Week 3: Week 3: Advanced and Experimental Animation Techniques – Environment Design and Modelling

For my Wild Western project, I wanted to make a fairly standard iconic sandy Western environment. Initially I wanted a full town as the setting for my project such as the one below.

Wild West Environment Production in Unity

However, instead I thought that maybe having the two fight near a water source could be better, as changing the antagonist to a cactus means that fighting over water makes a lot more sense than in a town.

Wild West Water Supply by andrei313 on DeviantArt

This kind of environment works well for me, as I can create a fairly stylised well/water source with the cactus nearby, have the cowboy go to get water, and then have the cactus attack him, possibly afterwards revealing the motive as being that the cactus wants the water all for itself.

Week 4: Collaborative Unit

This week in the collaborative unit I came up with ideas for several of the models to use in the project. I knew that we needed toy models to represent the main character’s children. After some research on what toys were available in medieval Japan, I came to the conclusion that I would model a doll, kendama (cup and ball toy), and a spinning top. As these were all fairly simple models I could model, UV and texture them very quickly. During this process I also considered where and how I’d want to use these models, and in the collaborative call we had weekly we decided that we would have a scene of all the toys falling to the ground, followed by a closeup of the doll model being animated splattered by blood.

During this week’s work I searched techniques for creating a tree growth animation. Initially I tried to use Blender following an online tutorial, but I quickly found that the result was not something suitable for what I wanted to create. I found a third party software called “SpeedTree”, that allowed the user to build their own custom trees and then automatically “grow” them over time if the user wanted that as part of the exported file. I used the nodes inside SpeedTree to create a Japanese sakura tree, helping this process feel a lot more unique than if I had just grabbed one of the free preset trees.

I talked to my flatmate, Kame, who I had seen on Instagram and through talking in person had experience creating and painting masks. I thought that it would be interesting for him to create a mask for us that the main character in our project could then wear, and we could scan the object into a 3D space and light it with camera angles in a way that we wanted. Pictured below are the masks that Kame has created before that we noticed and were impressed by.

Week 3: Collaborative Unit

This week was more focused on what each scene would look like – what the overall story should be, camera angles, lighting, overall what the visual style will be. This story can later be changed around and tweaked, but for now it is useful to be able to get an idea of what needs to be created, which tasks will need to be completed and how we anticipate solving them. Thinking about how to represent the overall story without telling it and instead using objects to symbolise the events that are happening, keeping the story easy enough to understand whilst also forcing the audience to do some work to see what is happening. As an example, to try and represent the main character of the story’s family being killed, instead of showing people being murdered directly, using well known tricks such as instead showing blood splattering out. I thought that using toys having blood splattered over them would be an interesting way to show this. Thinking about which ways I could do this was interesting, such as doing it in real life with a camera, using different dynamic systems in 3D space, compositing blood over the top of the scene, etc.

Week 2: Collaborative Unit

For week 2 of the collaborative unit work choosing a theme and story as well as what kind of scenes will go in the final project was important, using Miro.com to establish a mood-board with different inspirations; different TV openings, lighting references, etc. Considering which skills we could utilise as collaborators with an open mind was useful to help really consider options even if not initially obvious. We wanted to mix real life in with our digital work using 3D scanning, and creating the objects for this scan was something that someone with skills that we did not have could do, such as sculptors creating a mask, or someone with experience drawing coming up with concept art.

In most T.V. openings, music heavily affects the final project, so finding a collaborator with skill in music and/or sound design felt like a good idea. During this process, talking to other students that I knew from social settings was interesting to consider how I could potentially use them as collaborative partners and what skills they could bring to the project.

Moodboard
TV openings

Week 1: Collaborative Unit

To begin the collaborative unit I went to the meetup with people from several other courses, though I didn’t have much of an idea of what I wanted the project to be. Not many other people had a very clear idea of what they wanted to make for the collaborative unit, and I was not that interested in making either a game or a VR experience, which ruled out a lot of people at the meetup. Instead, I wanted to maybe collaborate with students from other courses such as Film, Music, Art etc. to help with the creative direction, and I and other students from MA 3D Animation would be responsible with most of the technical work. Personally, I was always interested in openings for TV shows, as I think that they are an important part of hooking an audience into watching a show. Specifically, TV openings that heavily utilize lighting and detailed models with often minimalist animation to give the audience a more subjective view of what they think is happening, and what is being represented without outright telling them.

Week 2: Advanced and Experimental Animation – Unity

For this week the task was to import animations into Unity, as well as setup a scene with a first person perspective and controls for movement around the scene. Importing existing modules for the first person code was useful (as creating this myself would probably be too challenging), and using the process to loop the animations on the boxes and the grabbing device with Unity allowed for a more dynamic scene.

Thinking about how I could incorporate this into my work was a consideration, as in the future working in projects with games as the final product could be interesting. Knowing how this process works in Unreal and being more skilled in understanding how I can move from Maya into Unreal can help me to better work with people who work in Unreal as I can understand their limitations as well as their processes.

Week 1: Advanced and Experimental Animation -Storyboarding

Intro

The name of my project is “Showdown” and it will be a Wild West style scene, with a duel between an outsider and the town sheriff.

Narrative

The narrative structure begins with a man dressed in dark clothes entering a wild-western town riding on his horse, with a gun on his hip. He rides past the county jail. The scene then cuts to the town saloon, and the sheriff exits, with a shot to zoom in on his badge to let the audience know he is the sheriff. The townspeople shut their windows and close their doors in anticipation of the duel. The sheriff faces the outsider, and they get ready to draw their guns. In the final shot, the outsider reaches for his gun, and the story ends.

Theme

The theme overall is Wild West, with a very popular style of shot. To further research this, looking at films like “The Good, The Bad and The Ugly”, “High Noon”, and “Butch Cassidy and the Sundance Kid” would be useful, especially considering the different camera shots and how villainous and heroic characters are framed.

Mechanics

Overall there would be several characters but I think that the townsperson, the sheriff and the outsider can all be variants of the same model, only wearing different clothing and different colours. These characters I would rather model and rig myself. The horse I think would be easier if I can find a rig online that fits stylistically with the other models, as it would be very difficult to rig it myself. Props would mostly be the town itself as well as the character’s guns. These buildings will not take too much time to model.

What’s next?

Gathering the assets, I could probably easily find assets for a Wild-Western town fairly easily, and I have found a rig for a basic horse though I am not sure how up to date it is.

Basic Storyboard

Design for Animation, Narrative Structures and Film Critical Report

What attributes can stop-motion animation add to a piece of storytelling media more effectively than using other methods? 

Introduction 

In considering a topic for an essay, inspiration was taken from everyday life to try and find a subject that appeared interesting enough to write about. Whilst watching films, specifically, Wes Anderson’s “Fantastic Mr. Fox” (2009), considering how stop motion could be used in personal work was intriguing, as this was not previously a consideration and many filmmakers do not use stop-motion, making it seem rare and potentially a source to be able to be used in a unique, new way. Thinking about why someone might use stop-motion technology over a different media to tell the story they want to tell is interesting and puts into question what attributes stop-motion brings that other story-telling mediums might lack. This knowledge could be applied in the future for any filmmakers that are trying to convey effects that stop-motion animation is particularly good at showing and more successful in connecting with an audience. In the media I have researched, stop-motion media falls into either being creepy and scary or charming and comfortable to watch. A majority of the mainstream stop-animation work has been made by the same small group of directors, with very few directors creating a one-off successful stop-motion film. 

Critical review of literature or gathering of evidence 

Reviewing the evidence collected of entirely stop-motion films as well as films that partially feature areas of stop-motion, as well as scholarly articles relating to stop motion, is useful to conclude the research; what attributes does stop-motion animation have that make it so uniquely effective in affecting the audience? Watching several of these films that were initially gathered helped to understand exactly what separates them from other films that do not use stop-motion, and what effect the audience would receive due to the choice of using stop motion animation. As this effect can be somewhat subjective, it is not something that can be concluded to work on everyone in the audience, only a majority. Watching films using only one perspective to come to conclusions is also not the best way to find an objective look at why stop motion can be effective. Therefore, discussing these films with multiple people as well as reading articles on stop motion was a markedly more successful method to come to a conclusion. When reviewing all this evidence, the most important way to glean useful information is to ask questions that would not necessarily be thought of whilst consuming media for entertainment, and instead critically analyze the media and carefully consider why different choices were made in the film, what these choices are trying to achieve and why? Other questions such as how the film would look with different choices of animations are also useful to consider, as this is a clever way to understand why stop motion was chosen to be used.  

Investigation of options based on evidence 

Historically, stop-motion would compete with other forms of animation as opposed to work alongside them – for example the dinosaurs in the film “Jurassic Park” (Steven Spielberg, 1993) were originally supposed to be created using stop-motion, though were later instead created using a mixture of animatronics and the new technology of 3D CGI. 

In modern times, stop-motion animation is seen as quite a niche art form compared to 2D and 3D animation. However even before considering artistic style, stop-motion has an advantage in that it can be more accessible as a medium in terms of cost and equipment, requiring only a camera (most phone cameras would be good enough for a beginner), and a model to animate. Compared to 2D animation which would usually require 2D animation software as well as a drawing tablet ideally, or 3D animation which requires a computer and 3D software, stop motion is both easier for new animators to begin learning and can be a more cost-effective method of achieving a required animation. 

In recent history, Aardman Animations has been arguably the most successful modern studio when it comes to stop-motion animation, and as a studio, they evolve to utilize new technology as has always been a good way to keep up with modern standards. “Clay is becoming integrated with other techniques, and I think that’s appropriate.” (Frierson, Michael. Clay Animation: American Highlights, 1908 to the Present. New York: Twayne, 1994). Aardman Animations are pioneers of this mixed form style, with their film “The Pirates! In an Adventure with Scientists!” (2012). The film pushes more boundaries than their previous films, with more intricate sets and characters, thus requiring VFX; “…it was clear that The Pirates would need to rely on VFX to fill in the gaps to animate what couldn’t be done by hand” (Desowitz, Bill. A Pirate’s Life for Aardman. https://www.awn.com/animationworld/pirates-life-aardman, 27/12/2012). Even in the medium of stop motion they are not reliant on one single visual form. 

CG can do anything, but it can’t do easily what is inherent in stop-motion: give proof of the artist’s hand through the inescapable mistakes made and communicate to the audience that what they are watching really, truly exists. (Priebe, Kenneth. Advanced Art of Stop-Motion Animation, Course Technology, 2010.) 

This quote demonstrates an aspect of stop motion compared to 3D animation that can instantly be seen as either a strength or a weakness – from one perspective, stop motion is less smooth and “perfect” to the audience, but it can also be argued that this slightly imperfect form can be seen as natural and lets the audience know that “…what they are watching, really truly exists”. 

When an animated character is seen moving on screen, the animator is ever-present, everywhere in the shot, an invisible spirit transforming the puppet into a living being. Magically, the animated performance has much of the immediacy and vitality of a live one. (HARRYHAUSEN, R., & DALTON, T. (2008). A century of stop motion animation: from Méliès to Aardman.) 

This aspect of stop motion feels like it can be utilised by a skilled artist, but also shows the weakness of an unskilled artist, and it seems this is the aspect of stop-motion that can evoke feelings of humanity – such as in stop-motion aimed at children like “Pingu” (1990), “Wallace and Gromit” (1989) and “Postman Pat” (1981). However, this can also be inverted, intentionally animating in a way that seems inhuman and alien, such as in films like “Coraline” (Henry Selick, 2009), “The Nightmare Before Christmas” (Henry Selick, 1993) and “Corpse Bride” (Mike Johnson & Tim Burton, 2005). 

I have suggested in the preceding pages that The Nightmare Before Christmas (in both its promotional literature and in the form and content of the film itself) foregrounds its own visual strangeness – its difference from the historically dominant practice of cel animation – by acknowledging stop motion as a potentially disruptive (even alienating) form and by celebrating its own massively inefficient creative process. (Gambrell, A. 2011. In visible hands: the work of stop motion. Animation Practice, Process & Production, 1(1), pp.107-129. 

Stop motion as an art form is, even to the untrained eye, obvious when showing the skill and effort of an animator. 3D animators can partially hide a lack of skill or effort behind effects like motion blur, keyframes, or quickly create backgrounds to draw away from the animation, and in these ways, it is possible to fool those who are not experienced with 3D work. In stop motion, every frame is a decision on how a character should be posed, how should the lighting change if at all, and if the animation requires a high amount of detail every set, piece of clothing etc. will need to be very carefully considered. In this way stop motion forces the artist to think about the decisions in their work to an incredibly magnified degree in a way that is certainly achievable in 3D work but can occasionally be lost. Though commercially this inefficient method may be seen as a bad thing, for an artist striving for higher quality this can be a good thing. 

Conclusion 

In conclusion, stop motion is another avenue to consider in helping a piece of media feel more unique and can be a method to more successfully connect what the writer is thinking with what an audience will gain from a story. The rarity of the art form lends it a certain memorability, though a high skill requirement is perhaps the cause of this; when done well, stop motion can arguably produce a result far closer to the artist’s vision than another medium. The audience can arguably feel more connected to what the artist is trying to convey for certain elements, as they are painstakingly making choices for every single frame and so stop motion would seem to be a good element to use in a story when the artist wants the audience to feel strong emotion towards moments in their work. The artist can also use stop motion to make the audience feel disgust, joy, or unfamiliarity for elements of their work, which can be especially useful if the artist is only using some stop motion to contrast with the rest of the story; for example making the villain of the story in stop motion and the rest of the film in a different medium, such as in “The Life Aquatic with Steve Zissou” (Wes Anderson, 2004) when the antagonist of the story (a “Jaguar Shark”) is shown in stop motion to push the uncomfortable feeling of it being completely alien and unpredictable, but also strangely beautiful. 

Bibliography: 

Desowitz, Bill. A Pirate’s Life for Aardman. https://www.awn.com/animationworld/pirates-life-aardman, 27/12/2012.  

Frierson, Michael., 1994. Clay Animation: American Highlights, 1908 to the Present. New York: Twayne. 

Gambrell, A., 2011. In visible hands: the work of stop motion. Animation Practice, Process & Production, 1(1), pp.107-129.  

HARRYHAUSEN, R., & DALTON, T., 2008. A century of stop motion animation: from Méliès to Aardman. New York: Watson-Guptill Publications. 

Priebe, Ken A and Selick, Henry, 1980. The Advanced Art of Stop Motion. Boston: Cengage Learning. 

Filmography: 

A Grand Day Out [film]. 1989. NICK PARK dir. UK: National Film and Television School. 

Anomalisa [film]. 2015. CHARLIE KAUFMAN, DUKE JOHNSON dir. USA: Paramount Pictures. 

Coraline [film]. 2009. HENRY SELICK dir. USA: Focus Features. 

Corpse Bride [film]. 2005. MIKE JOHNSON, TIM BURTON dir. USA: Warner Bros. Pictures. 

Fantastic Mr. Fox [film]. 2009. WES ANDERSON dir. USA: 20th Century Fox. 

Isle of Dogs [film]. 2018. WES ANDERSON dir. USA, GERMANY: Fox Searchlight Pictures. 

Jason and the Argonauts [film]. 1963. DON CHAFFEY dir. USA, UK: Columbia Pictures. 

Jurassic Park [film]. 1993. STEVEN SPIELBERG dir. USA: Universal Pictures. 

King Kong [film]. 1933. MERIAN C. COOPER, ERNEST B. SCHOEDSACK dir. USA: RKO Radio Pictures. 

Kubo and the Two Strings [film]. 2016. TRAVIS KNIGHT dir. USA: Focus Features. 

Miss Peregrine’s Home for Peculiar Children [film]. 2016. TIM BURTON dir. USA, UK: 20th Century Fox. 

The Life Aquatic with Steve Zissou [film]. 2004. WES ANDERSON dir. USA: Buena Vista Pictures. 

The Nightmare Before Christmas [film]. 1993. HENRY SELICK dir. USA: Buena Vista Pictures Distribution. 

The Pirates! In an Adventure with Scientists! [film]. PETER LORD dir. UK: Columbia Pictures. 

Teleography: 

Pingu. 1990. Trickfilmstudio/Pingufilmstudio/Pingu BV. 7 March. 805 minutes. 

Postman Pat. 1981. Woodland Animations. 16 September. 3120 minutes. 

Wallace and Gromit. 1989. Aardman Animations. 4 November. 450 minutes.