only this one saw the light of day
Above is the finished and unused Predator originally meant for the Penguin Animation (may it rest in unfinished peace).  You also may notice the slight adaptions used to make them appear a little more advanced in the poster above. The key with beginning the Frankenstein-ish process is to start with a body. This can be either a simple or horrifyingly complex shape depending on what you're going for, but in the case of the creature above, I started rather simple.
This body sets up the neck and tail ahead of time. It's a flexible starting option, and leaves some room open for some experimentation down the line. To accomplish each of these shapes one must simply hit the After Affects Pen Tool and begin drawing these basic shapes, which are then set up as layers.
From here you add the legs. This adds some proportion to the creature, and gives a pretty good idea of what size to make everything else. Each of the legs' three sections is its own vector shape similar to the body. When making the legs, it is important to manage the layers, so as to keep some degree of continuity in the creature's limbs. Oddly layered limbs leads to a creature looking physically broken, as if it was hit by a bus resulting in shattered kneecaps. If that's what you're going for though, break away. Another key thing (with regard to my animator relatives out there) is to set up the anchor points in the legs. This is incredibly important if you want to animate the creature later, as these anchor points function as joints for the legs.

After the legs, add a head (there will be a little more on this later) to give the creature some substance. It'll add some degree of personality, and build on the sense of scale started in the legs. Be sure to add anchor points to each part of the head. The upper jaw and lower jaw should each move independently.
From here details are added to the head and body to give the creature a little more substance, and round out the main development phase. I wouldn't recommend always adding a head plate, but a different color on the belly helps fill some empty space and make the monster more interesting. These need no anchors as long as they're bonded to the head and body so they move with it. There are few things stranger than a creature leaving bits and pieces of itself behind as it moves around, unless it's a corpsified zombie actively decaying in its motion. In such a case, you may need to see another tutorial, as I can't really help you there.

From this point, we have some big decisions to make about our newborn monster child: what kind of monster is it? Is it friendly? What does it eat? Should I be worried about something like this attacking as a mutant after nuclear apocalypse? The answer to those questions, as will be discussed in this tutorial, are as follows: Predator, probably not, less fortunate and smaller creatures, and absolutely yes. All joking aside, I'll be discussing primarily how to make both a carnivore and a herbivore in this tutorial just to give you some variety.
If one seeks to go the more aggressive route, the most obvious addition is teeth teeth and more teeth, particularly sharp teeth. Good canines are a clear indicator of a carnivore, as they are used to cut and tear prey and food (I bet you didn't realize you'd get an ecology lesson as well as an animation tutorial). The large claws are also a hunting mechanism used to attack and subdue prey for easier consumption. Without them, our creature would have little defense other than its gaping jaws. One can also opt for claws, but large imposing death-blades make for a more entertaining beast.
And now, for something completely different. The herbivorous beast is a tad different than the vicious predator above. Its lack of sharp teeth indicates a diet based more on plants rather than meat, along with its shorter, less aggressive head style. Its pupil is widened to give it a less hostile look, and add a bit more vulnerability and innocence. The creature's arms were also completely overhauled and replaced with little claws that seem more fit for picking at low hanging fruit than tearing into prey.

The contrast between the two is notable, and these smaller details should be taken into account when setting up this character. Wildlife plays an important role in setting, and a potentially large role in story, so it is imperative that time and effort is dedicated to making it unique and notable. Hope you all enjoy!