Friday, September 30, 2011

Exploration 3


Our third exploration is to research methods of how to combine images using techniques that we have learned so far. We had to utilize things like luma mattes, masks and modes towards three images to make a 7 second animation featuring a job title related to movies.

The most difficult part of this project is to specifically find three images to translate the job title's description without being "cliche".





RESEARCH 



Storyboard Artist

Storyboard Artists translate screenplays, or sequences from screenplays, into a series of illustrations in comic book form. These illustrations have two functions: to help directors clarify exactly what they want to achieve, and to illustrate to all other heads of department exactly what is required, e.g., prosthetics for makeup, computer generated Images (CGI) for visual effects, props for the art department, etc. In many ways comic books are the art form that most closely resembles cinema.

Working under the direction of the producer, director, or production designer, the storyboard artist illustrates a sequence of scenes to help everyone involved in the production grasp the same visual image. The storyboard artist may also be called upon to sketch the production designer's ideas for various sets and locations. “A storyboard is very similar to drawing a comic strip or book,” says artist Mike Harris. “You take a sequence of events and make them visually exciting.”

“There are two kinds of storyboards. The first is what I would call a presentation storyboard. This is generally quite finished and quite slick. It may even be in color. It is to either sell the concept to the client or, in the case of a movie, to sell the concept to the people who are banking the project. The second type of storyboard is what I call a production storyboard—so that everyone on the crew is on the same page—and is less finished.” It may be no more than a rough pencil sketch.

A storyboard artist has to have a good ability to convert verbal information into physical drawings.




VERSION ONE



The three images I chose were a spine, a blender, and a clock/timer. 
The Human Spine represents how the story board artist is pretty much the backbone of the movie, they go in and bring the director's vision to life. Without the storyboard artist, the entire movie would have no visual direction and the entire project could fall apart. 
The blender represents how the job requires mixing in so many creative ideas, blending them together, and creating something out of it. 
The clock/timer represents how everything is on a budget and time.

Critique:
Instead of writing everything that was said that is wrong with this, I will point out the biggest flaw: it doesn't make any sense. Other things I picked up where to have the job title in a lower font, keep things moving through the whole piece, create a sense of animated movement and watch where the type is placed.




VERSION TWO


I scrapped the first idea entirely. This version focuses more on actual drawings by Ryan Woodward. I might change a few things, like find a better higher quality signature and.. well, use a marker instead of a pencil. But for right now I'm happier with this version. I think some of the animated movement needs to be adjusted but I tried to keep a few elements moving at all times on the screen.

Friday, September 16, 2011

Exploration 2

Our second exploration is making realistic 3-D ball bounces in Adobe After Effects.






VERSION ONE

Our first pass was just to get into the graph editor and see how well we could do with just making a simple 2-D ball bounce in After Effects. Although we will be editing and moving a lot more in the 3d ball bounce, the major motion is the actual bounce, and the most time we spend will be on perfecting that bounce.





CRITIQUE

The one thing I really have to start to utilize is a null object to map out the path of motion to determine my deterioration. I also learned to really go in and have control over every single keyframe, not just the ones controlling the curve of my parabolas. Also, to be sure that I make parabolas and not arches. My first light ball bounce is more successful than my second ball bounce, the heavy ball seems to lack the weight that it needs because it is very floaty. The first ball needs to be tweaked a bit, it needs to go faster.






VERSION TWO

Thinking ahead before I dive into this part of the project, I want to be sure I know what balls I want to bounce. The light ball I want to animate is a tennis ball, I want it to seem like someone volleyed it onto a court and off screen. Also, giving it a spot light, like its a game being played at night with bright heavy lights on. The second, heavier ball I really don't know what I want to do. I kind of want a marble, abstract, planet-looking thing.





CRITIQUE

The very first thing I need to look at fixing is the sound. Lots of props to Kevin for bringing up how to find good soundbites with adobe through Resources. Also, Creative Commons was mentioned. So I will try to dig out something more suitable for my ball bounces.
Moving away from that and to my actual bounces. I had comments on the tennis ball not ending with enough bounces, maybe to add a couple more at the end to really fit into a nice decay. Also, it was pointed out that I need to really tweak the second parabola because it looks like it goes too high.  As for the heavier ball, it bounces too much, and I really need to look at the first bounce of the heavy ball. I also need to hold a point on the heavy ball so it doesn't look like it slides across the surface of the floor. I also need to make it slow down and come to a stop. I also should look into playing a bit more with the z-axis so it isn't completely horizontal.
As for textures, it was commented that the texture I used for my heavy ball wasn't that great. So I will probably look around and do a different texture for that. The tennis ball was okay, but the background didn't feel tennis-court-y? If I find a better tennis court background, I will replace that as well. I also should darken the edges around the bigger ball.
The spotlights need to be bigger. And I need to add something in to the background to give it a bit more depth and environment.
A cool idea for an extra added effect was to add a crack to the ball for emphasis on it crashing into the floor. I might take that idea, but crack the surface of the floor instead. If I have time!

This was a very helpful critique and I hope my final turns out even better.



FINAL


Tuesday, September 13, 2011

Motion Graph Editor Quiz


GRAPH 1:
The object is positioned at 45.


GRAPH 2:
The graph represents an ease-out.


GRAPH 3:
The second keyframe has an ease-in applied to it.


GRAPH 4:
The object traveling across the screen to the right with an ease in and an ease out.

GRAPH 5:
The object goes from left to right in value fast for the first 15 frames then slowly travels across the screen then increases in speed for the last 15 frames.


GRAPH 6:
The object starts off at 0 frames located at 70, gradually reaches it apex at 30 frames going from the right to the left positioned at -5 then quickly descends back to 70 after 60 frames.


GRAPH 7:
The object begins to tumbles away from you at frame 15 to frame 30. Then comes back towards you at frame 30 to frame 45 then stops and holds.


GRAPH 8:
From frame 0 to frame 30, the object first starts out small while in the negatives, decreases in size for a couple of frames until it disappears and then rapidly increases in size at a constant speed. Then it stops suddenly and slowly eases out, decreasing in size.


GRAPH 9:
The ball falls rapidly from off screen left to the right at frame 0 to frame 30. Then it slowly (with an ease out) flies back up within the next 30 frames.

GRAPH 10:
You get a simple movement of a ball swinging down rapidly from the left to the right for 15 frames, hits and then bounces back up towards the left of the screen for 30 frames, then ending as it softly falls back towards the center at the last 15 frames.

GRAPH 11:
The pendulum swings counter-clockwise for 15 frames, then swings back clockwise for 20 frames then swings back counter-clockwise for 15 frames then ends back to starting position within 10 frames.


GRAPH 12:
The object slowly rocks back and fourth going counter-clockwise to clockwise back to counter-clockwise as its face falls towards the left side of the screen.


GRAPH 13:
Because the object can't exist in the same place at the same time as it tries to do at frame 30 on the Z-axis.


GRAPH 14:
This graph represents an overshoot because the object goes a bit further in the same direction before falling back up and reaching its resting point.


GRAPH 15:
No, the bezier has an awkward apex by not being in the center of the parabula.


GRAPH 16:
No, because the bezier is in the wrong direction. It needs to be going towards the negatives on the y axis for the object to go up and the handles are not horizontal making the angle coming in not matching the angle coming out.


GRAPH 17:
First thing I would change is the end points of each parabola. They need to be all on the same value line 70. Second, the handles of the second keyframe is need to be even. Third,  Change the fourth keyframe to value 20.


GRAPH 18:
Object is moving away from us, it is moving from the right to the left then back to the right, holding for a few frames, easing into the right, then quickly going back to the left, and repeating this a second time as the ball goes up and down a few times.


QUESTION 19:
Because some animated actions don't require both an ease out or ease in. Also, it will look very mechanical, and have no personality.


QUESTION 20:
So you have more control over the amount of curve you want on your graphed lines.

Tuesday, September 6, 2011

Problem Solving Exploration 1

Worked with Klarissa Parduba to answer these questions.


1)  Your director has just given you a project to combine three videos from very different sources.    Source 1 appears to have every other line in the image offset, especially with objects that are moving fast. This was shot at 30 frames per second.  Source 2 is a PAL video.  Source 3 is an HD video shot at 29.97 fps.     

a. What would be the first question you would ask to be able to successfully complete this project?
"What would you like your final video settings to be?"



b. What name is given to the process of bringing together sources of different formats and making them all the same format?
Conforming. You can check this in the Interpret Footage window in After Effects.



c. Why does Source 1 have a 'combing' effect, and what do you have to do to be able to use this footage?
The 'combing' effect, or Interlace, can be fixed by going into Interpret Footage window and de-interlace the fields with upper fields or lower fields.




2)  You just sent your client a finished AE project.  The video was requested in Standard Def.  The client says that the animation looks stretched out.  Their round logo looks squished.  You have to do it again.

a. What would be the first place you would look to find answers to solve this problem?

Look at your Pixel Aspect Ratio.


b. What are two possible settings that might have caused the problem?
Look into the 'interpret footage' window at the pixel aspect ratio. Look at the source footage and the composition.


c. Do you have to re-animate it?
No.


3)  The project you just completed was thrown back on your desk.  Your technical director is frustrated because the logo you created is not keyable.  The background that should have been transparent, isn't.    

a. Where do you check to see what was actually rendered?  
Look into your composition's Render Queue


b. What should have been the render settings to make the background transparent?
Make sure RGB + Alpha is selected.


c. How could you have checked this before you rendered the animation?
By checking the Output Module under Video Output: Channels.

EXPLORATION 1B: Element BG

With this exploration, we are given several different audio tracks to animate a seamless repeating background to. The main goal is to learn how to pre-compose and nest within After Effects to create our animations. Pre-composing, or "nesting", is a very useful tool to learn to keep your projects organized and make your work-flow go smoothly.



The audio sample that I was really attracted to was called "The Hive" by David Travis Edwards/Christian Telford because of the atmospheric "creepy"/"suspenseful" qualities it has. There were several things that came to mind when I heard it. Being a fan of paranormal stories and movies, I thought of different aspects of suspense that they like to create in title sequences of these kinds of movies. Some that came to mind were: "The Final Destination", "Splice", "The Reaping", and even branching off from "Dexter". http://www.artofthetitle.com/ and http://www.watchthetitles.com/ are great places to go for inspiration for movie title sequences.

Breaking down a paranormal movie, or a suspense movie, or even a horror movie, you get basic elements to work with.Branching off onto that idea I had to consider different ways to be obscure about that topic and also keep with a 'paranormal'/'creepy' theme.

The first idea that came to mind was very slow vibration movements with simple shapes to match the tone of the audio, pulsating and fading into darkness and as the audio picked up, so would the movements.

The second idea, almost branching off of the first, was a network of cells mutating from each other and then dying off slowly. Kind of like a science fiction idea of some human experiment gone wrong.

The last idea was a network of nerves, using "fractal geometry" that I had learned about in my Creative geometry class to repeat the same shape over and over to make a nerve ending.



FIRST PASS:

I really liked the ambiguity of the nerves because they could also be taken as weird veins or anything bio-related and it sounded creepy. Since it was supposed to be organic, I wanted it to have a very natural feel. But I needed to figure out how I wanted to animate it. I decided to pull the "pulsating" idea from the first concept and use it as a glow effect following the nerve shape.
I also decided to look outside at the way trees move with the wind. And that gave me the idea to add a wiggle effect on the shapes to give it a creepy 'alive' feel.
And the bulge was just an experiment that I liked.

I only ran into one major problem during this whole process, and that was while rendering the element.mov file (the first file before we composed the music and made the animation loop for 20sec). I needed to render it in HD. However, I would wait about 20 minutes, and at 99% After Effects would crash on me. I ended up rendering the video at half resolution after the third time this happened. And now the final animation is very blurry.
Also, I am unhappy with how the animation loops. So when I go into my second try, I might fiddle with the original movements so they loop better.
Maybe even blur it a bit more so it has more of a background feel.




SECOND PASS:

I'm really upset that this second pass has that hiccup at the end of it and isn't as seamless as I wanted, I will be redoing it so it works better even though its not for a grade. But over-all I feel like this entire project was very fun to do and very successful. I think what really made mine stand out was due to the fact that it didn't just have elements randomly flying about in the screen, and I achieved the over-all tonality of what I wanted from the piece of audio I worked with. Also, the biggest thing I learned from this was how to work with nesting comps, which made the whole process so much easier and cleaner.