Thomas Doukinitsas
Showing posts with label Beyond the Boundaries. Show all posts
BEYOND THE BOUNDARIES: D-Eb31e Trailer Shoot

BEYOND THE BOUNDARIES: D-Eb31e Trailer Shoot

To promote D-Eb31e on indiegogo we decided to shoot a test trailer and a segment explaining how the costs are going to be spread across the production.

This trailer shoot also gave us a good opportunity to test out our Kit and the workflow we had planned.



Overall it was a good shoot and this is what we created:

BEYOND THE BOUNDARIES: Production folder and Presentation

BEYOND THE BOUNDARIES: Production folder and Presentation


This is our finished 74 page production pack about "Through the Medium":
 

And this is the presentation used in our pitch:

BEYOND THE BOUNDARIES: Animation styles

BEYOND THE BOUNDARIES: Animation styles

One very important thing that i notices in cartoons and computer animated films is the extreme expressions, that even though are physically impossible add to the comedy and exaggerate the movements.

I managed to find this video on fxguide that shows how extreme these poses can be, and how the laws of physics have to be bent for other elements to work (such as cloths)
from https://www.fxguide.com/featured/going-off-model-hotel-transylvania-2/
I also found this interesting video on character design for cartoon character from an upcoming film.


BEYOND THE BOUNDARIES: Starting to get the group folder ready

BEYOND THE BOUNDARIES: Starting to get the group folder ready

After looking at examples during our group tutorial with Kathleen, we started preparing our group production folder.

The first thing we also looked at was creating a logo for our film. so that we could also use this across the printed production folder.




After going through lots of tests and ideas and guidance from Lauren, we designed this final logo that we believe incorporates both the characters and the mediums, and is clean and simple:

With the logo done, we've started layouting the production folder, using the logo and its colours. We have come up with a rough table of contents and are gathering all the necessary information for completing the production folder.

BEYOND THE BOUNDARIES: Indiegogo shoot for D-Eb31e

BEYOND THE BOUNDARIES: Indiegogo shoot for D-Eb31e

To better promote the indiegogo page we decided to shoot a trailer and a promotional video with Lucy explaining the concept of the film and why we need the budget.

The first attempt of lucy's talk was shot in the photography room with a DSLR, however due to some complications with the Audio we decided to reshoot it on the same day we would be shooting the trailer, using the URSA to better show off our production values.

The URSA was a pleasure to work with, however the battery only lasts about 1,5 hours and the card can record 25 minutes, and takes about 40 to unload. It was good that we figured this out on the test day as i believe now Laura has added in the rental of a CFast card in the budget to be more efficient

This was also an opportunity to test out the actual workflow that we will use in the final film. The footage was offloaded on to a hard drive using ShotPutPro, a file transfer software aimed at digital imaging technicians which also verifies that the copy was successful without any errors by comparing both sets of files.




The trailer shoot itself was a really nice opportunity to test out the high speed feature of the URSA, filming up to 120fps for a full hd shot. We managed to get some really nice results and hopefully the trailer will be compelling to watch and instructive for us as a crew.

Here are the dailies:

BEYOND THE BOUNDARIES: Camera Workshop 2

BEYOND THE BOUNDARIES: Camera Workshop 2

During our second camera workshop we had a more in-depth look at the C300 and the URSA, including their respective lens kit, matte box and follow focus, alongside the ronford heavy duty tripod and the TVLogic monitor.

We learned about proper practices in setting up these professional cameras, but also had the opportunity to test them out and compare them.

Here are some of the comparisons between both cameras:


Based on these tests i am leaning towards the URSA due to it being slightly sharper, and having better color management since we are using Davinci to grade. There are limitations such as card a

BEYOND THE BOUNDARIES: CGI Character Rigging

BEYOND THE BOUNDARIES: CGI Character Rigging

Finishing the base model:
Continuing on from the last blog post, i continued to use extrusion modeling to create the rest of the body. This is the result:


After that i added another skin material to the rest of the body to match the face material.


I Then continued to extrude to create the hands and fingers:

Rigging:

To start off the rigging process, i used Cinema 4D's Character Object, a system that allows a generic rig to be modified to fit the model, this works by adding key points to the model:






Facial Expressions with Morph Targets:
Since we wanted the character's facial expressions to be more expressive and stylized, beyond the boundaries of a conventional rig,  i decided to use morph targets. Copies of the main model are made, modified with the different expressions and those expressions are morphed between each other. I also used the "doodle tool" to draw over the viewport to get a guide for modeling the expressions. This also made the expressions feel more cartoony.



Fixing the weights / internal muscle system:
The automatic binding process had some unexpected results with connecting the bones to the appropriate part of the mesh, therefore manual intervention was needed to correct this, using Weight Painting.

Also to help with the look of the muscles as it is a main characteristic of our character, I added an internal muscle structure for the arms. However there are still a few problems with it.

One of the things me and Lauren thought of was that if there are any problems with the rig and there is not enough time to fix them, since we are creating a reflexive piece we could just write the problem in to the script and turn it in to a gag.


Rig tests:
The following tests were made to test out the current version of the rig and spot any problems that needed to be fixed:

BEYOND THE BOUNDARIES: Shot List & Storyboards

BEYOND THE BOUNDARIES: Shot List & Storyboards

After getting our script ready, i broke it down in to a shot list


This shot list is to assist us throughout the production, such as planning shot times and production duration.

One of the main things this shot list was made for was to get storyboards created, these will later help us with animatics and art direction.

This shot list was handed out to Katherine and Mollie to storyboard. Katherine did the line drawings and mollie is currently doing the final coloured versions.


For Mollie's version of the final storyboards i scanned in the line drawings and scaled them up slightly and reprinted them on thick paper. Mollie then will draw over these:

BEYOND THE BOUNDARIES: Booking Sound Room & Equipement

BEYOND THE BOUNDARIES: Booking Sound Room & Equipement

As we had already figured out most of our schedule, i booked the following rooms and dates for our production:

DateStart TimeEnd TimeRoomDescription
18/11/201510:0017:00G23 Sound Recording StudioPro Tools Rehearsal for Sound Recordist
19/11/201510:0017:00G23 Sound Recording StudioRehearsals with Lawrence
26/11/201510:0017:00G23 Sound Recording StudioVoice Recording with Lawrence
27/11/201510:0017:00G23 Sound Recording StudioVoice Recording with Lawrence
26/01/201610:0020:00G27 Journalism Greenscreen StudioLive Action Shoot of Stop Motion Animators
27/01/201610:0020:00G27 Journalism Greenscreen StudioLive Action Shoot of Stop Motion Animators
17/02/201610:0017:00G23 Sound Recording StudioFoley Sound Recording
we have also booked the following equipement for our live action shoot in g27:

Start DateEnd DateIDEquipement
25/01/2016 AM28/01/2016 AMBlackmagic URSA + Matte box + Lenses
25/01/2016 AM28/01/2016 AM3 Fresnels
25/01/2016 AM28/01/2016 AMRonford Heavy Duty Tripod
25/01/2016 AM28/01/2016 AMGels and Diffusion Set

These bookings were confirmed by Rosie Gunn via email.

Lastly we will also be booking lights for the stop motion shoot days.

BEYOND THE BOUNDARIES: 1st Tutorial with Kathleen

BEYOND THE BOUNDARIES: 1st Tutorial with Kathleen

During our first tutorial with Kathleen we discussed several elements about our projects.

D-Eb31E

These suggestions were discussed:

  • Emphasize the fact that it’s a one set piece
  • Names may date it / add elements (maybe unwanted)
  • The character’s accent / place of origin will be important, since it is one of the first shots
  • There should be a coherence to the piece (like Twin Peaks’s Razorhead)
  • It should have a strong emotional core
  • The quality of Debbie’s seductive voice is very important
  • Look at Euripedes “Bakas” and the routes of tragic writing
  • Be aware that pills take time to become active
  • An interesting thing to do is instead of opening with the magazine, show it after we’ve met Debbie to surprise the audience
  • Get equipement out and test most of the effects


Through the Medium

For our animation project our main focus was coming up with a short, snappy and interesting synopsis that describes all of the elements of our project

"Experimental Animation, applying 3D and Stop Motion, using two Characters, to juxtapose, engaged in whitty banter about the condition of their material and immaterial existence and the physical interface. This will allow us to explore the existential angst of the CGI character living in a mercyless void dominated by a cursor in contrast to the warmth and congeniality of the stop motion character who conveys a special bond with the human counterpart hands on animator. "

Taking the above into consideration, we decided to shorten in for synopsis purposes:

"Experimental Animation, applying 3D and Stop Motion, using two characters to juxtapose the condition of their material and immaterial existence, through witty comedy and banter."

Our other concerns were with the character designs, and how we should re think some of the design elements

Lastly we talked about expanding the script, and coming up with improvisation quese for Lawrence to try out on the recording days.

BEYOND THE BOUNDARIES: Maya VS Cinema4D

BEYOND THE BOUNDARIES: Maya VS Cinema4D

One of the more technical questions i had from the beginning was "Maya or Cinema4D".
Maya is an industry standard supported by the university, but i feel uncomfortable in it, and also

After speaking and discussing with John Hunn, an an animation tutor technician at uca, the benefits of both were outlined:

Maya is an industry standard and the main reason it is supported at universities is because it is free for educational use. However Cinema 4D is also supported by the industry, not as much as Maya.

I was advised that if i feel comfortable with Cinema 4D and can work with it then there is no problem with using it. However we need to keep in contact to see if things work.

Uni also has a dedicated render farm running "Arnold", an industry standard renderer. Arnold is supported by both Maya and Cinema4D, and i've downloaded a personal learning version to test it out. The only limitation is that my renders will have a watermark, therefore i need to see if the project files that i create at home can be rendered at uni.

Also as a backup, if uni can't render our project, i'm thinking of setting up a render farm at home using regular computers.

The only problem i've had with Arnold so far is that it only works with it's own materials and lights, therefore there is a bit of a learning curve since they are different from the standard materials and lights. Also they look different, so that is another thing to consider.

Left: Cinema4D's Standard Renderer - Right: Arnold Renderer
The skin material works well, although i still need to figure out how to overlay a texture onto it. Also the hair needs more research and shadows need to be figured out. I feel as if with the arnold renderer the skin is too shiny, however that might be due to the settings.

Lastly i will try sometime soon to send a test scene to the uni machines so see if any problems pop up.

BEYOND THE BOUNDARIES: Camera Shootout

BEYOND THE BOUNDARIES: Camera Shootout

During our first camera workshop i got the chance to compare both the C300 and the URSA, two high end cameras that we might use for both "Through the Medium" and "D-eb31e". Therefore i shot a few test shots with different settings to see how both cameras look.



Comparing size and form, the C300 has a nice form factor, and can be mounted on various acessories such as the Glidecam or the Motion Control Slider. It has a familiar menu, same as the XF305 and can handle high ISO's. It's also connected to the Samurai Blade, therefore can do 10bit in Avid's DNxHD.



However this also means that a cable needs to be connected to the blade, and the blade needs to be mounted on to the camera. The plus side though is that if we want we could create two sets of files, one internally for backup, and one using the blade as our main source.

Looking at the image, it's a pretty clean image, however there is a bit of artificial sharpening. This can probably be fixed by changing the settings on the camera.

Also using the provided LUT to convert it back to Rec.709 gives a pleasing image, but loses information through the black areas. This can be fixed by color grading before applying the LUT, however the color representation seems a bit too "videoish". (Note: This is just my personal opinion)

The Blackmagic URSA is big and bulky, so it would possibly only work on heavy duty tripods, handheld for short amounts of time or on a heavy duty rig.



However the image quality (when appropriately lit) is phenomenal in my opinion. It has good natural looking sharpness even in ProRez, and using the DaVinci Resolve (free software) it can be outputed to a very pleasing version of Rec.709 with great colors, or also converted to linear light for Visual Effects use, or other film stocks such as Kodak and Fujifilm.

RAW recording, as i discovered whilst trying to get a beautiful shot of Shahid shaking a fanta bottle in slow motion, needs two CFast cards simultaneously, as odd frames are put on one card and even frames on the other. Because we only had one card, and were also trying to do 80 frames per second in raw, only half of the frames were captured, and after one point the camera started dropping frames due to the write speed needed. Also processing times in Davinci for raw are MASSIVE, whereas ProRez on a high end computer or even a Macbook Pro work at realtime.



I'm leaning towards the Blackmagic URSA as the main camera i want to use, however if we need to do specialist shots (Glidecam, Slider, Low Light) we might use the C300, depending on availability.

Here is a compilation of the test shots with and without LUTS:

BEYOND THE BOUNDARIES: Finding our Voice Actor

BEYOND THE BOUNDARIES: Finding our Voice Actor

When looking for voice actors that could help us, Lauren immediately thought of Lawrence Simpson, a DFSA graduate that now works as a voice actor and that we have met during the alumni days.

Therefore we sent him a synopsis and some character descriptions, and he agreed to help us:



We are thinking of using him for all of the characters as he has allot of experience with cartoon voices.

Also he might be more flexible as he might be able to record himself in his own personal studio, freeing time spent on transportation and booking rooms.

We've already sent him the script, and we are just waiting to finish pre-production so that we can get started on recording throughout November.

BEYOND THE BOUNDARIES: Finishing Version 2 of the Script... in Starbucks?

BEYOND THE BOUNDARIES: Finishing Version 2 of the Script... in Starbucks?

Even though we had started working on the script after all of the restructuring, it was going slow... very very slow... therefore me and Lauren thought that to write the script we possibly needed a change of environment... and lots of coffee.

Using the breakdown as reference, we examined each section and tried to make the dialogue seem more natural, but we also focused allot on character development, as from our research this was a really important part of our story.



To establish both characters in the first section we shuffled the dialogue around. We also tried to add some of their personality traits within the interviews (eg. CGI Guy checks his hair in a mirror during the interview).

A scene that originally involved a gag with sandwiches and the cursor has now been re-written with a funnier coffee scene, that happens during the interview, and also contains the "triple mocha frappa lacka macha chino latte" reference from one of our first year films.

A conclusion has also been written in, and the script in general has improved pacing.

During writing the script i noticed that when you are in a calm and more social environment, like a cafe, it seems to be allot easier to write and come up with ideas, and i will definitely keep that in mind when i need to write a script.

Also, when picking a cafe to write a script it has to be open till late... we were in there for 4 hours...

BEYOND THE BOUNDARIES: Re-assembling the script and further research

BEYOND THE BOUNDARIES: Re-assembling the script and further research

So far even though we had an early script, it was not complete.
To continue on writing the script, but also to make sure it was flowing well and make it easy to shuffle in new ideas, i broke the script down in to post it notes, creating segments with individual post it notes, and using colors to represent sections. After brainstorming with Lauren we concluded to this:
And for better reference all the notes were transferred to our google doc:

The main points added were a dialogue sequence about the character's physicalities, and also shuffling the order of shots to create a better flow. We also came up with a possible conclusion, as Lauren pointed out we could have them talk about their similarities and possibly ending up saying the same things.

Therefore in the next few days we will take this structure and turn it in to a script.

Lastly today we both watched a very interesting google talk that Lauren suggested, from Leica and the makers of the Boxtrolls:


as we watched  this we also discussed some of the practicalities of the stop motion shoot, such as using CGI to create guides for the movement, using rough models.

BEYOND THE BOUNDARIES: Researching in to Comedy

BEYOND THE BOUNDARIES: Researching in to Comedy

From early on one of our main points of research was this short documentary on the visual comedy of Chuck Jones:
This documentary amongst other points stresses out the attention needed for character development in animated movies, as there is no physical actor to bring over pre-existing character traits.

An interesting point is giving the characters a goal or a desire to create a more vivid personality, however, it has to be simple to be effective.

Another thing to consider is making the movements tell the story, as the goals and desires that come with the character's personality dictate the movement.

An interesting thing i liked is holding poses to tell a joke, rather than exaggerating movements as the lack of a reaction may be funnier.

Lastly Chuck Jones mentions to broaden your source of inspiration and not just limit it to movies, but also study the real world and other sources.

Another short documentary from the same source talks about visual comedy:

One very important technique shown in this is the power of staging to get a joke. Using objects, the way they move in and out of the scene, using camera pans to reveal a joke, etc.

These ones are more of a study of comedy acting, but also some good points about camera movements and blocking are mentioned:

BEYOND THE BOUNDARIES: Initial Project Presentation

BEYOND THE BOUNDARIES: Initial Project Presentation

BEYOND THE BOUNDARIES: Initial Ideas and Summer Developement

BEYOND THE BOUNDARIES: Initial Ideas and Summer Developement

Even before the end of Year 2, some initial ideas were floating around as a result of all of us talking to each other, and essentially doing mini-pitches during lunchtimes and gatherings. The ideas that came out of this were the following:

  • A big group production about a date gone wrong through taking drugs, with a twist at the end
  • A short film interviewing a Stop Motion and Computer Animated character, comparing each art form through a humorous tone.
In the group production, my role would be that of Visual Effects Supervisor/Artist. This role involves looking at the script, breaking down the visual effects and making sure they get delivered on time, working closely with the rest of the team. I also may be assisting with organizing Post Production. I'll talk more about this in a latter post.

My role in the second project will be to produce it, do the Computer Animation and writing the script.

To organise the production, i'm using Google Docs, and have created a common spreadsheet that everyone has access to, and there we have notepads, a budget sheet, character descriptions and we can add accordingly. Also the script is on a Google Doc. Lastly we're using facebook as a means to update everyone about important information, and also share ideas.

Some of our ideas on the google doc
I also helped create some concept art of the two characters to get a conversation going and to help with the design:
Concept Sketch for Stop Motion Character along with some examples of the rig.

First concept sketch of the CGI character.

Second concept sketch with larger eyes, plus some facial expressions and rigging notes.

As a team, to exaggerate the differentiations between the two mediums, we decided to have both characters have the same gender, age and ethnicity. However the appearance of each character would reflect some of the key features of each animation type. For example the stop motion character would be cute, with lots of organic curves as part of the tradition of stop motion, with a big round jaw inspired from Aardman, and the CGI guy would have smooth, polished features, almost perfect to show the perceived perfection of the medium.

Lastly i've spent allot of time testing and learning modeling, texturing, hair simulation, and doing research and development on the technology side of things to get a pipeline ready for us to use.
 The modeling technique i chose to use was "box modeling", a technique we learned in Year 2's professional toolkit, and it involves starting of with a box, and shaping it and extruding it to form a base model. I was guided by a rough sketch i did of the front and side of the head.


 After the base model was in place, i used a technique called Hypernurbs, which subdivides the mesh and smooths it out, to give the model that "disney/pixar" feel

 Another thing that i used was a technique called "Subsurface Scattering", which tries to mimic the material properties of skin. At this stage the character started to look more like the disney feel that we wanted.
I then added textures, and spent a long (loooooooooong...) time on figuring out how to properly simulate the hair. This is where i'm at currently, and am still testing things out...