Thursday, 11 August 2016

Creative Studio - Playing/Remixing






...This doesn't even make sense QAQ
One Punch Man parody

This new comic plays with the original and changes the context entirely, while keeping a similar event of one character trying to convince another to sign up for something. I have achieved this by changing dialogue, as well as the appearance of one of the characters to parody the hero exams in the famous anime One Punch Man.
Some panels were also removed or copied to either remove unneeded details, or add in more dramatic effect.

Tuesday, 9 August 2016

Creative Studio: Perceiving

I think I would've made it smoother with a tablet >.>;;;;

My selected food was a green tea pocky.
The creamy taste was represented with smooth lines joining together and then bursts with a cooler colour. I felt that the contrast in colour along with the rougher brush stroke was a good way to represent the sudden burst of green tea that I tasted after the initial milky taste. However, I also wanted to show how the two blended well together by making the creamy taste lead into the animation for the green tea. 
Finally, the crunch of the breadstick ends the animation as well as the tastes I experienced. The falling of the crumbs are made out to be similar to a curtain call to signal the end. 

Production Interactive: Environment concepts


Are these even thumbnails now

Production Interactive: Steampunk...?;;;;;;

I don't even know if this is what we were supposed to do OTL


Production Interactive : Hypertext


Tome

Weapon

Cursed weapon

Friday, 24 June 2016

Animation Update - 2D

Most people within the team participated within the 2D animation. I was passed shot 5 "Spread the Love" from a team mate to animate. 
Animation without the background and sound

I first created roughs for the animation and tried to capture a sense of uncertainty leading towards desperation within the character through the use of slight anticipation when his eyes lingered on the left, then using follow through action when they returned to their original position. I also wrote accents for the dialogue to guide my mouth movements along with the audio to sync them up as close as possible. The forced smile was liked by many team mates as they thought it emphasized the emotion of the character well.
However, a lecturer pointed out that the animation wasn't consistent with the other shots Jonathan and Michelle had produced. Their mouth movements were a lot snappier, while mine involved too much movement. Thanks to our head of 2D Jonathan, he was able to give advice which was removing some of the inbetweens to give it a sharper movement.

Later, I was told by Jerwin that he had updated the 3D animation for Butter within this shot. This meant I would have to redo the shift of the facial expressions. I was able to use my old rough as a template for getting the expression correct.
Mapping out the placement of the expressions. It was quite choppy and jumped all over the place, something I would fix later by the use of guidelines which would help cementing the positioning. I had also used the clean up version from the original rough.

While doing so, I was updated by Jerwin again that he had tweaked the animation for shot 5 a little. Luckily, it wasn't too big of a change, and I was able to reuse the animations I had already been producing. 


I was able to position the face to have a smoother transition alongside the 3D animation, and soon began adding roughs for the arms that Jerwin would clean up later. I wanted a shift within the arm to go around the collar of his wrapper shirt, as well as let it include anticipation which would emphasize a defeated arm fall that was made to look more natural through follow through of the arm's swing as it slowed to a halt. 

In exchange for Jerwin doing the cleanup for the arms, I took the shots he helped with and composited them for him.

Wednesday, 22 June 2016

Animation Update - 3D part 3

Part 3...(shot 6)
Just from the dialogue itself, I knew this would be the hardest out of the shots I had to animate.
"But you can't churn me down! I'm high end creamy blend!"
Butter was at his limit and his desperation is the most strong in this shot. However, the original pose had him lying on his side: I had to make him flip onto his front to look towards Michelle.

Initially, I didn't really know how I would achieve this without it looking so...clunky with the fact that:
1- Butter didn't have limbs at the moment
2- Butter was a 4-sided block. Him rolling could look rather clunky if not careful.

I decided to try the initial idea of making him roll onto his side, even if it didn't look natural to me.
During the beginning stage however, a lecturer overheard my little problem. He offered the idea:
"What about making Butter jump?"
I thought that this could act a lot of character to Butter's personality and also exaggerate how desperate he was: he was willing to actually get up and MOVE on his plate.
After thanking the lecturer for the idea, I tried to come up with an animation for this action. However, once again, I was having trouble imagining how he would push himself off the plate with his arms that didn't even exist yet.

This was what I had ended up with after many alterations (which I forgot to record OTL). I wasn't too happy with how out of time everything looked, from the push to the time spent in the air. There wasn't enough emphasis to show the force of his faceplant, and the follow-through action of his hair flicking upwards was a bit slow also. One idea I had regarding timing that I discussed with Michelle Zhen was that I could have him falling over when he says "churn me DOWN" and have him flick his head up in "I'm HIGH end" for emphasis on the dialogue for clear communication.

Despite this, I was actually beginning to get frustrated at this point that I had forgotten to even ask my group members about the idea in the first place. A few people thought it looked a tad overdone with the Butter suddenly projecting himself into the air - even I started to think that as I kept looking at the animation. Also, when people talk while jumping, their voices jump along with them. The audio we had didn't include this, meaning it already looked out of place with the audio, despite it suiting the dialogue. 

I decided to redo the entire shot entirely and change him to just roll himself over onto his front. Jerwin gave me advice that blocking in the movement made things a lot easier. He helped me block out the entire animation which included arcs within the movement for more accurate flow. After doing so, I tried to get the start of the animation done.
Rough front half of the entire shot
By this time, I had actually spend way too much time on trying to get the animation done, and the 2D animators needed the 3D quickly. As much as I had wanted to help the team with the animation, I wasn't producing desirable animations at a pace quick enough which was holding Jonathan back also. Jerwin ended up looking at what I had, and informed me that he liked the idea of the movement for Butter. He then offered to finish off shot 6 while using the animation above as a guide to making the shot how I wanted. While he was doing so, I would be able to help out with the 2D animating that seemed to be having a few troubles with the first few shots.