As I've pointed out profusely, I simply adore stop-motion. Among the plentiful films that have been created, there is one that I truly adore: "Adventures of Mark Twain - The Mysterious Stranger". What strikes me about the movie is not only the development of the plot, but also the individual characters and background which are mostly crafted out of a plasticine-base. Seeing as I have mainly animated stop-motion with plasticine, I found the film to be utterly inspiring in terms of scenery and visuals, as 99% of the debris is made of clay. For an example, during the scene where the main characters encounter Satan (40:05), the mask Satan uses as his face constantly changes appearance and molds to match the emotion he is relaying and the eeriness that his existence brings. While Satan has been depicted as a horned, goat-like devil, this sequence re-establishes the ambiguity of his figure (and what he presents, for some view Satan from an optimistic point-of-view, particulary Laveyan Satanists) and insinuates that the devil can morph, that the devil can appear in many forms, that the devil is omnipotent. By the end of the scene, his face turns to resemble a skull, depicting the death he may bring. All of this done with technical ingenuity with clay-morphing, the most useful skill a stop-motion animator may have. However, what I like the most about the film are the colors which are used, which are dominantly cold-colors that persist in the background. This adds a firm level of contrast between the foreground and the background, making it visually more appealing.
"Adventures of Mark Twain" - https://www.youtube.com/watch?v=iJb3Gady7Vc
Sunday, 29 November 2015
Thursday, 26 November 2015
Manchester Animation Festival Research: Song of the Sea - Character Sheets and Mood Boards
One thing I haven't been utilizing in my developmental process of animation prior to this course are mood boards. Mood boards are assemblages of images which portray a certain style of approach for a future animation, and I had NEVER even heard of them before. Luckily, Manchester Animation Festival provided panels which shed light on this part of the developmental process, particularly with Tom Moore and the making of "Song of the Sea". The backgrounds used for this feature-length animation amazed me with their style, as they were accurately compatible with the mood board which was presented. Furthermore, the backgrounds retained their "organic" essence of pure watercolor (hence they were drawn traditionally), as they were edited afterwards digitally.I was intricately interested in the character sheets of the main character Ben, for there were many of them on display. Every single necessary key-frame of character position, perspective, and emotion was drawn, accurately providing the studio animators (and us) with a concise overview of how the character is to be animated. Honestly, I was interested in the character sheets because I still haven't reached that point where this skill is properly honed, as I am still practicing on perspective drawing (not realistic, of course, cartoon wise!). The lines are simple, yet elaborate, and I am astonished at how simply the character is designed, but with the soul and feel of a real person, a real boy.
Saturday, 21 November 2015
Manchester Animation Festival Research: Contrast in the Re-Making of Danger Mouse
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| Danger Mouse's re-design |
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| 3D/2D background sample |
Friday, 20 November 2015
Manchester Animation Festival Research: Will Becher - Masterclass
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| The stage of a "Shaun the Sheep" scene |
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| Mouth and face pieces |
Sunday, 15 November 2015
Animation Online Tools Research: Skwigly
Thursday, 12 November 2015
Animation Software Research: After Effects and Photoshop Induction
The modern ages have supplied us with animation technology: hardware and software tools that if properly utilized assert tremendous power in the hands of the animator, and by learning how to use them, broader perspectives open in terms of how to animate and what to use. During this busy week, I got to engage in a proper After Effects induction, as I had never used the program prior to that class. Although we were taught merely the basics, it was quite enough for one session as it introduced me to the working interface of the program and all the available tools within it. Similar to Adobe Flash (a program I actively use in animation), After Effects incorporates a vector-style approach for animating sequences, as I learned that by understanding that one can easily manipulate solid graphic objects within the program, making them stretch, elongate, move, rotate, and plenty more. In order to fully grasp how the key-frame panel and timeline function, we were given exercises where we examined the conventions of the utilities by animating simple motion using 2D squares. Some of my peers had already been using After Effects prior to the induction, or had a better understanding of arithmetic behind animation, and produced smoother sequences. I got to say, I'm not very good at this, and with time I hope to get better by fully comprehending the utilities of the program. Up until our next session.The second induction (subsequent to many previous ones) was for Photoshop, where we were asked to animate a bouncing ball that applies to gravity and momentum by drawing the ball individually for every frame. This helped us practice the maintenance of volume when drawing shapes (as the Animation Skills flip-books did as well), and acquire a better understanding of the program. Furthermore, it helped us utilize planned-out schematics before animating by demanding that we draw the arc-path of the ball as well as the position of every independent frame. So far so good, learning more and more by the week.
Tuesday, 10 November 2015
Technique Research and Analysis: Movement in The Animator's Survival Kit
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| Excerpt from "The Animator's Survival Kit" |
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| Using both methods in a combination - why not? |
Friday, 6 November 2015
Animation Analysis: Traditional Animation and Doom Doom Death
Recently, I developed an interest in traditional animation and the vintage-aesthetic taste it provides us with. As days have passed, as my peers all worked on their respective projects, I witnessed a profuse incorporation of traditional animation for our module projects, and got engrossed by how well people executed the technique. The main reason why I am interested in traditional animation is that it's indirectly linked with stop-motion (seeing as each frame is drawn on a piece of paper then captured with a camera or scanner), and was thinking about the intertwining of these two techniques: 2D and stop-motion presenting a new perspective of how playful animations can be. Thus, I researched and looked for such films, and stumbled upon a YouTube animation that completely matches my expectations. "Doom Doom Death" is a short animation created by MisterMulluc, which presents both a flip-book and a stop-motion style. The animation introduces a 4th dimension, as the traditional animation is 2D, stop-motion is 3D, and in a way the juxtaposition of those two worlds introduces the omnipotent 4th dimension that controls the flow of the traditional hand-drawn world that is presented. By far, this is one of my favorite animations on YouTube, because not only does it entertain, but it also makes us think "wow, this is a lot of work". In a way, this animation makes the audience appreciate the toll of the animator's life."Doom Doom Death" - https://www.youtube.com/watch?v=FFeVpF6S4IY
Monday, 2 November 2015
Game and Character Analysis: Krieg the Psycho
Among the plentiful games which are in possession of the accolade "Game of The Year" comes the ever-so-chaotic, hectic, ravenous, and massively tumultuous Sci-Fi, First Person Shooter game "Borderlands 2". Developed by Gearbox Software, the game profusely grasps the concept of fun-packed and vivacious action gaming, were one has the power to let loose all chaos around him by slaughtering bandits, disassembling automatons, raiding camps, and firing an array of projectiles, all in a whimsical manner. What makes Borderlands 2 so special, in terms of visual aesthetics, is the design of all characters and environmental debris and scenery, as well as all the weapons and interactive vehicles. For example, I'll take Krieg, the Psycho whose blood-thirst may not be satiated even with the entrails of his enemies dislocating from their mutilated bodies before his voracious gaze. Krieg is designed according to an overly-masculine proportion, slightly distorted in terms of realism, mimicking the incipient design of the abundant enemies a player will face throughout the game, called Psychos. Furthermore, like everything in the game, Krieg's physical appearance is emphasized with the overlaying indigo contour lines around his character. Thus, Borderlands 2 has created their own style of gaming graphics, inspired by the pop-art comic characters' appearance, which is both realistic and unfeasible. Even the coloring of Krieg complements the scenery of the wild and unpredictable desert matched with the engineering technology in the steam-punk style."Borderlands 2 - Krieg" - https://www.youtube.com/watch?v=6chxuovrbCI
In this game-graphic animation produced by Gearbox Software, Krieg's character is introduced visually, and psychologically, which makes for brilliant story and plot development, as well as exquisite art in 3D environments.
Sunday, 1 November 2015
Technique Analysis: Walking and The Deconstruction of Pop-Cultural Conventions
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| Original artwork of "Abbey Road" |
With this animated GIF image,
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| Animated re-edit of "Abbey Road" |
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