I received a two pound tin of expensive cookies this weekend. I need to be stopped.
This week wasn't really a learning week. I learned how to suffer more, but nothing else exciting. I hope we have a decent amount of learning this week. Or maybe we will learn what the cold fingers of fear feel like. Oh, wait. I already know. Okay new plan, let's learn how to summon the animation gods so that we can figure out how to finish on time.
I. Want. To. Learn. 3D. Animation. It is a hard to process concept but I am sick of 2D. With 3D I can make a model and then they will stay that style for the whole animation! Unlike in 2D where you can someone manage to pull this wild card that says "You wanted this man to look the same for the entire animation? Well, we gave you him drastically changing styles several times in one go!". Please just let us stop, I can't take this anymore.
This week I was frustrated by deadlines and headaches. I've lost an ability to focus which has dampened my ability to get stuff done which has just made me cry. I have a handful of scenes left. I just need to get them done. But I can't bear to look at a screen for more than five minutes without my vision getting blurry. I'm probably going to not sleep for a week.
My cookies made me happy. Oh blessed cookies, you are kind and fancy and don't make me panic. Why aren't there more things like you in the world? If I could write poetry I would write pages for you. Also, I kind of can't distinguish the different tastes of them at this point. I have eaten so many.
This week of comments is short and sweet. So let's top it off with a sweet little video. It is word animation so we don't feel bad about ourselves. I don't think many of you know what Night Vale is, but if you want to feel kind of warm and fuzzy inside you should watch this: Carlos's Speech
Sunday, December 18, 2016
the article has Wizardy in the title cause its about the wizarding world did you catch that
This week's article is about Fantastic Beasts and Where to find them. A movie I'm totally not obsessed with. It is led by a Hufflepuff by the way, important info. Any Harry Potter universe movie is bound to have some form of animation because as much as we wish magic is real, it sadly is not.
The article opens by talking about the VFX company Framestore's previous involvement in Harry Potter, and how Warner Bro.'s hit them up to come back for the prequel of the movie series. They played an integral part in pre-production of this movie, making concept art for the creatures and the like. Their process was incredibly collaborative, with many departments working together to bring the magic to life. Not all creatures were used, but Framestore sat down to try and see what the ones they could use would bring to the table. The creatures first went through an animation test, and once they passed they were handed over to a team of 50 people to continue their journey. The team had to figure out how to work this animated creature into the environment fluidly. They had to convey emotions and personality through something unreal coming to life in the real world.
The Niffler, a long-nosed, burrowing creature with a need for shiny things had about 100 iterations. Four versions of the little hoarder before they started to piece him together with how to place him into his scenes. They used charmful animals like platypus's and moles, who also had the Niffler's spirit. Once he was set and ready to exist he traveled over to Framestore animators. They made him stand out in the New York City background by adding color around his eyes, top of the head, and tips of the feathers. They used a puppet on set for use of proper trajectory, scale, lighting, and actor interaction. Framestore used a Flesh and Flex rigging kit that they developed on their own to make the action of the Niffler's pocket more authentic.
The gangster goblin Gnarlack is what Framestore calls "one of the best digital humanoids yet". The goblin was heavily influenced by Ron Perlman. Ron went through motion capture sessions so that they could work to build Gnarlack, and even sat in front of 98 cameras so that they could real-time sculpt his face in 3D. The erumphet was a complex creature for Frameworks to bring to life. However, through the power of contained sets and a puppet from the stage show of War Horse they brought her to life. She was a work of mainly keyframed animation. The little bowtrucket named Pickett went through 200 designs before one was settled on to use for animation. For on set interaction they merely used a rod that also helped to reference Framestone's keyframes. Though his animation was too slow at first, Pickett evolved into the graceful little guy we now know.
A lot goes into creating whole worlds. Framestone worked not only on the creatures of Fantastic Beasts but also on some environments and Newt's bag and such. They even created a VR where people can interact with all the creatures they made. Animation could be the closest we ever get to having these creatures become real, physical things. Though it may not be magic, it really is something fantastic.
I was very happy to learn about how some of the creatures of Fantastic Beasts were animated. I loved them all very much, and it was astounding to see them come to life on screen. The work that goes behind all this is very tedious and full of long blown thought processes, but I actually wouldn't mind being on a team such as Framestore.
While the article went into depth about the creature production of fantastic beasts, I am still left with questions. Like, how did they go about making Frank? Or the Sweeping Evil? Were they the people who worked to design the Obscurus? If so, how did they work the Obscurus and Credence? I'm probably going to end up researching all of this, I just didn't realize I had these questions until I fully grasped the fact that the wizarding world is animated, not real. I mean I know that anyways, but one can always hope.
The article opens by talking about the VFX company Framestore's previous involvement in Harry Potter, and how Warner Bro.'s hit them up to come back for the prequel of the movie series. They played an integral part in pre-production of this movie, making concept art for the creatures and the like. Their process was incredibly collaborative, with many departments working together to bring the magic to life. Not all creatures were used, but Framestore sat down to try and see what the ones they could use would bring to the table. The creatures first went through an animation test, and once they passed they were handed over to a team of 50 people to continue their journey. The team had to figure out how to work this animated creature into the environment fluidly. They had to convey emotions and personality through something unreal coming to life in the real world.
The Niffler, a long-nosed, burrowing creature with a need for shiny things had about 100 iterations. Four versions of the little hoarder before they started to piece him together with how to place him into his scenes. They used charmful animals like platypus's and moles, who also had the Niffler's spirit. Once he was set and ready to exist he traveled over to Framestore animators. They made him stand out in the New York City background by adding color around his eyes, top of the head, and tips of the feathers. They used a puppet on set for use of proper trajectory, scale, lighting, and actor interaction. Framestore used a Flesh and Flex rigging kit that they developed on their own to make the action of the Niffler's pocket more authentic.
The gangster goblin Gnarlack is what Framestore calls "one of the best digital humanoids yet". The goblin was heavily influenced by Ron Perlman. Ron went through motion capture sessions so that they could work to build Gnarlack, and even sat in front of 98 cameras so that they could real-time sculpt his face in 3D. The erumphet was a complex creature for Frameworks to bring to life. However, through the power of contained sets and a puppet from the stage show of War Horse they brought her to life. She was a work of mainly keyframed animation. The little bowtrucket named Pickett went through 200 designs before one was settled on to use for animation. For on set interaction they merely used a rod that also helped to reference Framestone's keyframes. Though his animation was too slow at first, Pickett evolved into the graceful little guy we now know.
A lot goes into creating whole worlds. Framestone worked not only on the creatures of Fantastic Beasts but also on some environments and Newt's bag and such. They even created a VR where people can interact with all the creatures they made. Animation could be the closest we ever get to having these creatures become real, physical things. Though it may not be magic, it really is something fantastic.
I was very happy to learn about how some of the creatures of Fantastic Beasts were animated. I loved them all very much, and it was astounding to see them come to life on screen. The work that goes behind all this is very tedious and full of long blown thought processes, but I actually wouldn't mind being on a team such as Framestore.
While the article went into depth about the creature production of fantastic beasts, I am still left with questions. Like, how did they go about making Frank? Or the Sweeping Evil? Were they the people who worked to design the Obscurus? If so, how did they work the Obscurus and Credence? I'm probably going to end up researching all of this, I just didn't realize I had these questions until I fully grasped the fact that the wizarding world is animated, not real. I mean I know that anyways, but one can always hope.
Sunday, December 11, 2016
Laptop why? I thought you loved me. I treat you right.
My laptop has refused to connect to the internet until 30 minutes before blogs are due and I am physically suffering.
This week we learned about shapes. But not just any shapes. 3D shapes. I am really bad at comprehending shapes, please send help. I'll get the hang of it once I get out of a 2D mindset...hopefully. School really wasn't filled with learning this week. Just a lot of suffering. How many days until break? Days are just repetitive...But in history, we had to teach a lesson, and my partner didn't do anything. But the lesson I made is not only the example to follow for this project, it is the only project in our class so far with a 100! It makes me pumped about this class again because people keep telling me I could make a good history teacher. Hey, maybe they're right.
I want to learn 3D animation. I know it is hard and scary and everything but I'm so stressed over 2D animation. I also want to just learn. I don't know about what but something. I am itching to write a research paper. I would kill to write a random research paper. Make me learn, make me cite things, let me go off on random tangents. Just give me something to learn that isn't related to any class.
My laptop frustrated me this week, with the whole "what internet?" thing. I'm also frustrated by headaches. Brain please just give me a break. Also? People are really frustrating. And my inability to press shapes really fast while a remote control yells at me is frustrating too.
A lot of things made me happy here we go. My Hamilton mixtape arrived and WOO BOY IS IT G O O D. So good. So pure. So great. Also, the PS4 arrived. Until Dawn arrived too. After an entire year and then some of waiting to play Until Dawn, and never watching playthroughs, I have finally been satisfied. Until Dawn is everything I've ever wanted to play in a game. Your choices have consequences. My favorite theory, the butterfly effect, is a HUGE factor in the game. Split second decisions are a huge thing. Think fast or risk your life. And not moving! If you move when it tells you not to you've messed up!! I just love the game so so much. I may not have spent 16 hours on WoW this weekend, but I spent 12 hours on finishing one storyline of Until Dawn and I am so ready to go through and work with all this probability and the butterfly effect until I run this game raw.
And so, with panic rising because I have four minutes left to get this sucker posted, here's an animation that is all of us. The life of a student animator.
This week we learned about shapes. But not just any shapes. 3D shapes. I am really bad at comprehending shapes, please send help. I'll get the hang of it once I get out of a 2D mindset...hopefully. School really wasn't filled with learning this week. Just a lot of suffering. How many days until break? Days are just repetitive...But in history, we had to teach a lesson, and my partner didn't do anything. But the lesson I made is not only the example to follow for this project, it is the only project in our class so far with a 100! It makes me pumped about this class again because people keep telling me I could make a good history teacher. Hey, maybe they're right.
I want to learn 3D animation. I know it is hard and scary and everything but I'm so stressed over 2D animation. I also want to just learn. I don't know about what but something. I am itching to write a research paper. I would kill to write a random research paper. Make me learn, make me cite things, let me go off on random tangents. Just give me something to learn that isn't related to any class.
My laptop frustrated me this week, with the whole "what internet?" thing. I'm also frustrated by headaches. Brain please just give me a break. Also? People are really frustrating. And my inability to press shapes really fast while a remote control yells at me is frustrating too.
A lot of things made me happy here we go. My Hamilton mixtape arrived and WOO BOY IS IT G O O D. So good. So pure. So great. Also, the PS4 arrived. Until Dawn arrived too. After an entire year and then some of waiting to play Until Dawn, and never watching playthroughs, I have finally been satisfied. Until Dawn is everything I've ever wanted to play in a game. Your choices have consequences. My favorite theory, the butterfly effect, is a HUGE factor in the game. Split second decisions are a huge thing. Think fast or risk your life. And not moving! If you move when it tells you not to you've messed up!! I just love the game so so much. I may not have spent 16 hours on WoW this weekend, but I spent 12 hours on finishing one storyline of Until Dawn and I am so ready to go through and work with all this probability and the butterfly effect until I run this game raw.
And so, with panic rising because I have four minutes left to get this sucker posted, here's an animation that is all of us. The life of a student animator.
Its Better If Kids Realize There's a Cost
The animation genre. Define it. But don't, because animation is not just a genre. It is an entire world. Filled with unreal characters and fantasy lands that people work to bring to life. Think about it, why don't cha?
Our article this week is less article and more video. We listened to Brad Bird's video essay about animation. He talks about how he writes and thinks for animation. His philosophy for animation has been to not think about it as a genre, but an art form because that is exactly what it is. You have drawing and painting and writing and this and that, so why should animation be a movie genre when it is an art form entirely on its own.
Brad Bird talks about how forcing the idea process will get you nowhere. Ideas are complex and there is a value in teasing. "If you try to over control the process, you limit the process". He also mentions how making a scene dark is beautiful in a way, and overlighting is overused. He says most people rush and forget about the "sneaking around part". They don't take a minute to savor. His most admired filmmakers are the ones who take a moment to slow down, which I agree with. The gravity-defying part of an animation film is great, but come the time for danger what will you do then? That is basically the question he throws out there.
Brad Bird talks about how animation is trying to get the audience to feel something, to see the human aspect in something that isn't alive. Animation doesn't do any one thing, it can do everything if it wanted to. He takes adult like approaches to everything he does to get the audience to feel and understand consequences, no matter the age. "It's better if kids realize there's a cost," is something he kind of emphasizes. He works with emotions, not stories, and that is what makes animation great. If you didn't feel anything by the end of an animation, is it truly being done right?
Brad Bird is a genius among story makers and among the animation art form. That is what this animation shows. Weaving stories out of emotion and driving points that people don't often realize are his philosophy. So think about that animation art form, why don't you? It really is more than a 'genre'.
Bird's thing about kids realizing a cost being better than them not is really sticking with me. It is completely true. I, as a kid who has grown up with animated movies, understand consequence a lot better than I think I would if I didn't see it in movies I've grown with. He's trying to point out something here, and I see what he's getting at.
I want more story writers like Brad Bird because he speaks greatly to me. Sure, a fun and weirdly action filled animation is nice. But also animations full of substance and consequence and emotion are ones that make you sit and think. Right now, to me, cutesy animations outweigh substanced animations. one day I'm sure it will be balanced out, and more kids will understand the weight of action and emotions and the small moments.
Our article this week is less article and more video. We listened to Brad Bird's video essay about animation. He talks about how he writes and thinks for animation. His philosophy for animation has been to not think about it as a genre, but an art form because that is exactly what it is. You have drawing and painting and writing and this and that, so why should animation be a movie genre when it is an art form entirely on its own.
Brad Bird talks about how forcing the idea process will get you nowhere. Ideas are complex and there is a value in teasing. "If you try to over control the process, you limit the process". He also mentions how making a scene dark is beautiful in a way, and overlighting is overused. He says most people rush and forget about the "sneaking around part". They don't take a minute to savor. His most admired filmmakers are the ones who take a moment to slow down, which I agree with. The gravity-defying part of an animation film is great, but come the time for danger what will you do then? That is basically the question he throws out there.
Brad Bird talks about how animation is trying to get the audience to feel something, to see the human aspect in something that isn't alive. Animation doesn't do any one thing, it can do everything if it wanted to. He takes adult like approaches to everything he does to get the audience to feel and understand consequences, no matter the age. "It's better if kids realize there's a cost," is something he kind of emphasizes. He works with emotions, not stories, and that is what makes animation great. If you didn't feel anything by the end of an animation, is it truly being done right?
Brad Bird is a genius among story makers and among the animation art form. That is what this animation shows. Weaving stories out of emotion and driving points that people don't often realize are his philosophy. So think about that animation art form, why don't you? It really is more than a 'genre'.
Bird's thing about kids realizing a cost being better than them not is really sticking with me. It is completely true. I, as a kid who has grown up with animated movies, understand consequence a lot better than I think I would if I didn't see it in movies I've grown with. He's trying to point out something here, and I see what he's getting at.
I want more story writers like Brad Bird because he speaks greatly to me. Sure, a fun and weirdly action filled animation is nice. But also animations full of substance and consequence and emotion are ones that make you sit and think. Right now, to me, cutesy animations outweigh substanced animations. one day I'm sure it will be balanced out, and more kids will understand the weight of action and emotions and the small moments.
Sunday, December 4, 2016
-crying-
I'm tired.
This week we didn't learn anything new. We did learn that we all probably need time management. We also took a quiz, which to me is always relearning this because studying. I learned that I still hate text analysis in English. I still hate chemistry. Probability is probably going to kill me. (I like statistics better can we make the course Statistics and Statistics instead). History is finally on a subject I really enjoy, and yet he barely touches base on the things I want to touch base on so I scream. Also, I'm sick of my history class please save me.
I want to learn 3D animation in the future. It seems really hard and scary but also I've played WoW for 1,000 minutes this weekend and I really want to know how they make their cinematics and characters models and everything. I also want to learn what sleep is. It seems fake at this point, and all I want is just one good week of sleep. Also, teach me time management? Seeing as I played WoW for such a large amount of time this weekend it is safe to say I probably did nothing else productive with my life.
I'm frustrated with my animation this week. I feel like I'll be able to get it done but my style is just so inconsistent and it is starting to bother me. I try really hard to keep it the same but every angle is a different style somehow, and I already know it is going to be called out during critiques. It adds character I guess.
What made me happy this week was reminding my mom that we don't have a traditional Christmas and so by default, she gave me my Doctor Who connect the dot book early (I knew she bought it). She also bought me new pens, and I love pens. She then told me that my Hamilton calendar had shipped and that the Hamilton mixtape should be following shortly. Yesterday the parents informed my brother and I they were getting us a PS4 and then proceeded to also get Until Dawn, which I have been waiting to play for ages. And to top it all off I have hit level cap on my space goat (110) and am 5 thousand gold away from finally getting a mount I've wanted for years.
I was going to give you a World of Warcraft cinematic but then came across this cute little animation. Basically, don't do drugs kids. They're bad. Nuggets
This week we didn't learn anything new. We did learn that we all probably need time management. We also took a quiz, which to me is always relearning this because studying. I learned that I still hate text analysis in English. I still hate chemistry. Probability is probably going to kill me. (I like statistics better can we make the course Statistics and Statistics instead). History is finally on a subject I really enjoy, and yet he barely touches base on the things I want to touch base on so I scream. Also, I'm sick of my history class please save me.
I want to learn 3D animation in the future. It seems really hard and scary but also I've played WoW for 1,000 minutes this weekend and I really want to know how they make their cinematics and characters models and everything. I also want to learn what sleep is. It seems fake at this point, and all I want is just one good week of sleep. Also, teach me time management? Seeing as I played WoW for such a large amount of time this weekend it is safe to say I probably did nothing else productive with my life.
I'm frustrated with my animation this week. I feel like I'll be able to get it done but my style is just so inconsistent and it is starting to bother me. I try really hard to keep it the same but every angle is a different style somehow, and I already know it is going to be called out during critiques. It adds character I guess.
What made me happy this week was reminding my mom that we don't have a traditional Christmas and so by default, she gave me my Doctor Who connect the dot book early (I knew she bought it). She also bought me new pens, and I love pens. She then told me that my Hamilton calendar had shipped and that the Hamilton mixtape should be following shortly. Yesterday the parents informed my brother and I they were getting us a PS4 and then proceeded to also get Until Dawn, which I have been waiting to play for ages. And to top it all off I have hit level cap on my space goat (110) and am 5 thousand gold away from finally getting a mount I've wanted for years.
I was going to give you a World of Warcraft cinematic but then came across this cute little animation. Basically, don't do drugs kids. They're bad. Nuggets
Love Your Characters
This article covers characters. It tells us that we must love our characters before we can write our story. We must take our characters completely seriously no matter who they are.
This article tells you that if you don't love your characters, they appeared forced. There is no appeal to the character. The main character needs the love, of course, they are doing something with their life that changes the world around them in some way. But also the protagonist can be someone who doesn't change at all, but rather changes those around him. Like that little lovable Wall-E. He didn't do anything to drastically change, and there wasn't much to him, but he did help Eva to change her ways.
The article tells us to have opposites. Opposite characters, like Carl and Russel or Wanda and Cosmo. Or a character who is completely opposite from their environment, like Wreck-It Ralph in Sugar Rush. Opposites do a lot for characters. If every character was the same there would be no substance. Using the concept of opposites keeps thing fresh and exciting, and could also lead to plot twists here and there.
If your antagonist is weak then your protagonist is going to end up being weak too. Your character should have an equal match. If your struggle or conflict is too weak or too vague, you're not going to get very far. The protagonist is only as strong at the force against them, so don't give them some weak block wall and instead build them a great wall of China that they have to find their way through or around. Remember to keep them evenly matched though, if your protagonist is weaker than your antagonist or the other way away the story doesn't go anywhere exciting.
Remember to love your stories and put love into your characters. If there isn't effort put in, it shows and people lose interest. Development gets you a long way in the long run.
This article showed me that it is important to love your character, or at least enjoy their appeal and build them properly. You shouldn't have to force anything out of them, it should flow smoothly. I want to take this advice and go somewhere with it because I've never really made my own characters.
Learning about how opposites are important intrigued me, I didn't realize how far opposites could take you until now. Opposites really do attract, attract attention that is.
This article tells you that if you don't love your characters, they appeared forced. There is no appeal to the character. The main character needs the love, of course, they are doing something with their life that changes the world around them in some way. But also the protagonist can be someone who doesn't change at all, but rather changes those around him. Like that little lovable Wall-E. He didn't do anything to drastically change, and there wasn't much to him, but he did help Eva to change her ways.
The article tells us to have opposites. Opposite characters, like Carl and Russel or Wanda and Cosmo. Or a character who is completely opposite from their environment, like Wreck-It Ralph in Sugar Rush. Opposites do a lot for characters. If every character was the same there would be no substance. Using the concept of opposites keeps thing fresh and exciting, and could also lead to plot twists here and there.
If your antagonist is weak then your protagonist is going to end up being weak too. Your character should have an equal match. If your struggle or conflict is too weak or too vague, you're not going to get very far. The protagonist is only as strong at the force against them, so don't give them some weak block wall and instead build them a great wall of China that they have to find their way through or around. Remember to keep them evenly matched though, if your protagonist is weaker than your antagonist or the other way away the story doesn't go anywhere exciting.
Remember to love your stories and put love into your characters. If there isn't effort put in, it shows and people lose interest. Development gets you a long way in the long run.
This article showed me that it is important to love your character, or at least enjoy their appeal and build them properly. You shouldn't have to force anything out of them, it should flow smoothly. I want to take this advice and go somewhere with it because I've never really made my own characters.
Learning about how opposites are important intrigued me, I didn't realize how far opposites could take you until now. Opposites really do attract, attract attention that is.
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