Final clay model of Edrik |
Saturday, 23 January 2016
Sculpting The Character - Developmental Process: Clay Final Layer
Wednesday, 20 January 2016
Sculpting The Character - Developmental Process: Making the Skeleton Armature
Original Sketch |
Sculpting The Character - Developmental Process: Base
As a part of our induction, we have been instructed to create our Visual Language character in 3D by sculpting him. I personally believe that this will be great practice to develop our perspective in terms to Solid Drawing of a character. Accordingly, with these inductions we will also learn the use of tools and techniques in the world of model-making, something essential for me especially, hence I wish to pursue stop-motion. Our first induction consisted of wood works, where we were to create the base for our armatured character, as well as to understand the wood work machines in case we need them in the future (safety procedures and all). Firstly, we used a giant saw machine with which we measured and cut our base from a huge vertical wooden plate, and then measured its diameter in relation to the bolts that should be fastened once we get working on our character. The distance in between both holes on the plate is 60 mm, and they are placed in the middle of the base, all accurately measured with a ruler. Other than this, we also fiddled with the sanding machine and the vertical saw machine just to understand their functionality.
Finished base plate |
Friday, 15 January 2016
The Other Side - Final
The animation is done! Overall, I did achieve my desired goal in several ways. According to comments by peers and acquaintances who watched my animation, I was told that the tone of the animation was atmospherically eerie, and that it even presented a relevant level of symbolism, several people having a different interpretation of the succinct meaning. For example, one friend of mine pointed out that it portrays how my other side is the nostalgia towards my home country, how I am desperately striving to come home, inadvertantly getting crushed once I get there realizing that it's in ruin (in terms of political, cultural, and social structures). Nevertheless, the atmosphere got defined just as I intended it to be: ambiguous and other-worldly. My animation turned out quite flexible and smooth hence I did not do it in doubles (except for the idle character movement and the charge before jumping cloud from cloud).
Wednesday, 13 January 2016
The Other Side - Developmental Stages: Sound Effects and Atmosphere Music
Soundboard of the animation - the lines between the nods signify levels of sound |
The Other Side - Developmental Stages: Compilation and Lighting
Arrangement of scenes in Flash |
- With more than 300 frames on the clip-board (the animation in total being 600) the program has a bigger chance of crashing mid-work and slowing down while I'm animating.
- In this manner, the outcome of the animation in terms of length shall not matter, since it would be much easier to edit out fractions of scenes in Adobe Premiere if they are already divided.
Taking this into consideration, I can still import any movie clip from any of the scenes into any other. After all of the scenes were done in Flash, I exported each of them in QuickTime separately, then imported them into Adobe Premiere. All in all, I had 35 seconds of animation, including the repetitive movements (like when the character is flying through the air, or the idle seconds before the action occurs in a scene). I first cut parts of animation off, piled it together chronologically, and ended up with 25 seconds, as instructed. Since Flash has no elaborate mechanic of lighting effects or overlay filters, I used Premiere to add a spotlight effect, which is oriented on the stars in the background, giving the atmosphere an isolate look (as outer space naturally is). With the lighting I wanted to level the saturation of the colors, giving it a more simmered aesthetic. With this done, now it is time to compile together the sounds which will augment the animation to the max!
Above: Added Lighting Below: No Lighting, Original |
Sunday, 10 January 2016
Captain Character: Color Chrome
Once I did variations of my characters positioning (T-Pose, 2/3, Front, etc...), I started thinking about color. One of my aims was to use selective coloring to emphasize Edrik's flamboyant and eccentric nature, to make him appear even more vivacious in terms of exuberance. Firstly, I used complementary patterns to create three chromatics of basic color with watercolors, all varying in aesthetic, just so I could see which combinations of colors would suit him the best. In order to get an accurate choice, I also asked fellow peers to pick one of them, whichever looked the best in their opinion. For example, one peer explained that the middle chrome, a combination of orange, red, and greed, would be the best hence the colors are warm and give off a bigger level of vibrance when met with the eye, perfectly portraying the character's metrosexual and eccentric traits. Upon further consideration, I picked that chrome and started using variations and shades of the color pattern to elaborate on Edrik digitally. Also made 3 variations, I am mostly satisfied by the first one, hence I think that the colors are bright enough, but also dim enough,a perfect balance of extravagance and radiance.
Friday, 8 January 2016
The Other Side - Developmental Stages: The Ketchup Construct
One of the biggest elements in my animation (other than the character, of course) is the Ketchup Construct. As mentioned before, I based the element on the eclectic and "assembling" style of Terry Gilliam, pulling a myriad of images and compiling them together in order to create a mobile and flexible digital animatronic. The only difference is that this one is virtual, whereas Terry Gilliam's "puppets" were not. With the possibility of Adobe Flash to create separate looped and animated movie clips, I combined drawn animation along with the images used to add a level of complexity to the Ketchup Construct. The animated element consists of several parts: one Heinz Ketchup bottle, two cogs, one exhaust pipe, one metal pole, one punching glove, one generator, and one conductor wire. With the bottle being the base, the cogs animated using tweens to spin in a circular motion, and the pole and punching glove to serve as the projectile that hits the character, the generator and pipe have drawn animation to them: electricity passing through the generator and steam getting released through the pipe. Another inspiration that proned me to create such an assemblage is the epoch of art Dadaism, which signified the use of pieces in order to make an aesthetic whole, both beautiful and confusing.
Tuesday, 5 January 2016
Captain Character: Dynamic Poses
To put Edrik's expressions and structure into perspective, I had to draw him in various poses from different angles. To do this effectively, I drew his posture and basic shapes with a pencil, and then followed with a drawliner as to evade any possible mistakes. However, I also thought that this would be a good moment to practice drawing Edrik without using the rubric reference for his size. Drawing him like this would give me solid control over the character and shall help me draw him quicker in numbers, as animators do. I also attempted at drawing Edrik's poses in various sizes, not all of them uniform just to practice the scale of him. I firmly believe that with these drawings I shall get the technique required to mimic 3D in 2D, as without that concept animations would be less dynamic and a little bit static - not lively as cartoons are!
Monday, 4 January 2016
The Other Side - Developmental Stages: Animation of Elements #2
Frames of Dragon |
As for individual keyframes, there is one close-up scene of my character where I deliberately focused on his facial details for the sake of variation and flexibility of action. Or, in other words, so it is not boring (because all scenes are from a side-scrolling, profile perspective).
Rocket - Individual Frames |
Captain Character: Emotion
With the right kind of face, every character can instantly evoke an assumption of their traits in the eyes of the audience. It's been said in psychology that people can recognize the main facial expressions that portray emotions everywhere, regardless of culture. Thus, Edrik has made faces! Initially, while I was still drawing itirations of possible characters I took the facial expressions into consideration, which is one of the main reasons why I decided to go with the Ruler Jungian archetype instead of the Sage (hence, most sages are characterized by a signature beard). Of course, the main emotions came to mind firstly (happy, sad, angry), however, I chose mine to be a little more specific than that. For example, instead of happy, I drew Edrik's face when he's cheeky and presumptuous, and the moment several of my peers saw his face they pointed out his perverted grin, perfectly going along with the description. Another example would be his face of indifference, as if the amusements made by the fellow jester do not excite Edrik (as he is a rather arrogant king). Nevertheless, I think that the 10 facial expressions I drew perfectly render my character's traits, as those are enough to be used in any situation in which he might be.
Saturday, 2 January 2016
Captain Character: T-Pose and 2/3
With Edrik being chosen as my fabled creation, I had to start viewing him from perspective. Ergo, as a part of our task we are to position our character in a T-Pose and a 2/3 exposure pose to validate his/her 3D existence and dynamic, and to practice our execution of Solid Drawing. Personally, I have not quite practiced character dynamic over the years (with being a stop-motion animator and all), and have had difficulties trying to make characters being viewed from different angles other than the initial one I have/had drawn (if I were to try, the character would be inconsistent). While drawing Edrik's front t-pose, I had no difficulties, however it took me a while to compile the basic shapes of my character, for I would use them for every next drawing of Edrik as a reference. Furthermore, I defined the size of my character mathematically by measuring the distance in between his head, torso, legs, knees, etc, hence with this I would not mistakenly resize any of his body parts. By identifying the basic shapes of a character's figure, one learns consistent design and accuracy in size, and by doing so, I was able to draw a 2/3 of Edrik with a steady appearance in reference to the t-pose by referring to the basic shapes. However, I drew the 2/3 pose from a perspective above the center of my character, as his feet do not meet the bottom line of the measurement. Alas, it's all practice!
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