Showing posts with label traditional. Show all posts
Showing posts with label traditional. Show all posts

Saturday, September 24, 2011

Animating a Shot: Part 3

     

     Happy first day of fall! So I'm just about over the hump of the hardest part of completing an animation piece. Yes yes, I had the beard going, blood shot eyes, the zombie stare, the anti-social anti-food anti-TIME feelings flowing freely in my mind. I was in the Zone. It doesn't look pretty from the outside (ask my girlfriend haha) but on the inside, it's wonderful, my mind was 100% on creative mode.

     If you think physical/acting animation is alone the toughest part of the whole process, you haven't animated dialogue yet. Not harder but it's almost the same level of difficulty as acting and physicality. I believe it takes the most amount of attention and concentration. Your background music, podcasts and side conversations must be put on hold when you are listening and drawing mouth shapes for dialogue. So in tradition of the first person story telling style of the last 2 posts, here I go:

THE MOUTH
     I know mentally this is the most draining part of the process. So as I prepare my desk by setting up 2 mirrors and an extra pillow on the seat of my chair, I'm mentally thinking of all the mouth shapes one see's through out the day. The funny thing I noticed is that YOU DON'T SEE mouth shapes. You kind of interpret the shape when it flashes by. And in a sentence you only see the Major sounds take shape in the mouth.

e.g: "Fuck"
-You will see the 'F' shape very clearly and is mainly the only shape you have to nail when generally animating the word. The rest is just jaw and a general 'UGH' mouth shape.

     So I'm going over all I know mentally before I start. When I start animating, I initially want to exaggerate EVERY LITTLE SYLLABLE. But a quick trick where you put your hand under your jaw, and say the line of dialogue and take note how many times your hand dips. The points when it dips/or opens wide, are the points to exaggerate the jaw opening. This keeps me from animating my characters mouth opening on every syllable. So I first draw in the key poses when the jaw opens in my animation. I time those poses out to match the dialogue perfectly. Then I move on to other major mouth shapes such as the M's B's F's P's V's. I make those shapes very clear so that they can be read at a moments glance.



IN-BETWEEN THE LINES
      While animating the mouth you always have to be aware of a very important thing. That the mouth is connected to the face. If you are just animating the mouth and not moving the head, nose, or jaw; your mouth would look like it is floating on the surface of the face. So all it takes is a small stretch of the nose, or a blink on a hard accent, or countless other tricks to make your mouth feel connected to your face. Also (to those 2D animators out there) always check the distance from the top lip to the nose and bottom lip to the chin and try to stay consistant. Many times I found my mouth drifting closer and closer to my characters chin with out my knowledge.. Lots of erasing... lots of finger cramps..

Here is a video of the dialogue (90% finalized)



FINISHING UP
     If dialogue was the biggest mental drainer, then finishing up and 'inking' of a piece is physically draining. As i finished up doing my dialogue I was OVER my piece. I wanted it does, I wanted to be done, I was ready to start on something new. It's a very trying time. I took two days off my work. Went outside and got some sun, I went to Santa Cruz and visited my brother, caused some trouble and just messed around. I was not eager to start the process of drawing wrinkles in clothing over and over again for 150 frames straight. I was not eager to draw an oval of a head 500 times and keep it consistent, I was not eager to sit 10 hours at a time and kill my hand tracing and erasing and tracing over and over again...
      But I went online, read a book (King Lear), watched a movie (The INSIDER) and went on a campaign to inspire myself again. And that's all it took, at eleven at night after watching a movie with my lady, the surge and energy of inspiration hit me and I immediately took advantage of it because i know in the morning the inspiration it would be gone. 'Aren't you coming to bed?" she would ask, "No, I feel like [I gotta work] work, I have to get it out of me."

     When I animate and I'm nearly done, I POLISH as I INK. which means as I am outlining my animation with black, I take notes on what can be pushed or tweaked. But I don't always fix them as I come across the mistakes for fear of ruining the momentum I have at the time. If I was to stop to solve the problem I have found, it drains the clock and it also drains my motivation. One hour and finishing a scene of 5 seconds? or spending an hour fixing 4 frames (5 percent of a second)? What makes you feel like your being more productive?

SO here is me while I am finishing up, hopefully I have time to really polish the hell out of it. It's the last push so I'm going hard: more hours, harder concentration, and keeping constant pace.  I do still see mistakes in my animation but I'll try to finish first then go back and fix them.



How I feel right now: tired, motivated, and a urge to push until I break which comes from insperation

Tuesday, September 13, 2011

Animating a Shot: Part 2

 100Th Hubble
Universe showing off it's still the best at creating beauty


     So it's easy to DO the work in your head. Like right now.. Bam! just created a master piece. (in my mind).
     But to actually start on your work is a very crucial step that most artists never get to. Last post I talked about 'planning' your shot and making it specific conceptually. But now it's all about planning your work technically and executing your animation. Last post I talked about the very very first stages of starting an animation piece, here I will continue that post..

TIMING and POSES
     I had just finished story boarding my shot so I know what camera angles I want. The next day I sit down at my computer and think about my acting. I do rough poses and draw them into my storyboards. Then I play them to see if they 'feel' right in the time given. 'FEEL' right referes to, does it feel aesthetically correct, is the timing rushed rushed? Do I read the acting as a viewer? Is the tempo of overall movement complimentary to the tempo of the dialogue.. All these things have to come into play.
      Think about it, if the tempo of my movements in my animation are beat for beat that of my dialogue, then on each word or accent I will have movement. First off, that is not natural and it will be too distracting. So After an our or two of getting the beats and acting right, I came up with this (you might call this BLOCKING):



     The timing is pretty close to what I had originally proposed with my initial storyboards. The cuts work, the characters are not over acting, every choice I made checks back to the very specific background story I had came up with. This part of the process did not take that long, but I still stop working for the day because I know the NEXT step is the most difficult....

MATH and MOVEMENT
     "My project is 24 frames per second but for every frame I make I duplicate it so that it comes off as 12 frames per second. But when there is a movement or an action I will not duplicate and animate all 24 frames per second thus giving me more control over my timing and the ability to make the action read better."

    I'm thinking this to myself as I get out of bed... I 'm recalling how Disney animators use to animate during the golden age of animation. Mostly on 12's, but on 24's when the action was complex. If you do not know you're multiples of 12's, 2's, 6's and sometimes even 3's, you are going to be animating blind when it comes to planning out movements and timing. Math plays a SMALL role in animation but a crucial time saver if you use it correctly.
     For example. In my first shot I want my character to lift up it's head. I do not want it to happen in one frame as it is right now in my story boards but in a normal like manner, but not too slow that it feels mechanical. So I think in my head, "one second is too long for a head lift, so maybe half a second.. (I try lifting up my head at the speed I want) It took a little less than half a second to lift up my head. So that means when animating my head lift it should be 3-4 Frames. Why 3-4 frames? 4 frames is 1/3 of a second. It's not quite half, which would be 6 frames (because 6 is half of 12.) 12 frames being one whole second. four frames would be pretty damn close to the timing I am looking for.

If that was confusing, that should be a red flag.

ANIMATING
       (This is the part of the process where all new animators rush too and they skip all the prior steps I have done.)

My Order of Operations:
Movement, Stills, Facial, Mouth Dialogue, Specifics (clothes, hands, hair etc)

      So I animated. I animated all day. The first things I animated were the movements. Movements are the most eye catching elements in animation and they have to be timed out right so that they do not catch your eye at unwanted moments after your dialogue is done. (I DO NOT start animating dialogue yet) So once I get the physicality and acting believable then I would move on to dialogue.
     When I animate I will usually draw out the first and last pose, (lets look at the first head lift again) I will draw the down position of the head and the final up position. Then do in-betweens. BUT LET ME TELL YOU ONE THING, I actually tried to takle this with straight ahead animation but I re-did it many times (5 times). Because when you do straight ahead you do not have constraints and limits. So each time I would play what I had just animated, It would over animated. I had way too much of an anticipation, or I had an overshoot I didn't even need, or worst, I threw in an arc that was totally unnecessary. I was getting very frustrated, because it all looked good but it wasn't the FEELING of acting I had in my story boards. I asked my self what did my storyboards have that this animation does not. It had simplicity. The story board JUST had a simple head raise, not some fancy dance move of a head raise. I stood up in front of the mirror and did the head raise, I was right, not a lot happens during the head lift. So after an hour and 37 minutes I animated the correct head lift in 9 minutes.

     Remember to not be satisfied with you're work UNTIL YOU GET WHAT YOU DESIRE. That said, there is another side to that piece of advice. While I was doing the part, "you never, cross the finish line.." I had other ideas come up as I was animating... a lot of ideas matter of fact. I had thought of many more acting choices that my character could be doing on that line instead of a head shake. So I animated them to see if they were better than my current idea. They looked good, but again, in the whole big picture, it didn't feel or compliment the whole project very well. But I still had ideas and I kept animating them out. If you have time, always explore other solutions. At first I did not realize they were not working because they didn't flow with my animation piece as a whole, I thought they didn't work because of my animation ability, and I re did it and re did it soo many times I almost threw my pencil at my cat. Everything gets better when you walk away from your computer and come back later :) 10 minutes later or an hour later, it all does the same good... My original idea ended up being the best solution, so after 4 hours.. I finished animating the right solution in 1 and a 1/2 hours.

Duchamp, animating within a painting? hmmm.. think about it..
SECOND NATURE
      So this is where I am at now in my animation process. Here is a video showing what animation I have done so far. The things I have not mentioned about my process are things I take for granted. I should be telling you:
      I ALWAYS check that my drawings are somewhat consistant, that my forms hold the same volume in each drawing and if I'm in doubt, use guidelines on the face to help out with the construction of the character.  I tend to draw past the edges of the camera to make sure my pose and proportions are right. I try my hardest not to hold frames. and if I do they are only to show timing bookmarks and not to be left in my animation for the final product. Try cycling 6 drawings before you EVER hold a frame.                      
     I also write notes to my self on the page. Timing quirks I come across, notes on the eyebrows I did not want to waste time animating right now (remember I'm only doing physicality, even though I have a big urge to start animating the face and mouth I have to keep myself from doing so.)
Sometimes the notes have nothing to do with animation. I write down things I think of for futre projects or write down ideas that inspire me. You might also just see things I wrote down because I want to wikipedia them later!



And before you ask, I do listen to music and podcast while I animate. but when I do dialogue I do not have anything else playing.  What podcast? Today was the podcast "Things You Should Know".

Tuesday, September 6, 2011

Animating a Shot: Part 1

Once you start something, you have to commit. Like Ajax here preparing to fall on his sword.

       Animating a shot can be just as challenging as starting a painting, turning on your camera, sitting at a piano, or even picking up a pencil as you are looking at you blank pagel...

..because after you grab your tool... then what.. where do you start? HOW do you start?

      So instead of telling you a few pointers I will take you along how I go about starting a piece, in this case animation. But the same amount of thought and detail of my procedure can be put to any art form. Since I had mentioned the 11 Second Club last week, I will be using the dialogue segment they provided for this months contest. The clip is roughly 12 seconds long. I will have about 4 posts of my progress and problems I encounter and finish by the end of September. So lets get started then shall we?

So Get Your Dialogue... 
      How many of you out there do this: You get your dialogue or assignment and your ass giddy as Richard Simmons on a treadmill, you think about what you are going to do, you toss out the first 3 ideas because that's what you where TOLD to do, then you ask EVERYONE what they think about your fourth idea, you take ALL the good ideas you heard and mush it into one super idea, then start working!
Only to find out that half way through you lose all motivation and drive to complete the assignment you have now lost interest in...

      Sound familiar? I bet it does, especially to you animators. Painters and others are mostly by themselves any way but animators, as natural collaborators constantly go to each other. And they usually fuck themselves over. So before I go into how I go about starting a piece I want to just say, that I am not saying by any means MY WAY is the right and only way. There are millions of ways to come up with good pieces of animation but this is a way I find highly successful. Take it for what it is and hopefully it helps you out.

FIRST STEP FIRST
      -I went to the website and downloaded the dialogue. (http://www.11secondclub.com/) I read in the description and it said it refers to football since football season is about to start and they wanted to be festive about it. (First unintended obstacle I encounter: I read an interpretation of the dialogue, and now have to try to stay un-biased when I hear it.) So now I'm thinking of footballs and helmets and stadiums... this is a bad start already. The line of dialogue reads:

"There is no end zone. You never cross the goal line, spike the football, and do your touchdown dance.. Never. It's not for me."

       So I start cussing out loud because the line has NOTHING to do with actual football but now I'm stuck visualizing 50 yard lines, players and locker rooms. The line is a metaphor. For what? I don't have a clue, I do not know any context or a hint of what the hell I'm dealing with. I sit down and think for 5 minutes. What first comes to mind? Stupid ideas, like always. So I get up and forget about it. I have to! And I don't plan on revisiting it till tomorrow because what I'm doing is setting myself up to listen to it again with a clean un-biased plate. I let my girlfriend listen to it, she doesn't say anything because she is use to the routine and lets me be.


TIME IS YOUR FRIEND
Dali+Persistence+of+Time.jpg

      As the day goes on, I'm in the middle of washing dishes and NPR plays in the back ground, I think about my line of dialogue. It sounds like the man talking is giving advice.. He is using 'you' in the first part of the sentence. Who is he talking to? Better yet, who is he??? These questions plague my brain through out the day..  maybe he is giving advice to a guy who is about to get married?

      I am content with my conclusion that he is giving advice to some one else. So the next day I sit down and start to write down on my 'X-sheet' (for the non animators, this means that I am starting to map out what words and sounds land on which frames of the animation. In other words, a tedious process) But as I finish and walk away, I'm thinking about the dialogue in my head.. WHY DOES HE SAY "IT"S NOT FOR ME?" I try to forget about it and go along with my day. What I am doing here is trying to let as much time go by so my ideas 'marinate' in my head. The longer they stay in my head with out me acting upon it, the more chance I can think of something critically about the ideas and solve potential problems..


.."it's not for me"...
       Without these few words the line would be a straight forward advice sentence. Some guy would be sitting next to another guy, slaps him on the shoulder, and basically says there is no happy ending. That's that :) but these last four words.. (it's not for me) hint of something deeper, some subtext of: been there done that. What situation could you be in to say something like that? A specific one. I fall asleep staring at the ceiling and say screw it, I'll just do a cinematic close up of a mans face and make him deliver the line. Forget trying to think of a context and a setting. I'm losing time over this planning shit... I nod off to sleep.. (First Mistake, settling for something sub-par)

      I go the whole next day with no new ideas and here comes night time so I sit down ready to animate. I haven't tested my idea yet.. but I already know it's crap. That's why it's been ten minutes and I'm just staring at my screen. (by the way I animate using a 2D program called TVPAINT.. it's cool) I need to bounce my idea off someone. Someone I trust. Not just any thinking piece of meat out there, I need someone who knows what they are talking about. When you go to idiots for advice you get just that, idiotic advice. So don't ask them. I look across the room at my girlfriend and say, ok im ready.

THE BRAINSTORM (warning. this is an unedited rant)
      So we stand up in the middle of the room, I tell her my idea, she says that's lazy and we start to talk about ideas. back and fourth.

     -What if he's like Clint Eastwood? -No first off ,what is he doing? -Maybe he's a coach and is about to quit! -No I see him outdoors. -Out doors doing what? -Walking. -NO DOING WHAT? where is he walking to? -His car as he's talking to a young football player? -Why? -Bc the kid needs advice! -Why is he walking with the coach? Is he his son? Are they going out for ice cream, or did he just catch coach as he was walking home? This is going to affect the acting
-Maybe he's not giving advice...
     WTFfasdsafdsfdsg?? We were getting somewhere! -No think about it. Why, if he's giving advice to some other person, then go around and make it about himself by saying "It's not for me."?
 -ok you are right.. -maybe the kid is asking him to do something. Like come continue coaching for us?? -can we make him talk with a cigar? -What?? -Yes a cigarette or something. I see him cool like Clint Eastwood saying, yup been there done that... not for me. -I saw him more modest, old and fat. -No he has to be cool! -Maybe he's WAS cool and a hot shot, that's why they are coming and asking him to coach again. -Who are they? -The kid. -No it can't be a kid now. Listen to the dialogue, he doesn't even sound like he's talking to a kid.- Fine another old guy. Does he know the guy or is it a stranger? -He knows him, nobody gives meaningfull advice to strangers :) -So they are in a field? doing what? -Maybe the guy came to his house. His house has a field next to it. -ok ok. so man at home. guy comes to visit.    
-Make him wear a suit!!!! -YEA!!! Contrast! one guy is in everyday work clothes and dirty, other one is out of his element he doesn't belong in the field.
     -So regroup. this guy is asking the other guy to come join coaching the college team again, our 'clint eastwood guy' is saying no, he likes exactly what he is doing, he doesn't want to go BACK. It's not for him. -What is clint doing when they are talking, NO CIGAR bc if he was athletic he wouldn't be smoking. -Working on his field as they talk? -Isn't that rude? -Maybe but he's making a point that he doesn't want to go with suit guy so he doesn't even look up from his work.-Hmm. I see him just standing there talking but is about to walk away form suit guy to go back to work. Lets listen to it again.


-ok standing up it is.

PLANNING and EXECUTING
      So after this LONG brainstorming session, I decide to work on what camera angles will best represent my idea and context. I was happy that we came up with something SPECIFIC and not generic for my actors and story. Now I need specific camera shots. When you have something specific you can make specific choices in regard to acting and camera angles.
     The context that we came up with reminded me of a Clint Eastwood movie called 'Unforgiven.' It has a scene similar to mine where one young cowboy is asking a washed up cowboy to join him, but the old cowboy declines the younger cowboys offer. I go to the movie and study the directors camera choices in that scene. I do this because I want a sense of cinematic story telling to my piece. A lot of the times you get 'one camera shots' of animation exercises and it looks sort of.. bland. Animators do not change camera angles a lot bc they like to see the ANIMATION carry the art piece. but me, not being an animator but an artist, think it's very foolish to leave the camera out of the equation. the camera is a powerful tool to use, if you know anything about Alfred Hitchcock you know what I'm talking about.

      So after an hour I came up with this. I drew and timed out my shots in story board form.  just to represent the shots I want. I think it works and my go to person (my girlfriend) agreed as well :) So here it is. My next step would be to start animating. That will be another post. I know this one is already terribly long.



Remember not to go with your first intentions if you have not already thought out your idea inside and out. Planning and inventing a context will set the foundation for creativity and specific spontaneity in your animation. THINK, brainstorm, and THINK some more, research your idea. Then start to animate.

Monday, May 23, 2011

Animation/Drawing 101: HANDS

Drawing from my sketch book: Ball Point Pen


    HANDS: Second only to the eye's, they mirror a person's emotion the clearest. A bad hand pose in Drawing or Animation can silently KILL your art. This is a huge overlooked concept. This info was passed on to me and now I shall do the same. Big thanks to Pixar for their education.


THE HAND:
     The hand is very specific and has thousands of ways to be drawn and posed. It a very hard part of the body to master, that's why you see a lot of artist draw hands over and over again in their sketch book. (and if you don't draw hands like a manic.. well START DRAWING HANDS) When hands are overlooked they look like this...



     Horrendous.. I know.. So before I get you to some juicy knowledge I'm going to try to give you a VERY BRIEF 101 on hands.
-These are the natural paths of fingers. They radiate and curve in relation to each other.
-CG hands look like bricks and rakes when you first load them.. you must pose them into organic believable shapes.



-Simple and Complex hand shapes-
      A simple hand shape has an easy silhouette to trace with your eye and have a simple over all shape such as a square or a triangle. Complex shapes have busy outlines and take too much time for the eye to take in the information the hand is trying to convey. Always go for simpler hand shapes so that the viewer can spend more time on the focal point of your work (which should be the face)



-Hands ALWAYS DO SOMETHING.. 
     They must ALWAYS reflect how the character feels or suggest the prop they are using. It can interact with itself, some one else, or with a prop. Live action never has bad hand poses.. So we have no excuses for choosing bad hand acting. That's why Animation is a bit harder than acting, you have to get GOOD ACTING and convince the viewer they are watching a real HUMAN with real habits and poses..




-Hands can interact with themselves and your body- hand to hair, relaxed, fingers crossed with each other, etc









 -Hands can interact with props- and show their purpose. He's not holding a basball bat.. He's holding a gun.. The hands make nice silhouette with the gun that if darkened in, would seem as an extension of his body
-With in the hand pose individual fingers must have a purpose. thumb supporting lower bottle, index finger is gripping the lower bottle as well as supporting the top bottle and the remaining three are gripping the top bottle.
        -With small props you grip them a certain way and
        with in that grip you can still show personality.     
-How you approach interacting with a prop can also reveal a lot about the thought process.








Bad Hands-
      Bad hands come in drawings and Computer Animation. I tend to always talk crap about football games while I play them. If they would only focus on the little details they can become that much more believable. 10 years of edition after edition of Madden and they cannot seem to get the physics right. And if you look at the photo below you can see that the same hand pose generally used on every hand. The fingers look like rakes and in real life it would take WAAAy to much energy to constantly keep your hands in that pose than to be expressive with them. The hand does not naturally want to keep the fingers apart, the fingers always want to rest on each other, especially when griping something. I learned that when drawing a hand, to check if I can see the purpose of the hand, is it moulding to the form of the object, does it look like the thumb and the wrist are connecting and flowing into the hand at a believable angle..


ACTING-
      The hands should support the emotion and the cues the face or character is giving. The hands should never steal the show unless it's on purpose. Do not always move them around with each pose. (Meet the Robinson's: when the black hair kid is first seen is a good example of over acting) watch that movie and you will see what I mean. Do not over use the hands. but use them responsibly and with specificity.


-PERSONALITY is all about the hands. Here are Cool hands
 -Here are hands that intend force and dominance
           -Sadness through hands
-multi tasking hands to show busyness...






-Here is some acting with the hands... over acted for my tastes  but VERY VERY WELL ANIMATED..



     There is hardly any OVER acting or bad posing with the hands in most Live Action film. So when looking for an answer on what to do with your hands, Watch people and watch films. Draw hands as much as you can, there are two perfect modelled hands in front of you! You never have an excuse of not having NE thing to draw... DRAW YOUR OWN HANDS,

     Hope this helps a little. There is so much more on hands that one can speak about with hands. Whether you are drawing them or animating them, think about the hand pose you are choosing and what does it say.. you should be able to tell the mood of your character just by looking at their hand. 

-Daniel Gonzales

Sunday, May 8, 2011

Animation: Boy with Fire

 

      And you can always see what kind of student some one is by looking at their work. I went to the California College of the Arts Animation Show last week and saw a lot of amazing good stuff. A little Stop Motion, a little modelling and rendering, some amazing 2D animation as well as some very nice 3D animation. But no matter the quality you can always kinda guess the students work flow. Just keep that in mind when you are hoping that you can fool your teacher by doing your work the day before it's due...

When ever an animation assignment is given to a student, there are three types of students that I have observed.

-The type that procrastinate. They start late, they have an epic short film and want to finish it two weeks before it's due..
-The type that over estimate themselves. That start early and they want to do a fifteen minute short in 5 months...
-And lastly the type that is right in the middle. They don't aim to be epic, and they do not procrastinate.

______________________________________________________________

Here is what I animated for the CCA Animation Show 2011. Hope you like it.
If the Video Does not play, here's the link Boy with Fire



      I was asked to make this 3 weeks before the show, so that gave me 2 weeks to animate. So a couple of all nighters here some Starbuck breaks there and this is what you get. Thanks to my friend for the special effects with photoshop!  I also Provided my Pencil Test version with no sound and no special effects so you can see all my notes and mistakes flash and pop in the corners of the pages. You will see numbers and drawings and those help me keep track of my drawings and planning when I am in the middle of animating. Do notice the fire! It was my first time animating fire and it was fascinating. I will have to do a whole post about just fire soon to share some stuff I learned.

(Sorry no Pencil Test, could not upload)


      I cannot stress how important it is to always do your own work on the side even when you do have a job animating. A lot of Artists NEED that certain type of freedom that allows them to explore, and there's no better way to do that than on your own terms.
      But if you do need some structure I want to tell you about SPLINE DOCTORS. They're are having a month long animation contest. It starts May 9th and ends June 10th. If you're gnna say that you wish you had time or that you are too busy, those are excuses. The hours from 10PM to 2AM I find are Prime animation time that any one can tap into to. No one bothers you, nothing on TV. It's golden. MAKE TIME to do art. The link to The Spline Doctors Web Page is on the upper right side of my page. They are offering Prizes for the top three best animated pieces they receive. Good luck!

-Daniel Gonzales

Thursday, April 21, 2011

Noticing Something Different



"Danny! Where have you been?"

    Animating. Yes Cars 2 is done, but I am currently animating for the California College of the Arts Animation Show. They asked me to do the Opening Title Card of this years show in May. MAY!? Wait, that's like.. Tomorrow! I know. That's why I have been busy animating like a beast. I'll be sure to post it once my animation is done.

_______________________________________________________

   --In the mean while I want to touch upon  a little rant on work flow and on how to make your work a little unique.

    You can ask a thousand times for the best tips and what do the Pro's do to stay focused but it all that doesn't really help when YOU are in YOUR work flow. But maybe my way of staying focused when I'm in the middle of doing a marathon of animation (like I am now) and the finish line seems so far away.

    I need something thought provoking, something to makes me think. What makes me think? Great art makes me think. But hanging pictures and stuff on my walls doesn't cut it all the time. I need the ear phones on full blast. But there's a lot of crap out there that tries to call it's self music. A lot of music I like for two reasons, 1) either I like HOW IT SOUNDS, or 2) I like WHAT IT SAYS. and when I come across something combining both elements.. well that's rare. (Like The Beatles)

    This is a recent song I found that has both elements for me. And the best part is that it makes me think, and when I think: I animate faster (I don't know why) I seem to solve problems faster and everything flows smoothly. (Holy crap! Is this what A BRAIN IS FOR?????)

Lupe Fiasco - 'Words I Never Said"


      I like it. Not because what he says is controversial and true, no I like it because HE is putting his thoughts on the forefront of his work. He is not  talking about b*tches and getting those Dolla Dolla Bills. You feel like you know him after you listen to the album. And I love when people put themselves into their art to make it specific. If you cannot tell nothing about a person after seeing a chunk of their art then it most likely there was a very good chance the work was dull, superficial or flat. It's not wrong if it is flat or superficial, it just is what it is.
      I try to inject my thoughts into my art when ever I can. Most noticeably in my roughly put together piece for my schools animation show in 2010 "A Comment on Animation" You see little things on how I like things outside the box, thoughts about the animation business, my like for science fiction zombie flicks, me being an atheist, how I like nature (otherwise I wouldn't of spent two weeks animating that damn seedling growing) etc etc...   You cannot be timid to say what you want to say. Even if it's political or personal, just say it.  



    If you ever want to stick out of a crowd, STOP wasting time looking for unique ideas when The most unique thing in the world is RIGHT IN FRONT OF YOU.

    Nobody is like you. NOBODY IS EXACTLY LIKE YOU. So you want your demo reel to stick out from the rest? Inject some personality in it, your personality. Say what you want to say and make do you best work on it, make it GOOD.


-Daniel Gonzales

Tuesday, April 12, 2011

Animating 101.5: 'Balance and Weight'

       A teacher or Mentor would give you the following video and say study this... what they need to say... HOW TO STUDY THIS..





FIRST: A Rant On 'The Responsibility of the Animator.."
  
       I see a lot of green animators having a hard time animating balance and weight, but here we see ROBOTS are great, mastering it, with 1,2,4 legs.. I bet they can also do it with 8. Very sad when a robot can learn to walk before you can learn to animate a very convincing gait. If a robot can do it, so can you! but do not take for granted the work you have to do. If you think your job should be easier, bc you think all you have to do is drawing, while that robot calculates all day since morning, then it is not alarming, that you darling, are have such a hard fucking time day in and day out with that mouse in your hand the pencil in your mouth, animating. :)

Just because you made a life choice, to do your part and make some art, it does not excuse you to be ignorant. So here is my rant about give learning a chance and learn that the world has more to it than what you take in from first glance. Your job as an artist is to observe the world around you carefully, just looking doesn't count, and memorizing patterns is such a wasteful account, you need to learn the fundamentals to understand reality. WHY and HOW should be the basis of your new philosophy.

Your an artist but more than that you are a human being.
-'but danny I do art bc math and school were just not my thing"

Then you should not be doing art, bc in school 'Learning' was the trick. And learning in ART, is just as hard! ..if talent was not given to you as a natural gift. It is hypocritical to say you are going to learn art and animation inside and out, but when told to deal with the Math of a walk cycle, with it's frames per seconds and spacing, you start to groan and shout.

imagine how much potentially better work can be with a little more understanding and knowledge.

The End...

__________________________________________________________

Now: A Non-Rhyming Rant On "Weight, Balance, and Forces":
  
     There is no weight, there is no balance, those are descriptions. It is GRAVITY. You are not "selling" the weight.. Nor are you making the balance "work"... What you are trying to do is convince me that gravity EXIST and is acting upon your character or what ever you might be animating. So when a teacher says, "it needs weight.." it should be translated to, 'Your gravity is not convincing.' 


      Look at the video around ( 0:18 seconds) here is a one legged robot doing a nice job keeping it's balance. It lands it's leg exactly where it needs to be to counter the gravity that is always pulling down on it. Here are WRONG drawings of a robot trying to keep it's balance...




     This is wrong because the robot would still fall over.. the placement of the 'foot peg' DOES counter the gravity but not the Momentum the robot has moving towards the Left... so not only does the foot need to be under the robot, but it also needs to be opposite of the direction that the momentum is going. This will counter act it and result in the robot coming to a stop...
Here is how it should be..


      This is much more physically correct, and thus believable.

      It's all about knowing what forces are acting upon the thing you are animating. That is it. All 4 basic forces work either as a push or a pull. Electro Magnetism, Gravity and the Strong and Weak nuclear forces all either push or pull. This is 7th grade physics. Every day, all day these forces act as either a PUSH OR PULL, (note to get diagonals and arcs, multiple forces have to be in play..more on that later) there are no flying or side-ways actions, gravity doesn't say 'im tired, im not gnna work today'. Even when your character or object is doing nothing, gravity is still happening...


      -So direction of force is a key concept to move any object... You can push in the opposite direction of where you want to go (hmm this sounds familiar.. what is is called.. can this be ANTICIPATION????) So if you are going to the LEFT and down.. you want to push to the RIGHT and UP.
     NOTE: ever see something over animated? most likely they are using too big an anticipation (force) than the action needs in real life.


      Gravity, is a PULL. The more you pull at something the faster it will go as long as there is nothing pushing or pulling in the opposite direction...
     THIS TIES IN WITH SPACING: when something falls it gradually will pick up speed... (the spacing of your frames will get bigger and bigger)
     Gravity pulls on everything equally. unless there is another force at work. So the spacing of a bowling ball falling and a ping pong ball falling ARE EXACTLY THE SAME. a body falling from the sky, a dinosaur foot landing in a walk cycle.. the SPACING WILL BE THE SAME period. (Galileo 101 people.. jeez..).

The only difference is the bounce UP.

    -The ping pong ball, having more elasticity, can Push against the floor resulting in high bounce. (you see this as squash and stretch)and all the bounces after that work the same.. THE BALL NEVER BOUNCES GREATER OR BACK TO ITS ORIGINAL HEIGHT. Each bounce being smaller than the last because the energy is being lost as movement and heat while the pull of gravity never lets up.. resulting in smaller bounces..)

    -The bowling ball on the other hand cannot squash and stretch as much and there for the Push off the floor is not as strong. BUT like a smart logic seeking student you are, you ask, 'Where did the energy go?" It transferred as heat and vibrations. The ground where the bowling ball hit immediately after the bounce is slightly warmer than the surrounding surface.
      If you do not believe me or SCIENCE in general.. Fine, You can test this out your self by bouncing a basketball over the same spot of an extendent amount of time.. you will then feel the heat on the bottom of the ball and on the floor.


     The sooner you learn to see these forces as clear as you see how fast food is made from the shittiest quality food EVER... then you it'll be very very easy to tell if something animated is not 'feeling' right.   :)


An Example of pushing:
    -when you stand you are pushing. your foot is not resting in it's natural shape. It is pushing against the floor. 



    -A very nerdy way of thinking of animating is that animating is The Controlling and Manipulation of Directional Energy.  ..add some knowledge of texture, principles and timing to this along with a concept and acting choices and.. HEY, you might be making ACTUAL art!..

shocking..

     -Remember that things need directional forces to move. and in order to CHANGE direction: one force must be greater than the other.. The greater the inequality the faster it can change direction.
     Visualize: A five year old trying to tackle you... you won't budge more than 2 inches. Now imagine a whale tackling you..   ..Exactly :)

    Thought Exercise: In any action it can be very helpful to break down what forces are happening. For example: Raising your arm to point to the TV screen..



     Is this a push or a pull? WHAT is pushing or pulling? It will be the shoulder muscles and some triceps (lets just say elbow) But more shoulder than elbow. The shoulder will LEAD the movement and everything will follow. this is how you would show that the elbow is pulling



     The pull of the shoulder is a force, but do not forget there are other forces at work here. Gravity will be fighting against this movement of the shoulder. the easiest path of compromise between these two forces is this ARC..



     This looks natural and effortless.Any other arc would be wrong, unless it's done on purpose. You would need a stronger pull from the shoulder (bigger anticipation) then you can get a showy showman gesture like this,





       So This is it for my rant. I hope this gave you insight on a new way to think about animation and the world around us. To show weight is to show gravity. It's not magic, gravity is not the weight of god's expectations on you, haha, it's good old fashion space time distortion and it's effect on you. Think that's just some fancy explanation scientist just made up? no way, gravity affects lots of things. Even time: farther away you are from a gravitational mass, the faster time seems to pass. So this means the clock in a satellite ticks faster than the one of your wrist. GPS satellites are well aware of this and have compensated for the different time speeds. Did you learn something new? Good, I hoped you liked it. Now go get lost in wikipedia.. all human knowledge at your fingertips.

-Daniel Gonzales