VFX Shot: News Broadcast

In today’s session, I did yet some more work on our VFX sequence. Today I focused on getting the news broadcast done, so that the scene looked polished and more like a news broadcast. Anyway to start off with, I went into after effects and created a new white solid, this was so I could start on a blank canvas and add my shot footage into the scene later. Soon after, I began to actually create the broadcasts design. However just before I started creating, I considered designs that fictional and real life news broadcasts use and how they are effective on the viewer in terms of colour and so on…gta broadcast.gifAnyway to start off with, I created a new shape using the pen tool in After Effects. The shape was rectangular however, the end side of the shape was slanted. To give the shape a better visual look to it, I added different effects to it, those effects being: Drop Shadow, Bevel Alpha and Gradient Ramp. The Gradient Ramp I used on the shape went from a really nice rich red, to a really faint red so that the shape looked glossy and polished in a way, however the other effects were implemented to give the shape an even more polished look to it. The result is shown below…SolidandShape1Once this was done, I went and added more shapes with a similar design to the scene, as obviously one shape in the scene would be a bit pointless. So I went on to add 3 more shapes with the same effects applied however, two of the shapes were implemented in a different colour, that colour being black, but when adding the Gradient Ramp the start colour would be black going into a really light grey. The third shape was a smaller version of the previous shape but was placed in the top right corner. The outcome of them all set out together, is shown below…SolidandShape2So far, I had a nice looking layout for the News Broadcast and everything was coming together nicely. The shapes would be used to store headlines and etc. and the shape in the top corner would be used to display the word “LIVE”, to give the viewer a better experience. The next part of the scene that I added, was a News ticker. These are also known as news Crawlers or news slides and usually appear at the very bottom of the screen in a news broadcast, I wanted to add this into the scene so not only could the viewer be more intrigued in the broadcast, but so they could also Read more about the story. Before I actually got to animating the news slide, I created 3 shapes, one as a guide to where the news story would disappear off the screen, one which would contain the text ‘BREAKING NEWS’ and another with the actually news text inside of it. The result of the added shapes is shown below…SolidandShape3Once this was completed, I then went onto adding the actual text to the news crawler and animating it so that it actually looked like a legitimate news crawler. However to avoid the crawler looking tacky, I made it so that the news text went under the red rectangle showing ‘BREAKING NEWS’, making the scene look better. In order to create the movement of the news slide, I did a basic movement animation, key framing the position of the text, simply making the text come in from the right and making it disappear to the left. The finished news slide is shown below…Breaking news at bottom of screenSoon after the news ticker was completed, I then went on to add the rest of the text that I wanted to, to the scene, which gave me this result…SolidandShape4I was almost done and the Broadcast sequence was almost complete however, I still thought that one more thing could be added into the scene to make it look even better, an animated version of the news logo. If you can remember from last time, I had created a logo for the broadcast, so that I could create an Intro for the News Broadcast…finished productWell, I had decided to create another animation of the news Logo, that would appear near the bottom of the screen to the left of the main headline, which was contained in the red shape. So, I hopped into Maya with my previously made logo and created another animation for the scene.News intro 1The animation I had created was very simplistic and was a spinning motion, shortly followed by a expanding motion. The overall animation is shown below…animation 2.gifOnce the animation was complete and rendered out as a PNG sequence, I then went onto my After Effects project and inserted the animation into the scene where I desired. I then went on to insert the establishing shot into the scene to see what it looked like and I made some finishing touches to the scene. The overall result of my work is shown below…Final productOverall I was really happy with my work today and how well the scene turned out. Obviously there were some difficulties with layers and what not, however I still thought that I did quite a good job. I think that next time I will focus on colour grading and correcting the shot footage, so that the scene looks better and so the scene has an outstanding impression on the viewer.

VFX Short Film: Idea

If you don’t already know, as a side project I have been planning to make a VFX short film, but have the footage from the short film being footage captured from Grand Theft Auto V through the Rockstar Editor. After a lot of brainstorming recently, I’ve came up with quite a good idea that could work both VFX wise and story wise. Anyway, here’s the idea…The story is based around Michael De Santa, one of the main protagonists in Grand Theft Auto V. He wakes up one night to hear strange, loud noises from his front yard and investigates…Michael discovers nothing, but suddenly see’s a bright light in the sky and gets abducted by Aliens! The Aliens experiment on Michael and inject an abnormal serum into Michael. Soon after they injected the serum into Michael, the Aliens ejected Michael from the spaceship, leaving him unconscious in the desert.gta abduction.gifAfter a long journey home Michael discovers strange changes in his body and finds out that he has super human abilities that he never had before, due to the serum the Alien beings injected into him, when he was abducted. Michael decides to use his powers for good and save the people of Los Santos…5e57c1-ImpoRage.pngSo far this is what the Storyline is like. Obviously there are a few adjustments to the story that I need to make, but so far the story has come together quite well, in my personal opinion. When coming up with this idea, I was thinking of all the possible effects I could use, such as heat vision, super speed, super strength. The main inspiration for this idea being Man of Steel, as I really liked the VFX used in the movie, especially for the fight scene in Metropolis between Zod and Superman…I also thought that effects such as heat vision, would be quite challenging to do and would be great once the scene would be complete. Overall, I think that the idea I have so far would do quite nicely for the storyline, especially when I develop the story further. I think next time, I will focus on getting the storyboard and Pre-vis done, so that I can get started on actually recording the footage for the short film.

VFX Shot: News Broadcast Intro

Today I did some more work on our VFX sequence. In the session today, I focused on creating the news intro for the broadcast, so that the news broadcast in the scene looked more like a real believable broadcast, instead of a boring piece of footage. Anyway to start off with, I needed a design to work off. As reference, I used the Weasel News Logo from the Grand Theft Auto series, as I really liked the design of the Logo as well as the animation the logo does when a broadcast starts.Once I had my reference image, I went on to 3DS Max and created the Logo design I had in mind. The Logo I created was for ‘Next Gen News’, the fake news broadcast station that would be used in our scene (that I came up with myself). In all fairness, I didn’t want to use a real news broadcast station in the scene as I thought it wouldn’t really appeal to the viewer and I thought that maybe if I had come up with a brand new, news broadcast station the viewer would be more intrigued in the scene. The logo I created is shown below…News intro 1Once I had this model made, it was then time to head into Maya to animate the logo so that the logo wasn’t static and boring.

When it came to animating in Maya, I basically animated the camera in the scene from one position to another, so that it gave off a nice looking effect with smooth movement. The animation is shown below…animation GifOnce I had created the animation, I then went on to export the animation as a PNG sequence so then I could put the sequence in After Effects for the finishing touches.

So I jumped into After Effects so that I could finish off the News Broadcast Intro. To start with, I realised that I needed a background for my intro, so that the scene didn’t look blank and plain. So I grabbed the image below from the internet, so that the scene had more colour to it and also, so that the image didn’t look plain…maxresdefaultOnce I had this done, I added the finishing touches to the animation. These finishing touches being lens flares. I did this so that the News logo looked more polished and also so that it was in the viewers face and interesting. I also added a light at the end of the news intro animation, so that it would transition to the next scene a lot nicer than just a simple jump cut, making the VFX sequence more polished. The overall outcome of the News Intro animation, is shown below…finished productOverall I was very happy with today’s work and also how the animation turned out. Despite some small issues with the animations rendering settings, I think that the outcome of today was quite good. I think that next time I will focus on actually getting the news broadcast done, so that the shot can have more of a realistic feel to it, rather than it being a plain bit of footage.

VFX Industry: Dream Job

After doing a lot of research about the VFX Industry and what Jobs are available in that specific sector, I have decided to go into more detail about the Concept Artist role, as I am really interested about the artistic side of the VFX industry and inspired by a lot of Concept Art that has come out of the VFX industry. I wanted to do more research on the Concept Artist Job role, to actually see how their involvement benefits the final VFX piece. So here are some details about the Job role.

What does a Concept Artist do?Concept Artists work on big budget sci-fi, fantasy or historical films where visual and special effects create design spectacles, fantastical creatures or other invented elements. There are usually a number of Concept Artists, each working on a specific element, e.g., a fantastical creature and/or scene.

Concept Artists start work at the beginning of pre-production, up to six months before filming is due to begin.

If the screenplay is an adaptation (for example, of a book), they analyse the descriptions in the original source material. They may work with Specialist Researchers who also help source and supply relevant information and materials.
Concept Artists work in the art department studio alongside Draughtsmen and Specialist Researchers and often produce their drawings on a computer using Painter or Photoshop software. After approval by the Production Designer, the drawings are presented to the Producer, Director and Visual Effects Co-ordinator.

Concept Artists must produce illustrations that are striking but also accurate and clear. They work on illustrations throughout the shoot and may often be required to change and adapt their original ideas as filming progresses.

They may also be involved in the development process, producing a series of illustrations that help to sell the film to potential Financiers and/or Distributors.

Concept Artists work on a freelance basis. Their role is highly specialised and there is a limited demand for this work.

What skills and Experience do you need?If you are aspiring to becoming a Concept Artist, you must be able to:

  • Have up-to-date knowledge of computer illustration software packages
  • Be skilled in film imagery.
  • Understand what Directors, Directors of Photography and Editors require from a scene.
  • Have excellent illustration skills.
  • Be a strong communicator.
  • Visualise perspective and 3D space.
  • Have a keen interest in design, architecture and film.
  • Visually interpret other people’s ideas.
  • Be flexible and adapt to change when asked.
  • Work as part of a team.
  • Know about relevant health and safety legislation and procedures.

What Qualifications will you need?batsuitYou can study an arts school course with a focus on draughting skills, graphics anideas e.g., fine art, graphics, illustration etc. However, there is no formal training or qualification for this job.

Salary and Contract TypeAs a Concept Artist, you will receive an average income of £50,491 or $73,152 annually, however the salary varies, depending on an individual’s experience and for the company an individual works for. Concept Artists usually work with Short Term contracts or usually work Freelance. However if a Concept Artist is hired by a company, their contract usually lasts between six months to a year.

Example of a Concept ArtistAn example of a Concept Artist can be Ralph McQuarrie. Ralph McQuarrie was an American conceptual designer and illustrator who sadly passed away on March 3rd of 2012. Ralph was best known for his inspirational work on the original Star Wars Trilogy and for creating the overall iconic look of the Star Wars Saga.

Job Adverts

Below shows a link and a screen shot of a job advert for a Concept Artist role at Double Negative Visual Effects, which goes through there specific overview of the Concept Artist role and what they expect from you as an employee.

https://selecthr.accessacloud.com/HR20153/rEcruit/Recruitment/VacancyDetails.aspx?VacNo=171%20

DNeg Job advert

Examples of my own Concept Art

Below are some examples of pieces of Concept Art I have created previously in the course for Games, VFX and general asset creation for my portfolio.

Overall, after further looking into this specific job role in the VFX Industry, I think that now I understand this job role more than I did before hand, which has helped me realise what qualifications and experience are vital in order to obtain this job in the VFX Industry.

Pixar Style Animation-Part 1

After animating a lot recently and studying the 12 Principles of Animation, I thought that I would create a short, 30 second long animated clip, displaying my animation ability. The animated piece I am creating is inspired by the Disney Pixar Lamp animation…tumblr_inline_mngd9yATKf1qz4rgpHowever, instead of having the Pixar Logo and Pixar lamp in the scene, I would have my own name and character assets in the scene instead.

So like the other Animations I have created, the animated piece would be animated in Maya. Before I went Into Maya, I started off by creating a 3D Model of my name in 3DS Max, by using the text tool and extruding out the letters to make them 3D. I broke the text down into 3 parts, the ‘J’, the ‘O’ and the ‘SH C-G ’. This was so that when it came to animating in Maya, the ‘O’ could be animated separately to the rest of the letters in my name, as well as the ‘J’ if I needed it to be animated, but I’ll come to why I’ll be animating the ‘O’ later. Anyway, the model is shown below…Name not texturedEven though the image above doesn’t show this, I later gave the letters of my name a basic black texture, similar to the one used in the actual Pixar logo.

After this, I inserted the model of my name, into Maya. Then It was time to insert some of my Character models into the scene. I had decided to add the Jim Jim Bonks model and the Kirb-inator model into the scene, as they are some of the best character models I have produced in this course, so far and I also thought that these Characters would best suit the scene…

So I added the characters into scene, along with my name so that I could begin animating the sequence…in sceneJim Jim Bonks would be the character to start off the animation by bouncing from one side of the screen to the other, similar to the Pixar Lamp in the Pixar animation…Side to sideI animated Jim Jim in the opening scene, so that he hopped from one side of the screen, to the other so that he could prepare himself for jumping onto my name. Obviously when I was animating Jim Jim’s hop, I kept in mind the Squash and Stretch principle to make the hop more appealing to the viewer. The result is shown below…movement so farGoing back to what I said earlier, about breaking my name down into 3 different parts, I did this so that I could get a similar effect to the Pixar animation and so I could later add Jim Jim, bouncing on the ‘O’ just like the Pixar lamp, jumping on the ‘I’ in the Pixar animation. So with this in mind, I then went onto add the animation of Jim Jim jumping onto the ‘O’ and then an animation of Jim Jim bouncing on the ‘O’ twice, until he squashed the ‘O’ with his final. The whole sequence so far, is shown below…movement 2As you can see I added the Squash and Stretch and the Anticipation principle into the scene, the Anticipation principle being the preparation of Jim Jim’s jump and the Squash and Stretch principle being used during Jim Jim’s jump and used when Jim Jim was bouncing on the ‘O’.

The sequence isn’t completely finished yet, however I’m happy with my work overall so far and I think that next session, getting this finished will be my main focus.

VFX Short Film Project

For a while now in our VFX sessions, we have been focusing on our own VFX Sequences and mastering different techniques used in the VFX Industry. Some of those techniques include, masking, rotoscoping, animating and so much more.

To be honest I’m really liking how my VFX work has come along so far. So as a side project, I was thinking about making a short film using live-action footage but with a twist. The footage I would be using, would be filmed from the game Grand Theft Auto V using the Rockstar Editor.For those of you who don’t know, the Rockstar Editor gives the player the ability to create, edit and share videos of Grand Theft Auto V and Grand Theft Auto Online. There are various editing tools at disposal, including camera filters, custom camera placement, and music to complement the recording.

Since I have the Rockstar Editor at my disposal, I thought that as a side project, I would create a short film, displaying some of the effects I have learned to do in my VFX work so far, such as the lightsabre effect for example…So far I haven’t got a storyline or plot for what the short film will be about yet, however I am in the process of doing that at the moment. So stay tuned for more information in the future about the short film and what effects I will use. Overall, I think this will be a very interesting side project to work on and I can’t wait to get started!

Using Squash and Stretch in Animation

As you may know from my previous blog post, we studied the 12 Principles of Animation and how they are beneficial when animating. So to test my animating skills, I decided to create a bouncy ball animation, which uses the Squash and Stretch principle.The Squash and Stretch principle is based on observation that only stiff objects remain inert during motion, while objects that are not stiff, although retaining overall volume, tend to change shape in an extent that depends on inertia and elasticity of the different parts of the moving object.
So, I decided to do an animation of a bouncy ball, due to the fact as this would best demonstrate the principle.

For my first animation, I decided to animate a bouncy ball, bouncing side ways. I did this for my first bouncy ball animation, simply because it was more of a challenge, appose to the up and down bouncy ball animation, that seemed pretty simple to do. So using the Squash and Stretch principle, I created the side ways bouncing ball animation shown below…bounce 1Once I had done this, I then went on to produce another bouncy ball animation, however this time creating it so that the ball was bouncing vertically. The second animation I created is shown below…bounce 2.gifOverall, I think that completing this task really helped me with my animating skills, as well as helping me understand the Principles of Animation further and implementing the Principles, into my own work, especially the Squash and Stretch principle.

Gameblast 16-Game Update

For those of you who may or may not know, a few weeks ago, Gameblast 16 took place and Myself, Gabriel and Cate decided to participate and create a game. Our game was ‘Capeless Heroes’. In the game you play as members of the Fire brigade, Police force and EMS (Emergency Medical Service) and you have to complete different levels that link to the specific job for instance, The Firefighter missions would consist of extinguishing fires and saving people from a burning building, whereas the Police officer missions would consist of taking down murderous criminals and the Paramedic missions would consist of performing CPR on injured individuals.gamI wont go into too much detail about the development over the weekend, but if you want to know more about what took place over the weekend and how development process went, be sure to check out the link below which will take you to my blog post about Gameblast 16, which goes into further detail about the weekend…

Gameblast 2016!

Anyway, I mentioned that sometime in the future, the games would be judged on, Best Graphics and Best Overall Performing Game. I’m proud to say that our team managed to obtain the Best Overall Game Award, for it being fully playable and enjoyable to play! The Best Graphics Award went to a student from Next Gen Blue, who I would also like to congratulate on his award.

Overall, I’m really happy we got this award, as we really worked quite hard on this project in the limited amount of time we had to make it.

Also, the game is undergoing further development, as a group side project which I intend to blog about sometime in the future, when the game is fully complete.12324871_1002070743162167_1943259827_n

12 Principles of Animation

The 12 Principles of Animation are essential when animating characters and objects. So in this blog post, I’m going to talk about the 12 Principles of Animation and how they are beneficial in certain parts of animation.

1. Squash and Stretchcrash_bandicoot_3d_model__mark_2_by_sirbudman-d6ix6szThis action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it’s broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.

2. AnticipationThis movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher’s wind-up or a golfers’ back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.

3. StagingA pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience’s attention to the story or idea being told. Care must be taken in background design so it isn’t obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.

4. Straight Ahead and Pose to PoseStraight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness.Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn’t have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.

5. Follow Through and OverlappingWhen the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. “DRAG,” in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.

6. Slow in and Slow OutAs action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

7. ArcsAll actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

8. Secondary ActionThis action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.

9. TimingExpertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.

10. Exaggerationhomer go crazy.gifExaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated.

11. Solid DrawingThe basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.

12. AppealA live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience’s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.

Overall, after learning about the 12 Principles, I now understand how effective they are when animating and how they are significant and important to creating a good structured, animated piece.

Loops In Code

In today’s coding session, we were studying different types of Loops and how they operate once executed in code.designerSo In this Blog post, I’m going to be talking about different types of loops in code and how they work.

ForLoopFor loops consist of 3 parts, initialization, condition, and final expression. So, it establishes the variable to be checked, then checks it, if it is true, it executes the code held within, then executes the final expression, often incrementing the variable.

In the example below, it establishes “int i” as being 0, checks if it is less than “numEnemies”, in this case, it would run the code 3 times, incrementing by 1 each time. ForLoopForLoop

WhileLoopA WhileLoop is a control flow statement that allows code to be executed repeatedly based on a given boolean condition.WhileLoop

DoWhileLoopA DoWhileLoop is a control flow statement that executes a block of code at least once, and then repeatedly executes the block, or not, depending on a given boolean condition at the end of the block.DoWhileLoop

ForeachLoopA for each loop applies and executes code for each item in a list. In the example below, the code logs out each of the items in the list into the console.ForeachLoopForeachLoopAfter studying the different types of loops in coding, I now have knowledge of how they work and I also understand how I could possibly implement Loops into a game.