Thursday, 27 April 2017

Responsive: Evaluation

This module has been an interesting endeavor for me from several aspects including time management, style development, and improvement of practice. Although it was quite confusing as to how the module functioned, after the initial weeks I managed to understand its requirements and set goal so that I may respond in the most effective way. Furthermore, it thoroughly provided me with a flexible choice of both medium of art and requirements that best reflected my technique of practice. The most didactic part of this module for me was the Collaborative Practice brief that indirectly stressed out the importance of compromise and sacrifice of one’s own practice for the sake of the final piece. Additionally, the brief purged me into escaping my idee fixe of working within the parameters of my own study without expanding my horizons through experimentation. What I’m mostly thankful for was the professional demeanor of it that gave me insight into how working with collaborators would be in the near future, making me engage and learn more about 3D through the guise of envisioning the final outcome.

The module was coherently divided in three comprehensible parts, although I believe that the Project Report should have been made live much earlier as it did not provide us with enough information in relation to time remaining to resolve the entirety of the module. Furthermore, in terms of annotating our work, it was never clearly stated nor was it emphasized that we are required to present our works through individual text-including art boards hence much of my peers suffered a state of confusion and compulsion during the final days preceding the deadline. Considering the universal deadlines provided by both DNAD and YCN, I believe that the brief Collaborative Practice should have been administered an earlier beginning to provide us with more time to facilitate our works. Personally, I had a minor inconvenience with time management due to this since it was completely oblivious to the myriad of work we needed to produce for other modules at the time. Moreover, I believe that the module’s brief is not properly synchronized on both an interdisciplinary and structural level. In terms of interdisciplinary, the module in itself contains a predisposition that benefits Illustrators and Graphic Designers more than it does us animators from one simple viewpoint: their practice wholeheartedly emphasizes the expression through annotated art boards. However, in comparison to the latter level, this is minor. During the initial team-constructing session where everyone’s work was cascaded so that other respected creative practitioners may jot down the names of those whose work they admired there were several problems. We were told to leave out our names as the faculty had informed us that they would be projected during the screening. Unfortunately, they were not assembled on time by the course leaders and no amends were made to compensate for this nonprofessional conduct, leaving those that did follow the rules’ names to be omitted, diminishing the purpose of the event. Personally trying to amend this, during the presentation I vocalized a suggestion for people to shout out their names when their work appears, which was not supported or further encouraged by the tutors present; to amend for their mistakes they could have persuaded students to do this without feeling reluctant as they normally would.

On another side, the Project Report, Boards, and Developmental Blog overlap in some aspects, deterring us to engage wholeheartedly since every single one of us were repeating themselves during some part of our documentation – this needs to be reconstructed. I believe it is quite ironic and hypocritical to propagate professionality when there was a presentation that included two deadline dates for the Pitcha Pitcha slide hand-in on the actual presentation, for which I have physical evidence (I always take pictures of lectures), which naturally caused confusion in students which was voiced, only to be cast aside by one of the tutors as our fault. Finally, the module needs to set a bare minimum or a reference rubric for the Individual Practice in order to give students a rough conceptualization of the work they are supposed to do throughout the Brief in order to more effectively self-assign time management cues that will, at the end, benefit their practice more firmly. I witnessed several students being enshrined in perplexity over the quantitative weight of their individual practice which should also account for quality’s weigh on the scale.

Overall, the concept of this entire module is engaging, enticing, and stimulating for animators, graphic designers, and illustrators alike for I’ve witnessed many gaining pride about what they have created under said concept, however, it needs to be solidified and restructured in various aspects, ergo to be more professional and less chaotic in execution.

Responsive: Project Report


In order to collate my work in a professional manner the third and final studio brief asked for a textual annotation of all the learning processes I've gone through with the presentation of my final pieces. Furthermore, we were introduced to the online publisher ISSUU which served as a wonderful vesicle of presentation. Nonetheless, initially I was rather confused as to what was supposed to be within such a project report along with which topics I should brush upon. However, upon careful reading of the rubric as well as some tutor feedback and advice, I was aware of how this conclusive art piece is to function. In my project report I wanted to belabor the didactic benefits of the academic journey as well as the mistakes made to be taken into consideration for future projects. Overall, it served as a fantastic conclusion-like assignment that tied in together the highlights of my project so that I may use it to introduce others to my polished pieces instead of the developmental work throughout.

ISSUU Link - Project Report: https://issuu.com/vvoinovski/docs/vlad_report_final

Monday, 24 April 2017

Applied Animation 2 - Week 12

Utilizing squash-and-stretch by changing proportion
This week, as expected, has consisted of finishing up character animation to be ready for composition once we collate our work together. I have been mainly animating the portal scene where my minion jumps through a portal and then proceeds to come back. Thinking tactically, in order to eliminate any possible problems in foresight, I've devised how the execution of this scene will work: the portal will be a separate asset with a 50% feather mask so when the minion dives his body gets gently cut off. Meaning, for this raw animation file I need nothing more than just a simple movement with the portal being added later to the final cut. Alongside this, I've been finishing up animating small instances of the remaining pieces of character animation that I've started but had not yet finished - I completed the 9 universe types explosion scene. In this instance, as well, I started thinking tactically and replicated the same minion movements on the other side in order to spare time and connote the minions' hive mind personality and lack thereof. From this perspective, I decided that the entirety of all squash-and-stretch factors will be separately animated through a Mesh Warp modifier within After Effects due to its versatility and simple interface.


Monday, 17 April 2017

Applied Animation 2 - Week 11

Solely an update of the same process of character animation during this week, as well. The holidays have taught me an important lesson which is time management under underlying circumstances, where I have attained a routinely habit of animating in the morning - the only window of opportunity before the hustle and bustle of my day away from my computer starts. During this week I got an additional headway with my character, managing to start and nearly complete the animation for the minion's pouring in the vat and computer tapping, which are both animations that would be duplicated when laid out in After Effects. I have found that the shakiness of the linework adds to the character's appeal, for I was rather worried when I started animating him that he might suffer of inconsistency. Even more so, it offered a more exaggerated flow of motion for the minion, which I am rather proud of. Furthermore, in the wake of pragmatism and practicality, I recycled some already drawn movements in the animation in order to speed up the process and eliminate redundant additional tasks.

Tuesday, 11 April 2017

Applied Animation 2 - Week 10

As Easter ensues and all the holidays clutch down my obligations with frivolous festivities, I have managed to follow my Gantt chart schedule and get on with my work, respectfully considering the synthesis me and Luca are to partake in once we come back for our final semi-semester. I have been progressing with my character animation one step at a time, thoroughly considering how I am to do each and every scene and if it is possible to recycle some of my already-created designs and to-be-done movements, much like Disney have throughout the ages with their 2D princesses. For now, I have only animated the minion's movement for when he is electrocuted by Zap and the loop of his jetpack escape from the Quilted multiverse. I believe that the animation for my minion getting electrocuted is one of the fewest which will require a tedious yet deliberate frame-by-frame so that it may contemplate the rapid shift of the course of events. Since the animation is going to be 24 frames per second such a quick transition would add to the sudden comical effect of smooth movement. As for the jetpack, I needed not animate it frame by frame much like many other situations with my character where I can loop frames or reuse and alter some through duik (for example when he is to wave before getting electrocuted) in order to preserve the effect of the line boil.

Monday, 3 April 2017

Applied Animation 2 - Week 9

This week has been quite a pensive one as we had spent time deciding on who is to do what during Easter break as well as the medium for all of the assets within our animation. We spent our time catching up with other modules as well, leaving this week as a break for considering any possible mistake that might occur in the future during our departure. Upon several meetings before the holidays, me and Luca decided that we are to do every individual respective character animation in Photoshop so that we may then assemble and layout them together once putting together the final piece on After Effects. Furthermore, for the space backgrounds we decided that we are to experiment with several online tutorials that show how one is to make cosmic animations through the CC and Generate tools in After Effects instead of animating the nebulas, universes, and branes 2D style. Furthermore, as the concluding move of our week, we contacted HOCgaming for a possible voice-over, to which he replied and agreed. If we are to have trouble with the voices we shall request his services during the post-production stage of our animation seeing as collaboration might give our animation a more broad perspective and consideration of the animation industry.