Thursday, 14 December 2017

Collaboration: Reflective Statement

Our collaboration project was designed to give us an understanding of what it is like to work with other people on an animation similar to working at a studio. We had to work together and relay on eachother to complete the tasks that we were each given so that we had a finished animation at the end of the project. I feel that the project has helped me see how much you have to work with other people in the animation business as well as how much pressure you are under to deliver on time.

This project was a lot of fun to do but was also a challenge that has made me think about my strengths and weaknesses and how they might impact my future projects, along with making me think how far I've come and what else I need to do to show that I can create high quality work.

I think that my main strength was that I was able to finished my jobs pretty quickly and was able to help out the others in my group when they needed someone to take off some of the load of their work, such as with the animating of the skits. I also took on some smaller tasks that I noted might have been over looked abit, like creating influence maps for our character and the title cards. However, for some part of the project I felt that I wasn't doing anything as most of the roles that I was given, such as storybroad artist and script writer, were conpleted early on and I didn't want to seem lazy.

I know that the finished skit that I created could have been done alot better but time and lack of experience lead to me facing a number of problems that held me back. It seems that the over all problem that I have is that I don't ask for help when I'm trying to animate or when I have a problem. This has lead to things looking like no throught has gone in to them and it not being fit for purpose. I guess this comes from me feeling like if I keep asking for help that I'm bothering people too much and that they might tell me to stop asking for help, along with them telling me that I should know the answer to fix what has gone wrong.

Collaboration: Finished Skit

When Not To Swim: Waste from Rhia Crouch on Vimeo.

This is the skit that I worked on for my group's animation "When Not To Swim". The skit that I worked on was "When Not To Swim - Waste" in which our character swims out of the water but comes out covered in the goop that was in the water.

I know that the animation is a little fast near the end and that I could have moved the camera to a different spot but I had a number of technical issues that ate in to my time, like Maya crashing to the water moving off screen for no reason.

Monday, 11 December 2017

Character Design: Lesson 9

 In this lesson we were looking at Animation layouts. These are used to lay out the final screens of animation so that it is made clear what the characters are doing, what way the camera is going to be moving, what the characters look like and what the background will be like.

To get an idea of this I had a go at doing the layouts for the film Hercules when he meets Pegasus for the first time. I still think that I need to have some more practice at this before I have a go at trying it with my own characters.
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I've also been thinking up screens for my character's story and how it might play out.

@Alan Collaboration: Walk Test

Walk Cycle test from Rhia Crouch on Vimeo.

Been trying to work on Moom's walk for a skit but I'm not sure what else to do before I put him in to the screen so I can work out him swimming and coming out of the water. He is meant to walk as if he is weigh down by the goo and also wobbels a little bit.

I know the eyes are off and there seems to be a phantom animation going on with his right hand that I can't work out.

Saturday, 25 November 2017

Character Design: Lesson 8

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I have been thinking about the kind of side kick that my scientist and the first idea that came to mind was for them to have a smail robot with them. (Image 1) I thought of using a robot that would fly around with them but after some thourght I decided to drop the flying idea. I think a mouse like robot might fit best with my scientist.

For our lesson we looked at using storybroads to tell the screen that our characters are going to be in. This involves looking at different camera angles, the way that we frame the shot along with what really needs to be in included in the shot as that viewer is left in some kind of suspense. I still need to work on the way that I do my storybroads as I have a habit of going overbroad with my panels along with the way that I show them as people can become confused when they look at them. (Images 2 and 3)
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After this I tryed this I had a go at doing a storybroad with my characters in the scene I have been given. (Images 4 and 5) I was also trying to work out some of the smailer elements of the scene and how much it would play a part in the story. This is not the final idea but it is something to work from.
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Maya Tutorial - Head Modeling 6




Monday, 20 November 2017

Perspectives: Postmodernism Words 5

The Canon - The set of rules that are put in place that determine how something should be. This can also be what something is judged against to see if it fits in with what it is trying to be or if it is what is excepted at the time.

DWEMs - Meaning 'Dead White European Males' are seen as the ones who set the canon that other pieces of work are judged against. The reason why it is called Dead White European Males is because that the rules of the canon are set by who ever is the most dominant group in society, this is most commonly the white european male. The reason why they are considered dead is because that their way of thinking is now out dated with modern thinking.

Phallocentrism - The idea that men are the stronger gender and should be the ones that set the rules for others to follow, including men in the lower classes and women.

Eurocentrism - The team is used when describing the way that the European or Western worlds have disregard the history and cultures of other countries, like those in Asian and African, or only see them as lacking European values.

Postcolonialism - Used to describe countries in the modern era that were once ruled by another country but have now gain their independence.

Multiculturalism - When a number of different races and culturals live side by side and have equal rights and are not discriminated agenst. Sometimes the different culturals can influence each other in each day life such with architecture and art.

Feminism - The word feminism is used to describe the equality of women to men in a number of areas in society such as in films and art.

Maya Tutorial: Key Frames

Weight Lift Animation from Rhia Crouch on Vimeo.

Collaboration: Wave Deformer Test

Wave Deformer Test from Rhia Crouch on Vimeo.

 This is a set of tests I have done to try out the wave deformer in Maya. This was so that my group could figure out a way to show the water in our animation. I did a number of different ideas that we had had so that we could get an understanding of how they would look as well as showing the inner works of the deformer.

Saturday, 18 November 2017

Character Design: Lesson 7


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In our 7th lesson on character design we looked at the ways that sign kicks and props can relate back to the main character and how they are used to move the story along. To understand this we were each given a character and had to design props for them to use. I got Tigger and as I watched the Winnie the Pooh cartoons when I was little I quickly understood the way that the props would be put together and what they would be made for. (Image 1) This lead to me designing things like a Heffalump trap and something that Tigger could jump on to help blow bees away when Pooh is trying to get honey.

I also throught about what Tigger would use if he was going on an adventure (Image 2), this was also easy for me as I throught about the items that little kids would use when acting out their own adventures. The pillow shield idea came from an image that I remember seeing of Pooh having a pillow tied to his back for safety.
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 We were then given an theme and had to design a sign kick character that fitted with that. I got Aboriginal and quickly got the idea for using the dot art work and body paint that they are known for. As for character them self's I choose to use a baby Kangaroo, a Joey, as this would fit in with the Aboriginal theme.
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I've also been working on my main character trying to put each thing that I have learnt so far together (Images 5 and 6).

Monday, 13 November 2017

Collaboration: Water Test

Water test from Rhia Crouch on Vimeo.

This is a test for the water that will be used in my group's animation. The wave effect was created by moving the vertices up and down at different points. The water will sit at the front of the screen and act like an image plane, we got the idea from the water that is used in stage shows.

The plan I had to make to work out how the vertices would move

Friday, 10 November 2017

Collaboration: Storybroad 3

Waste Storybroad

Tsunami Storybroad
 Waste - For the waste skit our vicorian gentleman is swimming along to shore but when he gets out he is covered in goop. He tries to walk off screen but it is clear that the goop is weighing him down abit.

Tsunami - In the tsunami one the vicorian gentleman is getting ready to jump in to the water but suddenly a large wave comes in to shot and knock him backwares off screen. After the screen has been filled with water for a few seconds the vicorian gentlman comes back in to shot swimming along as normal.

Collaboration: Script

This is the script for my group's animation. The main point of the script is to out line what is happening in each screen, such as what the characters are doing, along with saying what types of shots and transitions are going to be used.

Character Design: Lesson 6

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 I started out by trying to think about the poses that my character would make and drawing out the basic flow of the action to see how it would work. This might need abit more work to it as I need to think about the screen that my character will be in.

In to day lesson we looked at facial expressions and how it would affect the shape of the face. We had to draw each other pulling different facial expressions to try and understand the different lines that appear on the face along with how the eyes and mouth can grow and shrink.
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We later were given a character and had to try and draw them making different expressions, I got Obelix from the Asterix series (Image 6). After this I found that I had to look in to how to break the head in to two different parts so that I could place the neck correctly (Image 7).

Saturday, 4 November 2017

Maya Tutorial - Head Modeling 5




I have tryed to fix the eye on the model but I couldn't get it to look like the one in the video. I am getting the hang of moving the vertices round but trying to get them to look even is a bit difficult sometimes.

Tuesday, 31 October 2017

Maya Tutorial - Head Modeling 4

I found the eye modeling really hard to do as I just couldn't seem to get it to match what was being shown. The outter corner of the eye is what was botheringas I can tell that it is too far back but each time that I tried to bring it foward the rest of the eye messes up. I might have to go back and try and fix it before I move on to the next part.

Doing this tutorial has made me think about different ways that I cold model an eye but not having to do it like this so that I do wast time trying to fix it all the time.