Showing posts with label Final Project. Show all posts
Showing posts with label Final Project. Show all posts

Tuesday, 10 May 2016

Final Project- Learning outcome 2 and 4

L.O.2- Critique the cultural, socio-political and commercial contexts of your animation practice.

When making What to do when the dead come back I didn't really think of how it could be used in the outside of this course, since it's only a one off film and not part one of a larger saga, then it can't really be made as a TV series. The best place commercial place for this film would probably as part of a horror anthology tv show, a collection of short horror stories in one episode, like Tales from the Crypt or the Twilight Zone, both of these shows are not currently running anymore, although there are reports that M. Night Shaman may reboot Tales from the Crypt. one still running horror anthology series is a bbc3 show called The Fear which shows a collection of short horror films to see which one is the scariest. Another potential Anthology is The ABC'S of Death which has 26 short movies, themed around a letter from the Alphabet, this features films from already established directors, however, the first one did have a movie that wasn't from an already established director, T is for Toilet by leeds Beckett graduate, Lee Hardcastle, who was able to get his film in after winning a competition.

There is a market for What to do when the dead come back, mainly for the theme with zombies, the zombie fanbase is so bug that there are summer camps for adults who want to learn how to survive in a world ruled by zombies. But there would be an even better market if this film was included as an anthology with an already established fan base.

L.O.4- Critically reflect and evaluate your animation practice within its global contexts.

What to do when the dead come back has built a lot of skills that could potentially lead into a career after finishing university.

The first being a puppet rigger, as What to do when the dead come back uses 2D digital puppets, compared to the puppets used in one of last years animation, The Unbelievable Truth, these puppets where very advanced. The first puppet took about a month to make whilst the second only took 2 weeks, as i did a lot of experimenting and trial and error with the first puppet (rigging a character for The Unbelievable Truth would only take about an hour at most) . Due to the amount of time it took to rig the characters together, this technique would be best used for a series or something that had a  long running time. Using this technique for something like a 3 second ident would be unwise. If the characters are all shaped similarly then we could quickly make multiple different characters, as a we need to do would change the image/texture of the puppet, an example of a series with similarly shaped characters would be those lego mini figures (the only difference in shape comes from the characters head) so this technique could be used in a show or advert about Lego characters.

Other than rigging, this short had an excessive amount of editing put into it, as there are essentially 2 stories happening at once. the first story is the main plot, guy goes into zombie infested world to get his pregnant wife olives, and the second plot, the PSA. In order to avoid confusion among the audience, as they would need to focus on two things at once. the main plot is used as the foundation for the PSA, if what is happening on screen remotely matches what is being said in the PSA, then the story will be a lot easier to follow. I've also done a lot of editing before doing the animation course and even wrote my dissertation on it.

Finally there is also the writing. I don't see my self writing characters or character dialogue, but i can see myself coming up with the scenarios for the characters to be in. I think the plot to What to do when the dead come back is pretty interesting and unique, as it brings in a new idea into the zombie lore, zombies identifying the living through their heart beats, as zombies will not have heart beats (because they are dead). This idea has an interesting pay off at the end, as at the end of the film a zombie has a confrontation with a pregnant woman, someone who would have two heart beats. In the film this leads to the zombie attempting to eat the woman unborn child.

Monday, 11 April 2016

What to do when the dead come back, animating the characters

The project was animated in a similar way to my self initiated one, using digital cut out. unlike my self initiated project where i used live action images, in this one i used vectors, as i wanted to do things that couldn't be done with the live action images

the horizontal head turn in the my final project  is just an an animation of a head doing a full 360 turn. in the film the animation is just being rewound and fast forwarded. as seen in the  gif below

the vertical head turning is achieved by placing parts of the face at different distances on the z axis, when the head is looking to the side everything is in the same place on the z axis.




the bodies are also done in the same way


there are also a ton of other expression involved as well, such as on the ears, when the character is facing either front or back and looks up, the expression makes sure that the eyes are above the ears, and vice versa when the character looks down. 

Most of the things where controlled using sliders that where all located in the a controller layer, each character ad their own controller layer for things like eye position, eyebrows rotation and bod tilting and jaw size (for when a character open and close their mouth)


this is how big the expression controlling the jaw size was

Before I could even think about starting this project there was one problem i had to over come. Before when i talked about rewinding and fast forwarding the character head turn, since i was working with a video it meant i would not be able to change the characters expression without manually moving the different parts. if a character is looking to the screen is sad then looks to the side, then becomes happy then looks back to the screen. then the character will go back to looking sad as i had to rewind the head turn.

eventually I worked out an expression that would allow me over come this issue
Instead of including the expressive parts of the face in the video of the head turning, i instead put them on top of the head turn comp (he video of the head turn) in the main comp. the data for where they should be is in the head turn comp. the expression works out where the parts should be by looking the difference in time of the main comp and the head turn comp, then taking that way from the time of the main comp, the result of this is the time of where the parts should be by looking at the position value at that time.

for example: the main comp is at 5 seconds and the head turn is at 2. the expression finds the difference by doing the sum 5-(5-2) which is 3. then it says find the position value 3 seconds before the current tome. since it 5-3 seconds. it'll end up the position value at 2 seconds




some things had to be hand drawn as i felt it would be easier to do it this way, such as on hands and mouths

originally the film was going to be in colour, but because of the limited amount of time i decided that to make everything back and white instead.





Thursday, 21 January 2016

Final Project- Character design

Draft Zombies



Zombie drawings based on images from the internet, the last three were just images of regular people, I just made them look a bit zombie-ish


Draft Man


Final Man

Draft Woman

Final woman

Draft Soldier

Final Soldier

Draft Shop Zombie, top row and full figure on the right. 
Draft Zombie Man, bottom row

Final Shop Zombie

Final Man
Experimenting with art styles


 I was told to have a go of giving the character a thicker outline. The first is the regular line, the second is the thicker outline on only the contours of the figure, and the last is thicker outlines on all the lines