Tuesday, December 15, 2009
Justin Owens - Week 15
I finally got around to getting the last two segments in there (reaction to the voice and the girl herself). I made the mistake of not blocking that out from the beginning (partially because I hadn't made a choice as to how I wanted that end section to go). I like the basics of the end now, but I'm not sure about the tone. I have the woman reacting quite negatively to the girl, I like the contrast of that choice, but I'm not sure yet if it fits the piece overall.
Though this is the end of the semester, I look forward to finishing this piece over the coming weeks. Left to do: finalize the acting choices for the end, proper arm sway, faster eye movement (I really want the eyes to dart around), overlap of course and some subtle expression work throughout. Oh, and the lipsync. I spent so much time trying to have the characters speak with their body language, I only tackled a small section of the actual lipsync.
I feel I've learned an incredible amount this semester, this class is what I've been waiting for.
Monday, December 14, 2009
MOVIE FILES DUE BEFORE NOON
Friday, December 11, 2009
Thursday, December 10, 2009
Monday, December 7, 2009
Week 14 Am I Done Yet?
Billy CA Root Comparison
Thursday, December 3, 2009
Tuesday, December 1, 2009
Week 13 The Checklist
- Good Keys for clarity. Strong poses that read well in silhouette.
- Anticipation Action Reaction. To quote Chaplin 'Show the audience what you are going to do, do it, then show them you've done it.
- Overlapping Action. People 'unfold'. Lead the action with the head or the hips. Pupils lead the head turns. Add a breakdown drawing if offsetting it in the graph editor doesn't give you the desired effect.
- Shoulders Remember the rib cage compresses and expands. Moving the shoulders as part of the performance can help create this effect. Shoulders are also useful to create a sense of breathing. Use shoulders when raising an arm. Lift the elbow, then wrist, then the shoulder.
- Arcs All the joints move based on rotations, which should naturally give you arcs in the movement - check them from your final camera, by tracing them using a 2D drawing tool. IK joints are quick to pose, but you need to do a lot of arc work that you get automatically with FK.
- Accents - Head Body Hands Hit the accents 3-4 frames early.
- Hand poses, overlapping the fingers from each other, then overlapping each finger joint. Try to avoid a feeling of underwater swaying with the overlapping of the fingers, a little overlap can go a long way. Bend the wrist as part of the hand pose.
- Vibrations and Settling
- Head Accents to make the characters look like they are talking. Nods and shakes.
- For Dialogue we are progressing it somewhere
- Movement in the hips (root node), to give the character a sense of weight
- Eye Direction Use the lid rotate controls to change the shape of the eyes, based on eye direction. Eyes are incredibly flexible in how they change shape as you look around. Be aware of this, and push it to give the eyes an organic feel. Be aware of how the shape can change from one eye to the other. Try to get some rhythm into it that is reflected in the brows, cheeks and mouth. If all the parts of the face are not tied together it can look like a mess.
- Brows
- Eye Scans
- Eye Blinks Make sure the eyes close completely on the blinks. You may have to dial out other eye shapes during the blink. Use half blinks as well as full blinks, like a flutter. Good for eye flick direction changes, to have something in there. Think about using the lower lids (wink) as well as the upper lids. It's a decision based on how the character is emoting, what kind of a blink you're after. Consider using the brows subtlety during an eye blink, to tie all the parts of the face together. The rate and rhythm of eye blinks are part of the personality of the character.
- Breathing
- Facial expressions Change expression before or after a big move to make the character look like they are thinking.Choose a time when the character is fairly still to make the expresssion change. Use Asymmetry and tie all the parts of the face together. Use the jaw and brows to get a sense of squash and stretch .Don't have everything in the face change at the same time, or it will look mechanical. Play with breakdowns, mouth first, then eyes. Eyes first, then mouth. These things overlap and are offset. Timing of these transitions is important. Add dirt in the curve for long transitions, like a slow eye brow raise. This is in the final polishing of the scene.
- Lip sync Be careful not to over articulate. Remember a lot of syllables are just transitions between the big ones, and can be dialed down or taken out. The key is finding the correct jaw rhythm and that will give the snappiness to the dialogue. Use interesting mouth shapes that reflect the personality of your voice. Hold the consonants for 2-3 frames. , open the jaw quickly for the vowels to get some snappiness to the animation. A lot of mouth shapes are preparing themselves half way through the previous syllable, like a pucker. Analyze what your mouth is actually doing when you speak. Fine tune and double check your lip sync animation using the face cam, or you might get some bad surprises on the big screen!
Sunday, November 29, 2009
Miurika shares some gems from the CTN Expo
Eric Goldberg talks about Ken Harris
Eric Goldberg talks about the benefits of pose to pose in CG animation
Eric Goldberg talks about the benefits of pose to pose in CG animation part 2
Eric Goldberg - What's missing in CG and hand drawn reels.
Saturday, November 28, 2009
Extra workshop class Monday November 30, Room 350 9 am to noon
Tuesday, November 24, 2009
Week 12 Dailies Etiquette
Topic: Dailies Etiquette
Lecture/Demo: Addressing comments given in dailies by your instructor/animation director. Make two versions if you disagree. Being open to feedback is crucial in a production environment, so start making your professional habits now.
Activity: Dailies: critique animations in final review room
Assignment: Work on scene addressing notes from Dailies
Monday, November 23, 2009
latest
This is my latest version. I think the lips sync looks good and i have been working at offsetting and smoothing out the movements.
Wednesday, November 18, 2009
POST YOUR 'CLOSE TO FINAL ANIMATION'
Please join the 'realistic animation' class for a guest lecture, Thursday November 19th
Saturday, November 14, 2009
Wednesday, November 11, 2009
Tuesday, November 10, 2009
Week11 WIP from Ben UPDATED
Facial Cam
Reference for He
video source from internet, for study purpose
Reference for She
video source from internet, for study purpose
Monday, November 9, 2009
Weeks 10 and 11 Smoothing out the animation
Topic: Smoothing out the Animation
Lecture/Demo: Working in the graph editor to smooth out your animation. Adding breaths and eye darts.
Activity: watch making of Charlie Chaplin film 'City Lights' documentary
Homework: continue to smooth out the animation. Add eye darts and breathing to help bring the characters to life.
Tip: Did I mention using reference for your characters?!! Study the great actors. Get some of their mannerisms into your characters.
By now you should be into the final steps, getting into the finessing and polishing of the animation. You will be constantly refining, while still being open to last minute acting ideas that can make the overall piece stronger. On these refining passes work in the graph editor to smooth out the body movements. Get rid of what you don't need and try to build smooth graceful curves. Go back to the root first, as this moves everything else, and work your way up the spine checking all your curves. Do frequent passes on the eyes and eyebrows , since in the process of smoothing, the head and body poses will change.
Thursday, November 5, 2009
Extra Studio Classes
Tuesday, November 3, 2009
Wednesday, October 28, 2009
Week 9, notes on approaching mouth action
Tuesday, October 27, 2009
Blocking update
Another update. I've been working on the blocking of the male character, (I really need to name these characters!), I needed to finalize his actions. Right now he's a bit too "drunk". Linda gave me some suggestions on how to simplify his movements in the latter section.
I'm working on getting the main pose for that section working and then I'll make sure to integrate it with the poses before and after. Next I'll be working on fixing his hips, I need to add weight shift and I also need to make sure the feet are in the right locations (supporting his weight).
After that I'll do a pass on his arms, it's stilly that I haven't tackled those yet, but I really wanted the main body moves and expressions nailed down first. I also need to go back in to the jaw movement and rework it.
And then I'll do the same for the woman, I'm at least happy with her actions. I still need to add her reaction to the latter part of the piece.
-justin owens
Week 8 Midterms are here!
Tip: According to Richard Williams, Jim Henson doesn't have 1/3 of the material than we have and he's doing a better job of the lip action than we are. Why? The secret is
PROGRESS THE ACTION. GO SOMEWHERE.
Jim Henson, has the puppets either going backwards forwards, he's going somewhere. And somehow with the opening and closing of the mouth he gets it pretty good!
Please make sure to post your midterm work in progress animation on the blog for midterm grades.
Homework for next week:
Animate the jaw. Think about the phrasing. On the second and third pass, try to tone down the chatter and focus only on the key phrases where the jaw is open.
Finish your phoneme library. Keep it simple. Even with a limited number of controls try to create interesting mouth shapes that reflect the personality of your voice. Create asymmetrical shapes that give you an extra touch of character and are peculiar to this one personality. Find an actor to use as reference for your character, and try and get their mannerisms into your character.
Use your exposure sheets! Write down your keys for the dialogue. Use the extra columns for thumbnail sketches.
Refine and add head accents. Subtle movements over the main poses. Hit accents early. Head accents at least 3-4 frames early. Head accents can be modified in the graph editor. Act it out, and look at reference.
Use reference for your characters. Study the great actors. Get some of their mannerisms into your characters.
extra class: Monday 9 am to noon, room 350
Saturday, October 24, 2009
Friday, October 23, 2009
Thursday, October 22, 2009
Monday, October 19, 2009
Wednesday, October 14, 2009
Week 7 jaw animation, phoneme libraries
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Find the rhythm of the dialogue, Start with the jaw.Don't enunciate each syllable. Some syllables are transitions.
'that's a lot'. The word 'a' is a transition. Shapes from the library are made from different sets of controls. Watch out for over enunciated words and pops. The mouth has to get into position to say something. You need a lead in (8-9 frames). "How are you" The mouth has to be prepared for the 'h' ahead of time'. You are dealing with 1/24 th of a second. You don't want to be late! Pop the mouth open before the sound by 1-2 frames. B's and P's are closed for 2 frames, modulated. Move the jaw so that you don't get a nasty stick.
Week 6 Continued Facial expressions and eye blinks
- our emotional state
- the nature and frequency of our thoughts
- something that helps an internal separation of thoughts to take place
- an involuntary reflex accompanying the mental separation that is taking place anyway
- they will blink at the precise moment when the listener realizer our introduction is finished and now we are going to say something significant
- it will happen when they feel we are winding down and not going to say anything more significant for the moment
Tuesday, October 13, 2009
Week 6 Offsetting the curves
Topic: Offset the animation
Lecture/Demo: Adding offset and overlap using the graph editor
Activity: Dailies: Critique blocking
Homework: begin offsetting the animation
To quote Richard Williams, 'people unfold'. Some parts of the body lead the motion, and other parts follow. Things don't all move at once.
One method of adding offset and overlap is to use the graph editor. For this method it is best to focus on one section of animation at a time. Grab the curves down the spine and offset from the root for actions led by the hips. Grab the curves from the head down to the root for movements led with the eyes. There will be a lot of experimentation at this point. Try things out. The torso has more weight than the head. Make the movement of the head quicker than the torso. If you don't do this, then your characters will feel weightless and puppet like. Create playblast quicktime files to look at the result. Continue to shift timings. Once you have worked the entire animation in sections, create a playblast of the entire animation. Now you may see things that you didn't notice before. Make the fixes and adjustments, and create a new playblast. Repeat this process as many times as necessary to get a full overlapping pass for both your characters.
Friday, October 9, 2009
Sunday, October 4, 2009
Week 5 Blocking continued
Topic: Reviewing the rough animation, phrasing actions and poses
Lecture/Demo: Adding counter balance to the rotation of the spine, based on the movement of the root.Working out the movement of the feet, even if they are offscreen.
Activity: Watch Richard Williams DVD Dialogue 1, Phrasing actions and dialogue
Dailies: Critique blocking
Assignment: finish blocking
- Add head nods, ground the action all the way down the spine. Copy the curves to the chest and hips, and scale them down.
- Add counter balance to the rotation of the spine, based on the movement of the root.
- When the hip is tilted right, the chest counter rotates left for balance. If necessary, work out the movement of the feet, even if they are offscreen.
- Keep movements snappy - less time on inbetweens, more time on the poses.
- Rework and refine the poses for the arms, repositioning if need be while keeping the timing intact.
- Block in facial expessions. So far we have worked with the brows and eyes. Add mouth movements that are driven by emotional changes (as opposed to dialogue). The expression must be captured throughout the whole body as well as in the face.
- Adjust the timings of the poses to work with the dialogue more properly. Anticipate dialogue with head, body or gestures 3-4 frames ahead of the heavy modulation (accent)
- Lock down the poses. Remove any unnecessary movements, exaggerate and hold poses as needed for clarity. Resist the temptation to tell too much in one 'drawing' (pose).
- Resist the temptation to begin overlapping before the posing and timing of the shot has been worked out!
Friday, September 25, 2009
JLipSync Program
Week 4 eyes and brows
A time honored, classic technique used in animation is pose-to-pose. Landreth argued that humans don't actually move "pose to pose" so already the animator is setting up the characters in unrealistic circumstances. In The Spine, Landreth's featured short at this year's Siggraph, he was trying to push the boundaries of realism in animation even further. To do this, the animators were actually told not to use a dope sheet when planning their animation, which prevented the use of "posing." Instead, the animators were encouraged to take an "inside-out" approach when defining the character's movements. He suggested that they "inhabit the souls of the characters" and "do the motions to get into the body."
- Chris Landreth
Landreth then commented on the importance of gestures in animation. “Doing nothing excellently” is important to keeping your characters real. In the mid-60s, Andy Warhol did a series of “screen-tests” in which he sat a person in a chair and told them to “do nothing.” What emerged from these tests were incredibly engaging scenes that seem to have such weight and action in very subtle movements. Bob Dylan’s screen-test was particularly inspiring to Landreth’s study of realism. “Allow your characters to just simply exist.”
Tuesday, September 22, 2009
X-Sheets
http://anishark.blogspot.com/2009/06/animation-x-sheet.html
Saturday, September 12, 2009
Week 3
Topic: Blocking Root node only
Notes:
Lecture/Demo: Blocking out the shot from the root.
Activity: Dailies: Look at and Discuss reference movies
Assignment: Start blocking, root node only. Do a full pass on both characters.
File 1_rootblocking.ma
- Size and placement of the characters in the scene
- Staging to best show the performance
- Choreograph the performances to work together and lead the viewers eye from one character to another during the dialogue piece
Saturday, September 5, 2009
Week 2
Topics: Working with reference.
Notes: Finding the key poses.
Thursday, August 27, 2009
Week 1
Topic: Research
Notes: Class Introductions, Grading Policies, Ground rules on assignments
Lecture/Demo: 1.Researching your subject. 2. How to pick a good piece of audio that tells a story and has subtext 3.Planning: What is the character saying, what is he really saying? ‘What should I have the character do?’ ‘How Can I best show it?’ Working out the cutting, staging and continuity.
Activity:Watch BBC master class on acting.
Assignment: Find an audio file and reference for a two character shot.
Create 2 pages of thumbnail sketches to show your idea.
No Animation this week.
Students may work on an individual shot, or using the anim jam method work with other students in the class to create a series of shots that can be cut together to make one long continuous piece.
Dialogues for download - Radiostar Improv
Wednesday, August 26, 2009
Introduction
Introduction to ANIM 499 SPECIAL TOPICS
'LIP SYNC ANIMATION'
This course introduces students to performance in animation as well as working with dialogue. Your instructor will take you in detail through an entire shot from beginning to end. Students will follow along week by week completing their own dialogue piece. This in-depth study will explain techniques for making characters feel alive using the animation principles already learned as well as tips on polishing an animation.
The course is designed to help the student create a workflow for animating a shot. Please follow the naming conventions and use the workflow given in this course. We will be using a hierarchical approach where the performance is layered onto the basic movements of each character starting with the root, rather than a pose to pose approach where the key poses are created for all the nodes of the character then inbetweened.
Animators will be asked to use reference, but not to copy it. This class will emphasize acting and includes one improv class. The goal of the class is to create believable characters with an original performance.
As a result of successfully completing this course, students
Will be able to at an intermediate level...
- Create performance animation with speaking characters
- Create a feeling of empathy with the characters on the screen
- Work with the graph editor and other interfaces of the software
- Analyze performances and interpret in CG
- Create a workflow for animating a shot