Saturday, March 22, 2014

Week 9 & 10 - Hips and Personality Walks

Apologies to you loyal readers for lack of recent update. Has been a little hectic with assignments + preparing for job interview. So Week 9 was an in-depth look at hips, particularly how they move depending on gender, body type and other factors. A common issue with student work is that many don't realise the importance of hip movement and how almost everything we do is lead by the hips before anything else. Reminder to self: Pay special attention to the hips first, as they will influence absolutely every other part of the animation.

Week 9 Pose was 'Concern'. Keeping in theme with worldwide VFX layoffs thanks to a broken business model between VFX studios and Hollywood, I added a pink slip to the scene.



Along with that we finalised our walk cycle. This vimeo upload was a bit crap for some reason, seems like it cut a few frames from the beginning/end. But you can more or less get the idea from what's there:

Ballie Walk Revision from Aaron Skinner on Vimeo.

Week 10 (and the current week 11) has us dealing with personality walks with the Ballie character. It took awhile to think of a personality walk to animate. Originally I had envisioned a very short ice-skating, ballerina-esque animation. I wanted something that would be fun to animate while also really pushing myself. I even shot reference of Kristen doing it. After 3.5 days of trying to block it out in Maya, it just proved too difficult and beyond my skill level to even get the basics down. I quickly changed gears and fell on my back up plan of a gleeful skip.

But first, Week 10 pose was 'Exhaustion' aka how I feel after every 45 minutes of intense animation concentration:



Here is the planning for my skippity skip. Looking at it now it could definitely be MUCH more detailed. Following that is the rather unimpressive first blocking of the cycle.




personality walk from Aaron Skinner on Vimeo.

Until Next week, Adios :)

Saturday, March 8, 2014

Blast from the Past

This is the first animation I ever did, first year university 2008. From memory, we had to create a themed iPod ad. I chose to make mine inspired by my favourite cartoon series: Home Movies. I basically just recreated the scene frame for frame. The timing is off and the audio prematurely cuts off at one stage. (I could never figure out why it played fine in Flash but not in .mov format) but I still get a laugh out of it today. Enjoy!


Friday, March 7, 2014

Week 7 & 8 - Tweaking Tailor & Intro to Walks

Jamming quite a bit of work into one post today. I forgot to post one of the poses we had to do in Week 5: "Devestation". Here are my quick sketches and the final pose I decided to submit:





Week 7 involved an in-depth view into the graph editor. "What is this, statistics? I thought this was animation dagnabbit!?" I maybe hear you cry but probably not really. The location of every object within the 3D space as it moves can be essentially graphed, since each point in time the object location corresponds to several different axis of movement. This results in a graph editor that resembles this:


AKA 'spaghetti', it looks daunting (and still can be) but once understood, manipulating these curves is an extremely useful tool for cleaning up un-wanted movements or further perfecting movements. This is my final tailor revision, much improved from my first attempt, but still not perfect:


Tailor Revision 2 from Aaron Skinner on Vimeo.

Week 8 pose: "Strength". Sketches, quick mock ups to decide which I liked best, then the final product follows:





And finally: Week 8 was an introduction to walks. Walks are things that apparently, many professional animators still have trouble with. This is reassuring, because the amount of rotation and movement that transpires during even a 'simple' stock-standard walk is mind blowing. There is so much to juggle all at the same time. I won't even begin to go into the mechanics here. For now, building upon all our previous assignments, we are just animating a ball (which represents the hips) with legs. Here is the plan + initial blocking pass (uploaded to youtube coz its quicker):



Thursday, February 27, 2014

Perception of Innovation

When people ask me what 'The Last of Us' is and why I  recommend it so much, it's difficult to express the impact it had on me and why I think they should really, really play it. Ultimately - unfortunately, any game is going to be judged by sweeping assumptions via the narrow scope of genre, setting and plot. Third-Person survival horror, set in an apocalyptic world with zombies, where you have to guide a female companion to safety. Resident Evil 4, Walking Dead and The Last of Us come to mind. All similar thematically, all mechanically familiar, yet all totally different.


Not that I prop award shows up as the be-all and end-all of what deserves to be recognized in this industry, but when Last of Us won 'Most Innovative' at DICE 2014 I was slightly taken aback. The general internet consensus seems to be that it's not particularly a game that offers anything new mechanically, yet what it does set out to do it excels at. Particularly the strong emotional bond between the two leading characters who act as surrogate father and daughter to each other.  I subscribed to this viewpoint for awhile, and chalked up the innovation award to some panel judge consensus that maybe through its immense polish and superb structure and characters it was perceived to be avant-garde. Fast forward to recently and I finally get the chance to play Journey. I didn't have any expectations besides it apparently being an amazing game, particularly in that it provides an experience that really cannot be found anywhere else. When you're hearing opinions off hand and people are trying to explain why something is so important to them, I suppose sometimes words cannot ever do it justice. 'It's a fantastic game' I kept hearing, so I guess I went in expecting groundbreaking gameplay, but nothing else.


I ended up acquiring the same feelings for Journey as I did for The Last of Us, the same bewilderment where I couldn't reconcile why it had affected me so much despite its perceived simplicity. The gameplay itself essentially amounted to a series of simple puzzles and platforming, but it was more than that. The feeling of solemnity is strong in Journey, it exudes through the lonely environments, the narrative and the implications that the heavy responsibility of the world is propped entirely on your shoulders. It was probably even stronger considering I played in a dark room, home alone, where nothing could distract me and pull me from the screen.


And then a short while in, as I wander the solitary digital desert, my pondering loneliness is utterly transformed. In the distance I see someone else, wandering the dunes, just like me. My focus shifts and suddenly the game isn't so much about the game itself and the ideas of rules and objectives that come with that term, it's about this other player who's sharing the exact same experience I just described. Instantly there is a connection, we run towards each other and press the 'Circle' button to emote. It's the only way for us to communicate; one button - the longer you press it the more emotive the character on screen appears. There's nothing much else to discuss then, so we go straight to figuring out the meaning of our digital existences.


There’s no denying the gameplay experience itself was smooth, elating even. Gliding across vast landscapes and leaping effortlessly from one point to another was a genuine joy. The kind of joy you can associate with improving your understanding of the world's logic and of the skill required to effortlessly traverse it. The true joy of the game though, is that other player. It’s experiencing the genuine warmth, empathy and devotion of another human being as you work together to experience this strange but familiar journey. I won’t go into spoilerific details, but it’s no secret that Journey is an allegory for life. So the way positive player to player interaction is melded by the design to bring out the best in each other through 3 hours of gameplay is a powerful message. I’m not sure a game has ever attempted it so purposefully while executing it so perfectly. It was only when I watched the ‘Making of’ documentary straight after completing it, when Creative Director Jenova Chen explained something so simple I couldn't believe I hadn't realised it after 20 years of consuming media.



Innovation doesn't have to be physical, or tangible. It doesn't have to be a fancy new mechanic, or a new technical marvel. Games aren't often regarded as emotionally stirring beyond happy, sad, angry and other primal feelings. But if something can emotionally affect you so much that it causes you to actually learn something about yourself or question your own very being... that is an innovation award well deserved.

One Day... Tangled Shot Progression

I'm saving the next assignment update for next week, so I can group Week 7 and 8 together (nothing much to report on from during Week 7).

So in the mean time to keep what little readers I have entertained... here's a video from the magnificently put together Tangled from Disney. It outlines the shot progression every scene must go through from concept to polished and reflects the same sort of workflow we do as both students and professionals. Obviously they do it way better than the likes of me. If you can get over the repetitive replaying of the same song (guaranteed it'll be in your head the rest of today), it's interesting to watch.


Progression of an Animated Shot: Gothel & Rapunzel Disney's Tangled from Jamaal Bradley on Vimeo.

Monday, February 17, 2014

Week 5 & 6 - Overlapping Action, Anticipation, Squash & Stretch

Little late on the update. Week 5 was all about overlapping action. The principle that nothing ever really starts and stops moving at the same time. Everything moves in a layered approach. There's some what of a family of principles within the concept of overlapping. It depends on the object moving, but generally you'll have follow through, a successive breaking of joints, drag and wave action. You can witness these in almost anything, from a blade of grass blowing in the wind to a baseball pitch.

We had to encompass this in jointed pendulum attached to a moving platform. Here's the final result:


Pendulum Revision from Aaron Skinner on Vimeo.

Week 6 focused on Anticipation and using squash & stretch to convey it. Anticipation can be summed up as the 'action before the action'. E.g: The 'wind up' before a throw or a punch being the anticipation (or secondary action) - the actual resulting throw/punch being the primary action. The 'Tailor' character is basically a bouncy ball with a squirrel tail attached to it and we had to channel everything we've learnt so far into this assignment. Here is the first submission:


TailorFirst from Aaron Skinner on Vimeo.

It's far from perfect (and whilst writing this I actually received the mentors critique). The main issue is how he curls up half way as he looks down at the drop. I thought it would be neat to have his body AND his tail kind of looking at the gap, hence why his tail points. It was a bit of an impromptu but failed experiment, as Ray had no idea what that was about. Note to self: Keep It Simple Stupid. Other issues include: holding his anticipations for too long (so he ends up frozen in a squashed position) and his tail not arcing/curling correctly in some areas. So over the next few days i'll be tweaking Tailor a whole bunch.


Thursday, February 6, 2014

Week 4 - Timing & Spacing

Last week we wrapped up week 4 which involved not one, but... TWO balls!!!


One ball had to be light while the other had to read heavy. I went for something along the lines of a tennis ball/bowling ball mix up. I definitely am trying to push myself with the assignments, so I knew I wanted some sort of interaction between them even though the assignment didn't necessarily call for that. Here is the planning on paper before I jumped into Maya to animate:



The resulting animation:


lightheavyball from Aaron Skinner on Vimeo.


I got the idea for the back spin and resulting bounce while looking up video reference for balls bouncing off walls. I hadn't originally planned for back spin but thought it would add another pleasantly unexpected element. It was interesting to put theory into practice and see how the use of proper timing and spacing between frames can make 2 similar objects appear to have very different properties. Thanks to my peer buddy who gave me great tips on how to make it look believable.