Sunday 1 November 2015

BDM 124



Post Production 

We animated it on Wednesday, Glen edited the whole thing together on Friday, I edited and added sound on Saturday and we rendered it today to hand in tomorrow. Glad to say its finally finished. Looks really good to and the animation turned out to be quite smooth, well, smooth enough. The sound is sweet and didn't take long at all, so that was a plus.

BDM 124


Animation

Have spent the whole day animating and looks like we could easily get it all done. It looks pretty cool, eager to see how it turns out once we get it all out of the camera. Not having a laptop and software to assists us is a bit of a thing, so we are just going by eye. I animated and Glen has been in charge of cinematography, got some really nice looking shots together. We have just been doing what we like with the buildings, by no means have they stayed in a square like we thought they would.

BDM 124





Construction

Team mate got some material on the arms and head of the main character, and we can finally call it finished. Managed to chuck it all together and get an idea of what it will end up looking like. Yay!



BDM 124



Construction

Tried putting on a wheel put it was no good, so decided to instead go with a 'hover pad' thing. Works really well actually, and will decrease animation time A LOT! Also chucked the buildings up and managed to get some idea of what it may end up looking like. Just gotta finish the main character.

BDM 124






















Construction

Increased the size of the feat on the main character, and then the legs fell right of. Will either give him wheels or try putting new legs on. We'll see. Unfortunately the arms where to flimsy as well, so ripped them out and instead got a big hearty piece of armature wire and went with an alternative deign. I can already tell it is going to work better.

BDM 124


























Construction

An example of what the props will look like, and an oriental building to give the place some variation.

BDM 124



Construction

Finally got arms on the my dude, unfortunately the legs feel quite weak and are struggling to hold the weight of the character. We are thinking we will use magnets to hold him down as we animate. They will probably be stronger when we wrap them in material.

Also Brad finished the dog and it looks great. Will work well in the finished animation.

BDM 124


Construction
Getting the buildings made hasn't taken as long as we thought it would. Simplicity is key!

BDM 124


Construction

Started working on the two characters, figuring out their size and how they will ultimately look and move.

BDM 124


Planning
Starting to plan out the props for the stop motion, just figuring out the scale of the character and will work from there. Its important that the characters are at a size where we can manipulate them comfortably. Got all the cardboard we will ever need over the last few weeks. 

Sunday 11 October 2015

BDM 103 Task 9

Event Proposal. 
Task 9.

Name of event?
Keyframed

What event is?
Animation Showcase.

Criteria / Genre?
Animation.

Who is it aimed at?
Animation Industry.

Who the guest speaker is?
Tim Miller, co-founder of Blur Animation Studio.

Monday 31 August 2015

Sunday 16 August 2015

BDM 124 Finished Animatic



BDM 124 Dog Design


This is a design for the dog our 'Street Cleaner' Robot will pickup and through around.

BDM 124 Stop Motion Street Example

The street will look something like this, all the surfaces will be cardboard. Hopefully with strong bright light.

BDM 124 Story Boarding


Just trying to nut out the story board on the white board. We actually have got it sussed out finally.

BDM 124 Robot Design

'Street Cleaner' Robot Design:

The street cleaner robot needs to look likable, this robot is essentially a skip with legs.

BDM 124 Refernce For Robot Design

BDM 124 Animatic

Trying to get the animatic finished before Monday...almost done. Currently it kind of reads well, it could be better though. The sound will be added next, that should bring it all together.

Saturday 15 August 2015

Stop Motion Group discussion

 Discussion: 

It's a post apocalyptic cardboard world, where junkyard robots use salvage to build themselves bigger and better. A regular sized junkyard robot scampers about, looking for parts to gather, but finds itself a gathered part of a larger junkyard robot. There's always a bigger fish. The large robot having the same modus operandi continues on, much the same as the first, save for a difference in scale. It grows in size with each upgrade, bigger, bigger, and then.... finds itself a gathered part of a super sized junkyard robot. There's always a bigger fish!
* regular sized robot added to dodge deus ex machina ending
(*changes)

Needs a problem and resolution.
* Competing robots are after mcguffin
* Large robot no longer collects any parts, instead picks and chooses, as though trying on clothes. Ending with a look its pleased with, just before being swooped up.
* With the robots being made of attached parts, their bodies need read that way. 3 changes in scale compound the trickiness.
* The robots eat the parts and grow bigger more chaotically on their bodies
* Character silhouette made after a snowball
* The robots break apart the salvage before attaching it, chaotic.
* Removed regular sized robot, believing the actions of the Large robot to be clue enough to disarm the deus ex machina ending
* Reintroduced regular sized robot as cat/dog robot, to have the Large robot have an interaction where its personality could be better sold

2d model work arounds for some of our shots to sell the scale... seems to compromise some of the 'feel' we were hoping to generate


15/08/15
2 days before animatic hand in

* It's a post apocalyptic cardboard world, where a junkyard robot is salvaging parts, among the parts salvaged is a robot dog. Back at the junkyard robots home we find the parts are for a frankenjunkyard robot, where the found dogs life core is the core used to activate it

* A junkyard robot collects junk on its back. A top heavy back pack of junk that is near toppling point... and then topples. The junkyard robot emerges from the rubble, a tiny scaffold of what he was, and gets to gathering again. A long shot reveals multiple debris mountains trailing like bread crumbs into the distance

* Collecting/Gathering... is there a verbal angle? Hoarding? what twist awaits the hoarder? Herpes?

* The Super sized robot as a dog

* A junkyard robot gathers junk, throwing the junk onto the pile it has amassed on its back, but in so doing, dislodges a piece of junk already gathered, which then falls to the ground behind. Zoom out to reveal a circuit of junk, the Junkyard robot has been picking up and dropping the same assortment of junk since forever. (Let's do this one)

* Dog robot joins the cast, as a junk item to be gathered. Being a likeable dog, is excited to see the junkyard robot at it's approach. The idea of the dog being gathered and dislodged, of being part of the junkyard robot's infinite loop, and every time being excited to see the junkyard robot is appealing

* Junkyard robot is unaware that his storage is at capacity, new junk simply bounces off the top and lands behind. Like this the dog can fall and land much where it started, further pushing the idea of the loop

* Junkyard robot has a rhythm that it beats out. step, step, step, pause, reach, lift, examine, lob, impact, tumble, wind-up, pause. Intended to promote the repeating loop. Also serves for the dogs anticipation moments, and finally for the back to the grind ending.






Monday 20 July 2015

Story Synopsis:

Set in a baron life less alien planet. Alien trying to eat extremely rare and valuable piece of food, but can't because there is already a bug on it that is struggling to eat the plant, as it is course tough and dry. The bug refuses to get of, the alien really doesn't want to kill the bug. Eventually gets sick of it and, with a stiff upper lip, munches the plant. He then has a panic attack and is stricken with guilt. He spits the plant out and runs away. The bug darted of the plant in the last second and can now enjoy the mulched up, moist food. 

BDM 127 Character Style Example


Wednesday 15 July 2015

BDM 127 2D Animation Research

Some common styles:

     1: Line less...

This style has simple single tone shading with
darker or lighter tone line work, details, inside of the forms. The shapes are not outlined themselves. The characters pop because of higher saturation colors, and complementary colors* They are also block colored.

*(middle-right, centered example)



Image 1. uses a high saturation orange against low saturation blues to make the character pop.

1.




Image 2. uses high saturated warm colors against low saturation cool colors to make the character pop.

2.



This style is sharp, fast and light.


     2: Single tone shade characters, detailed backgrounds:

This style is very common, where is, the backdrops are painted separately and the characters are mapped on top, the characters are usually single toned (neutral), two toned (neutral and low light) or three toned (neutral, low light and highlight) to make them pop on the screen, and to speed up the animating process. Pretty much all Anime is done this way. Though this style is awesome when done right, it is also pretty experience intensive.














  

     Some styles I like the look of:
















Concept image:

This drawing is to represent what I may want my animation to look like.




The character pops because of the bright complimentary orange outline and the block colour. I like the idea of having a colourful abstract outline. The background is cold and textured in contrast, this is intended to help bring the character out. I like this style a lot. It would be semi easy to animate as the character has only minimal aspects (outline, block colour ). 

Overall I want the characters to have high saturation colourful outlines, against darker complimentary colours. I want the backgrounds to be textured, low, saturation secondary coloured, with no outlines. This style should do a good job at making the characters standout in the frame.