Reflection on the module

This module was heavy with new skills to learn which was definitely not easy for us all. But it’s a lot of new knowledge we get to practise over the summer for next year which is very exciting to finally be able to focus on expressing ourselves as artist as opposed to doing assignment where it isn’t our goal or priority to do so. Overall this years animation course was an eye opening experience filled with excitement, so many things to learn on animating in 3D and 2D as well as the history of animation from different regions. All done in what felt like such a short period of time, it was a lot of pressure but I did learn a lot, not to perfection but to the stage where practice will evenly reach a level of comfort. For me it’s a long way from home, so it was stressful in the beginning, starting in a new country and as an undergraduate. But it was worth it, the teaching style for this course was great, something very unfamiliar to me, yet very easy to comprehend and all the questions were answered when there was a problem, which made it very easy to understand and be able to progress even if from scratch.

Reflection

There was a lot to take in for this assignment, working on my first 3D animation in a team, learning how to rig a model with constraints, learning how those constraints function, adding many other models in a scene and animating them without it being heavy and most of all the importance of organisation in our blender files and shared OneDrive’s. But slowly I built an understanding of how to do most things, not perfectly but just enough to be able to help my team member which I felt very happy and proud to do so specially going in and knowing nothing about rigging. Like many other group work there’s the learning experience of balancing art styles and simplicity of the model to have a consistent work flow, as well as time management and making sure our animation isn’t too complex for the time we were given. Furthermore, knowing when it was time to take the lead and take the heavy load of work if we were behind on our schedule and when I had to entrust the work back to my team mates, because in the end this is a group work. The work felt very consistent apart from the few delays, and we managed to finish ahead of time which allowed us to perfect all the final touches in the SFX like making sure the volume was even and some extra sound effects, as well as a film filter. Overall there was a lot to learn from, which makes the following projects to come very exciting to practice this new knowledge and get better in my team work assignments.

Final touches, rendering and SFX

  • Entering the scene and introducing it to the audience, spotlight to keep the attention in the centre.

  • Stead camera with a highlights on the sun.

  • Low angle to emphasize the fox’s dominance and the bunny’s fear. highlights on the moon and green low light inspired by the classic Disney villain.

Render:

  • We rendered it as a whole, thanks to having almost all the files linked into one blender file. and 4 separate shots as extras encase of a mistake in the main render, plus credits.

SFX:

We worked on after effects, it was, like many things new to me, but I collected a folder of sound effects over a few days on a OneDrive file and spent the day as a team adjusting the sounds to our liking, we added a filter to add to the grunge and creepy style we were trying to achieve.

Generally speaking we had no issues with the render.

Props and Background models

All the props I made, rigged and textured:

Team issue:

We were behind on schedule, and I felt the most comfortable to do rigging, so I took a heavier load of work at this stage to allow my team member to focus on getting there rigs done.

All the textures were painted on substance painter with a combination of height maps to make it look like cardboard.

  • Drawings for the moving background I used as a reference for some props:

Reference for the trees:


Early tree models:

I chose to use the round foliage because it was more suitable to fit in the stage when I added a longer trunk

Most of the props, like the cloud, bush and tree stayed the same but we decided not to use the sun and moon due to the stage being too crowded.

We initially changed the background to be circular as a replacement because we started to fall behind on schedule and focused on the priorities, but we progressed very fast and had the opportunity to do some changes, such as the originally planned background.

Reference children’s book:

I used the background as a refence for mine.

Here is the first animation of the props and (old) background, I used the damped track constraint shown to me by my lecturer, which later on changed.

Here is a test of two different option of constraints I gave my team: the damped track which eased animating by swinging on its own but wouldn’t work on the track I created and the copy rotation and limit rotation which worked on the track but had to be swung by hand. We decided as a team to use the copy rotation constraint with the track which is similar to the idea of the carousel in one of our early rigging exercises.

More props I made, rigged and textured:

  • Final moving background.
  • Signs.
  • Short curtains.
  • Day props.
  • Children.

The children were recycled from the 3D previs, to cut down time and have more time for our individual models.

Overall view:

Final rigging of the props on a track:

Animation Test for the props:

Character Rigging

We decided each team member will do their models animation instead, due to reaching a rough time in our schedule so we could get our work done on time.

I decided to be more experimental with my rigging to learn how to do it, as I’ve never done it before and it took me a little while to understand but with more explanation from my lectures and watching the exercise videos a few times I got a good enough hold of it. I even learned to solve my team members problems such as, little mistakes of forgetting to set it to local, how the limit constraints work, different styles of constraints to allow animating to be faster.

Example: making use of the copy constraints for parts that should follow the head for example, sharing to my team members how to use the damped track as the lecture did and more minor issues.

Animation tests:

1.Animation tests to show the rigs potential

2.The animation done prior to my final character animation

A more detailed look into my rig:

My problems/ solution:

  • I was very unfamiliar with weight painting and made the mistake of altering the weight too much which eventually lead me to restart and reassigning the automatic weight, but that helped my understand how it works and not over doing it.
  • The arms didn’t end up moving the exact same way but it was such a minor issue at this stage it was better to leave it be. I asked for advice from my lecturer and I learned it was probably caused by the bones not being symmetrical due to having to move them for the IK to work. As a note for my next model it is best to do it all on one side and eventually symmetrise it.

Character design: Fox

  • Before drawing the final design, I did one last set of characters to see if the shape language I chose was right, which led to a few minor alteration.

  • I used a human head as a base for the design to ensure the topology for the mouths movement would work.
  • I took me a few tries to learn how to model the character and avoid stretching, unnecessary bump and feedback from lectures on the topology like straightening the head to not have difficulties in the rigging process and shortening the length of the arms to eventually reach the final model.

 

  • Here the teeth and nose felt too realistic and wasn’t consistent with everyone else’s puppet so I chose to do a simple nose and solidified planes for teeth, to mimic little felt triangled.

The final design:

We managed as a team to get the models to look consistent as models, and with the help of similar fabric textures. While also having a unique set of characters.

What I would do differently:

Similarly to the feedback of the head, because I didn’t consider the tail would be moving I modelled it already curved which made it slightly awkward when animating, I would keep all moving elements in a straight T posing position next time to avoid awkward animation.

A turn around of my model:

Final idea:

We each decided to create characters, a stage and a storyboard to get different designs and have options to agree on the final.

For the final storyboard we combined a few scenes from other team members storyboard and did it collectively on a whiteboard.

We later decided which character each person will be modelling. that gave us an opportunity to do a few more changes to the character design and eventually get our models done, while keeping each other up to date to keep a consistent style throughout the modelling stage.

Designs and references:

The bunny – Sylvanian family doll rabbit, the design I did for the failed attempt.

Fox – the previous fox design, fox in zayka-zaznayka 1976.

Squirrel – anthropomorphism in children’s stories.

Hedge hog design – old mouse in Rango 2011.

Puppet theatre – a vintage French guignol theatre.

My story board :

Final story board done by all members:

The bunny ran out of carrots and went on a walk to collect some, through her journey she gets warnings from an old hedge hog and a mother squirrel to turn back but doesn’t heed their warning and consequently gets killed by the fox as a result.

First story concept attempt:

What didn’t work: but helped in creating the final story.

The story I came up with:

Similarly to the little red riding hood but instead with a twist, the little girl must deliver a little farm animal to a neighbour and gets stopped by a well-mannered fox or so it seemed. He tricks her and eats her farm animal – The story still felt too much like its inspiration and not everyone was into the idea.

The storyboard:

The mood board as well as reference for the character designs, most elements were still used for the final story:

Overall style (colours, art style – grungy, realistic): Corallines 2009 doll, Tim burton, Pinocchio 1940, the sandman1992.

The characters of this story were inspired by characters from the mood board and were used as in inspiration for myself in creating my final design:

Grandma – The mother in kolobok 1956.

The fox – Fox from kolobok 1956, fox in pinnochio 1940, fox in Rango 2011.

The bunny – Sylvanian family doll rabbit.

The little girl – coraline 2009, masha 2009.

The sketch:

3D attempt :

Stage – a vintage French guignol theatre, Slavic home from kolobok 1956.

Communicating with the team:

We discussed and put together a story with our own addition, while drawing inspiration from the previous story and focusing on the moral of heed the warning.

We tasked ourselves to creating the final character designs, a stage and a storyboard.

The final story for our animation:

To put it simply it’s a story about a little bunny that doesn’t listen when warned by a squirrel and a hedge hog, not to wander too far away and gets killed by a fox.