Negotiated Project Evaluation

The Negotiated Project module has given me an insight into the animation industry way of working, along with this it has allowed me to test myself and learn the full production of an 3D animation movie.

Starting off right at the beginning brainstorming was the birth of everything created for this module. Coming up with different ideas and testing them against my skillset and capabilities allowed me to narrow down thoughts and pinpoint what I could create. Next came the initial designs where I visualised on paper what I wanted to create and my ideas towards the characters and scene.

The first presentation came with the mini pitch where I presented my idea to my course mates to see if anyone was interested in helping. Unfortunately for me no one from my year joined my group so I was left alone working on my idea. I had thoughts of joining another 3D group as I knew my workload would be high, but I decided against it as I wanted to see how far my idea could go.

My next developments came with re-creating my drawn visualisations onto the 3D software ‘Autodesk Maya’. This section was one of the hardest as I had to model and rig the characters I had though up. Nearly giving up again I powered through the character stage and managed to complete a working character. Creating my initial animatic with this composing of screenshots from within the software the scene and characters were very basic at this point.

Moving on I redeveloped my character to a higher standard as my skills in rigging had improved since the first edition. I created a much cleaner design and started to individualise the characters from each other. I also reached out to a sound design student to gather a music track and the effects for this animation.

Alongside this in the background I was constantly working on my audience facing project company called ‘Tier Z Creations’. This consisted of social media sites where I showed off sections of my work progression. This ran alongside my production bible where I filled in the relevant sections of design as I progressed forward.

After the Christmas Holidays there was another chance to present to the second-year animation students. I nearly brushed this off as I thought I could handle the work on my own from now. I decided against this in the end as I thought it would be a great opportunity for me to take. Thankfully, I did as 5 students joined me with the project.

From here I re-created my animatic and showed differed 3D production stages throughout so that the audience could see the progression. I came back to this later and added the title cards and some sound that I had received for my project.

Writing the briefs for the students was a new experience for me as I had never done this before. I set 2 of them off with a short animation task. 1 would help edit, another 1 would create the title cards for me and the final 1 student would assist in creating props for the scene.

They finished their work at different intervals, so I added their changes and updates once received, and once I had everything back it was time to animate the final piece.

I had to enter a super organised mindset for this next section as it required multiple Maya files and assets. I segregated my scenes from each other and set up the different Maya files ready to animate on. The environment on each of these scenes changed as the camera angles were different and certain props weren’t needed. This helped with the size management of the documents.

When animating an issue, I ran into a lot was that Maya crashed and I lost a good amount of my work and time, so I had to always remind myself and remember to save quite often to prevent this from happening.

Rendering took a long time but thankfully it all got done without any issues. Finally, editing the scene together with the different clips and title cards and music seemed quite easy in comparison to what I have been through with this module.

The teaser trailer was the final part to complete and this had all the titles that were provided by one of my second-year assistants, along with clips from the full animation. This task was carried out by another one of my second-year assistants. It was all brought together in a typical trailer format along with a section of the soundtrack for the animation. To change the audio a little so the audience could differentiate the trailer to the full animation I chose a section of it from the middle of the animation and slowed it down to about 60%-70% to change how the audio played. After exporting it and playing it back I feel as though it works well and captures the effect for the trailer which I was looking for.

This module has taught me so much and allowed me to build up my presentation skills alongside getting used to working with other years and courses within the University. Sticking to my plan and continuing to work on my project gave me a higher workload but it was all worth it once completed. The introduction to managing a group was an incredible experience and I am glad that interest was shown in my project.

Gaining Another Great Visual For My Project

I reached out to another classmate called Ffion who I knew was skilled with creating 2D visuals and asked if I could recieve a style frame for my project. Thankfully she agreed and I was given this really nice visual shown below. It is an updated and coloured in version to my initial paper black and white style frame which I had created right at the start of brainstorming. This visual shows my project in a new light and I am extremely glad I reached out and got this amazing piece of work.

Style Frame Created By Ffion

Editing Together The Rendered Shots From My Projects First Scene

Today I went back to my rendered out shots and decided to compile them together into a movie clip using Adobe Premiere. I did the same as I did for my animation tests and brought in the folder of shots and ordered them by name. Along with this I reduced the time of each one to the smallest possible setting which matched up to the 25fps I was working with within the software. With this all done I watched over the footage in the viewport and exported it out of the software. Finally, I watched the export to check for any issues and uploaded it onto my YouTube and the projects Vimeo.

You can find the Scene 1 under this link here!

Gaining Some Higher Quality Visuals

Today I recieved my Poses and Expressions back from Victoria. I reached out to her in order to gain some better versions of the Poses and Expressions sheet which I had created at the beginning of pre-production. Thankfully these look really good and I am glad to have reached out to a classmate in order to gain some powerful and stronger imagery for my project.

Zang: Poses And Expressions
Zobbol: Poses And Expressions
Zooma: Poses And Expressions

Animating My First Scene Of The Project

Today I decided to animate the first scene of my project, this was the easiest scene with the least amount of character movement and I wanted to just get it out of the way so I could focus all of my energy on the main animation once the production stage comes. I set up my camera placements as I had planned within my storyboard and started to set the keyframes. Going through I carried out the title fly in and the concept art camera placements which I had desired during the pre-production. Finally, as the camera looked down upon the arena I included a little bit of movement within my characters to visualise the stretching. I did this in order to link up with my scene 2 seamlessly and allow for an alive feel to my animation. After getting all of the timings correct I decided to export the shots and wrap up my initial opening scene for my project.

Setting Up My Scenes Ready To Animate

Today I decided to bring everything that I had created for this project together so that I was able to animate once the Production stage starts. I started off my separating my scenes and bringing the characters into them. This first problem which arrose was that my characters were far too big. Seeing as they were already all rigged and modelled I was unable to resize them. I had to go into my environment and enlarge everything that was in it. With this done I was ready to start the animation, to finish off I added in all the other assets such as camera and text just before saving so that I was able to just go straight ahead with it once ready.

With all of this finished I am now confident to start animating my project.

Lecturer Guidance Towards My Project

Today I did another preview session and I showed off my storyboard and updated concept art. I got a lot of useful feedback and was told that using storyboard pro would be a great tool in order to get a high quality and informative storyboard. I got told about using deformers within maya to simulate either squash, stretch or twist. This would give my character more life and allow for a more visually pleasing animation. Along with this I showed off my concept art, this brought up the points of maybe working with a concept designer who would be able to produce some very visually pleasing concept designs for my project.

Adding More Detail Onto My Environment For The Project

Today I had another session focusing of adding more detail onto my scene. This time I wanted to focus on implementing the seating into the arena along with a warning notification as to why there was no audience within the animation.

Firstly, with the seats I began by trying to model a cylinder shape similar to the arena all the way around track. Unfortunatley this didn’t work and I had to scrap that idea. I then moved over to using indivisual cubes as the seating positions. I modelled a cube into a basic seat shape and duplicated it 4 times in a row. I carried this out a few times and noticed that the object count was getting quite high. I then decided to just have rows of long seats and fill up the arena that way. So all I did was extend my basic cube seat model and then duplicate that around the arena. This worked well and it allowed the illusion of seating within the stadium.

Next I moved onto the warnings for the audience to read, this would allow them to understand why there aren’t any supporters in the crowd. I used a flat cube shape and created a red and yellow texture on it. I then used the type tool and wrote ‘Stands Are Closed Due To Covid19’. This was an effective implementation to my scene as it compares to what our world is like today. It also covers my back as I am working solo on this project and this saves me a lot of time for the final animation.

I feel now with all this implemented onto my scene I am close to finalizing it off. All I need to do is to test the shots and how they are going to pan through the scene. This will test if everything is set up visually in the right places, and along with that create separate versions of the environment for the different scenes which I am going to have within this project.

You can find this creation session uploaded here!

Updating My Production Bible And Adobe Mixamo

Today I decided to fill in more information onto my production bible. With my other characters finished I started to add them in as separate sections under the character portraying section. I wrote about the background, motivations and description of each desired character to give the audience a great example of who they are. I then moved over to including my animation tests, with this I decided to add all 6 that I had carried out. I noticed that Adobe InDesign wasn’t taking MPEG files so I had to convert them into an MP4 for the embedding into the document.

I then moved over to the schedule section. Basically this was like my pipeline which I had completed sometime last week but focused only on the pre-production side of creation. I used the same headings and guidelines and just filled it out in a more professional format. I used Microsoft Excel to create this document and I will contain a visual of it below.

Finally, I created an updated concept art piece for my project. This consisted of a birds eye shot over my arena. I had previously created this shot just with pencil and paper with no colour. This time around I used Adobe Photoshop to gain a much more higher quality and professional image for my projects concept art. I have contained a visual of both below.

After that I had a short talk with my lecturer and he told me about a program called Adobe Mixamo. This program allows me to upload any geometry I have made as a .fbx or other 3D model save type and it will automatically create some animation presets using it. Once uploaded you have to assign the wrists, elbows, chin, groin and knees but other than that it is all automatic. With that I uploaded my Character Model V2 and mapped out the correct areas. With my rig however it doesn’t particualarly have a separate chin and groin so it glitched a little with those layouts but other than than it looked really good and I am glad I got to see my character doing some of these actions.

Zito And Zang Running Test

Today I also went and created Zang and Zito’s running test animation. As Zito was angry I wanted to make a sharper movement run with him so that his body was snapping to different points with no swing barely at all. From the test I managed to carry this out which I am happy with. Although it is a little like a fast walk I can speed it up when I move over to my production if I use this template.

You can see Zito’s run uploaded here!

I then moved over to Zang, with this character they are quite happy so I wanted to have a joyful running test with him. I created this having his body spring and swing more whilst running. I feel as though this amplified the characteristics of this character well for my animation.

You can watch Zang’s run uploaded here!

After completing all of my animation test I now understand my rig very well and know what it is capable of to the extremes. I have found out that overstretching the legs cause the feet to glitch out and if I move the arms too much the elbows can’t find the right bend point. With this understood I can now work around these issues and manage to create a successful animation with these rigs which I have created.