For the final film in my "Year of Animation", I chose to do a stop-motion animation. I'd been thinking of time-lapse video for a couple months now but never found the right location or date to really produce something worthwhile... and technically it wouldn't be "animation". I'm currently working on (redoing actually) a direct-on-film animation as part of my R.I.T. film archiving project, but it won't be done in time for this post, so... a stop-motion animation.
Years ago, I taught an animation course at the local community rec center and in order to visually teach the students the differences between frame rates, I animated the assembly of a simple LEGO model. So, knowing now what I learned then, I thought it'd be fun to revisit that idea.
Here's the film from back in 2003 played back at 3 frames per second. The individual frames were captured using an Olympus digital camera, hence the flicker as the camera readjusts itself between each shot.
For the new film, I chose the Arc de Triomphe Architecture set because it was one of the few LEGO sets with a location that I've actually visited--granted it was in a tour bus and we drove around it before going to the Eiffel Tower, but I "was" there darn it!
A view from the bus back in 2010
After looking at the Eiffel Tower set, I just didn't think that it had enough pieces and it had too much visual uniformity to make the animation interesting. The Paris skyline set is nice, but I wasn't feeling it. I'm just not too into the skyline sets, which is why I passed over the New York, Chicago, Paris, and London skyline sets. I liked the Louvre Building Kit, but I've never been there. The London Tower, Big Ben, Lincoln Memorial, and White House sets were a little more than I wanted to spend and they don't have a Musee d'Orsay set for sale (I actually would've expanded the budget to get a nice Musee d'Orsay kit). And unfortunately, there's also no LEGO set for the Toronto skyline or CN Tower. Oh well. Like I said: the Arc fits the bill, so that's the set I selected.
Need to rearrange the studio, this was way too cramped!
My setup was a little more complex than the other animations I've created for this 'Year of Animation' series. Before filming, I jumped on Amazon and picked up a pair of light stands and a set of four sandbags to hold them in place (had to get the sand from Home Depot) and borrowed a tripod from work that was sturdy enough to hold my DSLR camera -- which was tied into DragonFrame 4 on the reliable MacBook that I use for demonstrations.
Good ol' Dragonframe on my TravelMac.
After assembling the LEGO set and studying the instruction manual to determine how I would film its assembly, I came up with a shotlist to make things easier and then disassembled the set--separating the pieces by color into small plastic containers. That original shotlist actually involved some close up shots using my iPhone, but when it came time to film, I discarded that idea. There just wasn't enough room to maneuver around with two tripods, two light stands, my laptop on a portable t.v. tray, and all the little plastic containers that I had used to separate the LEGO pieces. Eh, I can always go back and refilm those two sequences if I want to.
The animation is as follows:
I could play with the frame rate and add the aforementioned close-ups in order to provide a little variety and boost the "interesting" factor, but in the end, this was just for fun and I learned what I wanted from the experience. Which raises the question: what did I learn from my Year of Animation and all the films I created?
Well, there were some great triumphs, like when the project inspired me to go through all my RIT films and materials, enabling me to recover almost everything I had lost from a hard drive crash over a decade ago. And there were some new experiences, like working on a team with Gary Schwartz and Linnea Glas on our ASIFA Central tongue-twister animation. But throughout it all, this project highlighted how much work goes into producing an animation, even a small one. So future projects should never be taken lightly -- speaking in terms of the amount of work they take to complete. But my main takeaway was how personally fulfilling it is to put in all that effort and watch the completed film. The playback is truly the payback.
Back in Grad School, we had a class called Photography Core. It was split into three sections across three quarters -- yes, we were on the quarter system back then. Well during the second section (Winter quarter), Erik took the better part of the quarter teaching us several principles of animation. I wasn't getting 'animation on a curve'. At all. So, after screwing up the first attempt at the assignment, when I talked to him about it in his office after class, Erik held up an imaginary gun and then acted out the motion of a gunslinger pulling the gun from the holster and raising the gun -- all the while explaining how the elbow bent during the motion and worked with the shoulder's motion as opposed to locking the elbow in place while making all the raising motion of the gun come from the shoulder alone. He compared how a gunslinger would perform that motion in real life and then exaggerated for an animation -- which led to a discussion on acting in animation and why these extra motions and exaggerations were important in animation. With my newfound knowledge -- though I must admit, I still didn't grasp the concept fully -- I took another stab at the assignment and came up with the following animation:
So, since I've been too busy to make a brand-new animation for November, I decided to tinker with an old one. The original animation had the robot taking a step, firing the gun, lowering the gun, firing a rocket, then raising and firing the gun again, and then lowering the gun -- obviously, different from the above.
As part of my grad school records and films reclamation project, I exported all of the above frames from Macromedia Director to Windows bitmaps. At that point, the animation was "saved" and I can import the frames into any editing program I wish, be it Premiere or whatever comes next a couple years down the road.
This was an interesting exercise. Copy-and-pasting frames to the end of the animation in order to make it longer was easy enough. But in order to get the animation to compile to an mp4 using the H.264 codec at the best resolution possible for an 8-bit image with a gradient for the background, that took some trial and error to get it right.
And that little bit of knowledge will serve me well when I decide to make mp4's of the other animations from Photo Core II or my Spring film "the Chameleon" from Photo Core III.
Oh, and I was on an Enya kick back then, so that's why the title card uses the "Enya" true-type font.
My little brother owns a used media store: CDs, DVDs, video games, stuff like that. Over the years, he's moved his store multiple times due to fire, flood, better parking, cheaper rent, etc., and he's finally found a location where Replay Entertainment Exchange will probably stay for years to come (I hope).
After his fourth move, I animated a couple commercials for him as a favor. Unfortunately, after each subsequent move, he would come to me and ask me to redo the end title credit with the new website and store address. Eh, it is what it is. He's family after all. And access to his store has helped me expand my DVD collection.
So, the animation for this month was to redo the end title for his commercials. Not much, I realize, but it needed to be done and I've been travelling so much this Fall, it hasn't left much time for anything else.
Here's the new end titles, it follows the progression of original titles, second edit, and the most recent edit:
So I've got this idea for a silhouette animation, but I'm having trouble getting it off the ground. Well, sometimes you need to just dive right in and do some experimentation to get the project moving forward -- priming the pump as it were.
In this case, since I was going to be in Toronto for a couple days before attending the Ottawa International Animation Festival, I rented out the "Lotte Reiniger Studio" at the Toronto Animated Image Society for the day in order to play around and get a feel for this animation -- and draw a little inspiration from Lotte's tricktable.
That day, I went through six tests, animating the same scene over and over until I reached this one:
A lot of what I was looking for was getting a feel for how long the scene should be, what frame rate I should film the scene at, whether this should be filmed on ones, twos or threes, and how fast or slow the fish should move. After doing these tests, and taking lots of photo and video references at the Toronto Zoo and Ripley's Aquarium, while I'm not ready to animate just yet, I'm definitely ready to finalize my storyboards and move to the animatic phase of my production.
During this past August, the annual ASIFA Central Animators Retreat hosted animators from all across the Midwest in Grand Rapids for a weekend of animated film, workshops, presentations and camaraderie. After working all by myself on each of the films for my 'year of animation', I decided to seize upon the opportunity to expand my skillset by working on a film as part of a team.
Every year at the retreat we all spend half the day working on animations. Sometimes it's workshops where we learn a new animation technique or share information, tips, and tricks on a technique we all know. However, this year, the workshop organizers broke us into teams and had each team working to produce an animation based on the same concept. So, each group started at the same point, but was allowed to interpret the project however they wished.
My team consisted of myself, Gary Schwartz of Single Frame Films, and Linnea Glas - a former student of mine from Huntington University - and the project centered on making an animation based on our visual interpretation of the following tongue-twister:
"On the moon, marooned baboons consume balloons to make cartoons."
Each group produced a distinct animation using their own visual choices and own audio recording of the tongue twister. Some used clay, others sand, still others found images. However, the three of us chose to do a "Gary Schwartz" cut-out animation. Y'see, during the year, Gary travels throughout the world and hosts animation workshops. One of his animation projects is using these stylized mouths to animate a line of dialog. So, we appointed Gary as our director and character designer, Linnea as our voice actress, model maker and animator, and I handled the technical side of the animation including camerawork and producing the X-Sheet.
Linnea working on the models
This was one of those great learning experiences as it allowed me to explore a facet of Dragonframe that I had only read about and tinkered with on a superficial level: incorporating dialog. While Gary and Linnea designed and created the cut-out mouth syllable models for our animation, I set to work processing the audio -- which consisted of loading it into an audio channel, identifying the syllables, and then making a mock-up animation using a stock figure that comes with Dragonframe.
Dr. Sock. Great concept, but they left out some syllables
when making this model so we had to improvise...
This was the result of my working with the "Dr. Sock" model, the sock-puppet monkey that comes stock with DragonFrame.
Once the audio was processed and the audio "animatic" completed, I created an X-Sheet that would allow us to select the correct mouth position models and line them up with the dialog. Afterwards, once Gary and Linnea had finished the models, I worked with Linnea (with Gary directing us) as she followed my X-Sheet and animated the mouth models.
Note the "syllable" column that lines up
with specific points in our audio track.
With a little under an hour left to produce our film, we quickly worked our way through filming the animation as Gary added input to improve the flow and visual variety of the animation (we were using a limited number of syllable models after all). And after the film was finished, Gary had the idea of adding one last set of frames with some soviet-era "dental models" that he picked up on his travels through Eastern Europe, followed by a quick fade-to-black. We all agreed that it added a really nice sense of surrealism to our animation.
During Grad School, three of my favorite classes were the Intro to Classical Animation classes that I took with Jack Slutzky.
Prior to his tenure at R.I.T., Jack worked for two years at Disney under Snow White animator Shamus Culhane. During class, he would tell us the odd story of time spent with Culhane who, as Jack put it, was driven to near alcoholism while animating the famous "Heigh-Ho" scene from Snow White as he dealt with puzzling out the technical aspects of drawing seven near-identical characters marching in lock-step and yet trying to ensure that they all had their own unique personality and movements.
Jack would later become one of my three thesis advisors and the one who would provide the most help as I struggled through the trials of trying to complete a hybrid hand-drawn/digital animation when I had only really been animating (or doing any serious drawing) for two years.
Jack designed his three animation classes such that the first would teach foundational skills in hand-drawn animation while getting us to start thinking about producing a larger hand-drawn animation. The second class would build on the first as we took a character conceptualized in the first class and get us animating with that character. The third class would build on the first two as we finalized a script, treatment, storyboard and build an animatic.
As I've been going through my filing cabinets to reconstruct (and archive) my animated films, handouts, and notes from Grad School over the Summer, for this month's animation, I decided to use DragonFrame to recapture and retime several animation assignments from Jack's first class.
This first assignment was designed to get us warmed up to hand drawn animation by taking a stack of notecards and creating a pair of metamorphosis animations between a pair of shapes.
Then, Jack had us create a title animation for a fictional company of our own devising which we could use at the beginning of future productions in his class.
The last "animation" assignment we did was to animate a person laughing. Jack provided us with some keyframes for reference material and it was up to us to redraw the keyframes then figure out the in-betweens and animate them.
Jack was a fount of valuable information during my thesis. When I mentioned how I was struggling with drawing my scenes, it was Jack who suggested I draw fifty poses each of my two characters every day before working on a scene. That turned the trick. Within a few short weeks, my creative block was shattered and I was barreling through my thesis. The point that he was getting at through that particular exercise was how I needed to know my characters in far greater detail. And by doing multiple drawings of various poses, I could study them from every angle, every expression, even practice their body language. At that point in my thesis, I was trying to run, but I had barely begun to crawl.
After completing Jack's third Introduction to Classical Animation class, he wrote me the following note.
I saw Jack at Erik's memorial service and spoke to him a couple times afterwards. The last time we exchanged e-mails, about a short animation I had just completed (Stress), he encouraged me to never stop looking at my work with a critical eye and striving for greatness in my animation:
* * *
Dear Charles:
Thank you for sharing your animation with me. I thought for a second I was back at RIT. It was a pleasant surprise seeing you at Erik's memorial service. You look well, and from what you said, and i've seen you're moving on into the future. I wish you luck.
My only criticism of the work you shared with me, including the tape you sent, is your characters are one dimensional. Yes, they move, but with no sense of life. Timing, aceleration/deceleration, speed change, etc. Do more, don't just settle for movement, give me movement that means something. You are too talented to settle for less. End of crit, I'm not your teacher anymore, just a friend.
Hope Ottawa was beneficial, and enjoyable. Lookin forward to being there in two years. I'll buy you a drink and we can toast to old times.
Stay well, happy, healthy and productive. Stay in touch.
Peace
Jack
* * *
On Thursday, April 28, 2016 at the age of 78, Jack died at home with his family. He left behind a loving wife and family and a legion of students who learned great lessons about animation under his steadfast guidance.
Well, since last month I (re)created four animations from grad school for June's "Year of Animation", this month I took it a little easy and participated in an Ani-Jam.
Image halfway through the morph cycle
ASIFA Central's intrepid President, Brad Yarhouse, is in charge of ASIFA's International Animation Day, so he proposed that members of ASIFA Central participate in an Ani-Jam centered around the IAD poster. Everyone was given two images from the final poster and instructed to create a transition from the first image to the second. So, your first image will be someone else's second image and your second image is someone else's first, and so on. When completed, the animation will transition from one image to the other in a continuous loop.
In my case, I'm animating a transition from the first image in the poster to the second image.
However, given how much time my grad school archival project is taking, I decided to do a simple morph for my two frames. Transitioning from a character with two eyes to a character with one eye was a bit of a challenge and in the end, I chose to set my control points so that they were focused on specific facial characteristics so that the morph would flow much more smoothly: like the outer ends of the two pupils on one character linked together so they'd match up with the one pupil on the other character. Or the bead of sweat morphing into the glare of light on the Cyclops' eye.
What I am most proud of, though, is how well the noses morphed from one to another. That coupled with the above really draws the focus away from the flaws in the overall animation (like the fade-in of the Cyclops' large green-colored iris). I originally wanted to do this animation freehand on animation bond, but the time and effort required for this project was a little more than I was willing to commit.
You can see the completed animation this Fall when it's debuted by ASIFA Central. I'll post links in my ASIFA Central International Animation Day wrap-up blog post so you can all watch the whole Ani-Jam online.
But, until then, here's a facial morph I put together just for fun.
Carl "Skip" Battaglia, Stephanie Maxwell,
Marla Schweppe, me. (l to r)
My first experience with an Oxberry camera was in my Introduction to Animated Film and Graphic Film Production class under Carl "Skip" Battaglia.
Throughout the quarter, I had some great times while experimenting with these "old school" under-the-camera techniques -- even moreso because it was all non-digital, since up to that point in my education, almost all of the animation I had created was in the computer. Back then, Skip would give us the assignment, then we'd shoot our films during the week, watch them during the next class, and then he would cut the 16mm film stock into individual sections so we could take our films home if we wanted them. One of my few regrets from my time at R.I.T. was that most of those films have been lost, either during the class when I didn't pick up the film stock or during the time since I moved back to Michigan.
Fortunately, I still have a lot of notes and paper records from that class and even some models and cels. Admittedly, not some of the ones I really want, like the drawing I made for my direct-on-film project, but enough to reconstruct these films.
The projects that stuck out in my mind the most are listed below. I've recreated a couple of them using some materials from Skip's class that I still have in my files, and some were remade using all new materials using my notes as a framework. All of them though were recreated using present day software and equipment in order to make the production process a little easier.
Project 2 was a direct on film animation. I used clear filmstock and a fine-tip marker to create an animation where the "camera" panned left to right across a reclining nude woman from toes to head. Only, the shapely woman's figure had one of those 1970's smiley faces for a head. I'm still looking for the paper model I created for this assignment. I'm sure I kept it somewhere and, now that I own my own 8mm/Super8 film projector, I would love to recreate this direct on film animation just for fun. Would be an enjoyable way to spend a rainy afternoon... hunched over a light table... squinting through magnifying lenses... drawing a figure frame-by-frame... eh, it's not for everybody.
Project 5 was kind of a "trickfilm". Skip defined this project as:
"The production of a sequence approximately 10 seconds in length dealing with some aspect of color."(1)
I made the following film:
My goal was to make a play on the color reversal/retinal afterimage trick using a skull and both red and green colors. The viewer's attention would be focused on the movement of the eyes while the red/green skull image was "burned" onto the viewer's retina. Then, when the eyes finished their final move, the whole image was removed and the viewer was left watching a blank screen -- with the reverse image of the skull from their retinas filling up the screen where the visible skull image once was. The only thing I didn't do during the reshoot is the opening and closing fade to/from black that was part of the assignment.
Project 6 was intended to explore traditional ink-and-paint cel animation:
"The production of a sequence of approximately 10 seconds long involving a figure with movable limbs. The figure must be executed in the traditional ink and paint process."(2)
I remember being stymied originally, fortunately, it was Preston Blair to the rescue!
Money being tight back then, I skipped the whole "paint" element and went with good old reliable Sharpie markers! The original film had the guy walking in place -- set in the middle of the screen. But with access to DragonFrame some twenty years later, I used the onionskin feature to line up the character a little better and I even added a couple frames at the end where he walks off the screen.
Project 7 was a stop-motion film, described thusly:
"The projection of a sequence of approximately 10 seconds in length dealing with some aspect of type and typography."(3)
Decades ago, my sister sent me a small jigsaw puzzle with a funny "ransom note" on it. The plan was to write a date, time, and location on the back and then send it to the girl I was dating at the time, a few puzzle pieces at a time. When it was put together, she'd see the funny picture and then the date information on the back and we'd get together for an amorous rendezvous. Well, I don't recall ever using the puzzle for it's intended purpose. Thought it was too funny to give away so I ended up keeping it. In grad school, I would use it as the inspiration for project number seven.
I went into this project thinking that it would be "much" easier to animate in After Effects than it was under the Oxberry camera back in the mid-nineties... mainly because I'd be able to take my letters/words, attach them to motion paths, and then tweak the animation until it played out exactly like I wanted it. So I got to work, cutting out words and letters from magazines, just like I did back in 1995. But this time, instead of animating the pieces of paper under the camera, once the final image was assembled, I captured a high-resolution image of the completed note, and started to cut apart the individual text using Paint Shop Pro. They would then be imported as assets in After Effects and animated digitally.
Well it didn't take more than a few minutes until I realized the folly of doing this project digitally. It would take far too long to select the text, copy it to a new image file, and then mask out the background. After several unsuccessful attempts using Paint Shop Pro and Photoshop, I then abandoned that plan and instead wrote out the timing by hand, drew my motion paths on a couple images of the completed note, printed them out, and then drew the increments on the motion paths with a pen.
This "failure" turned out to be a very happy accident as I spent the next half hour using my printed images as a reference to create an identical set of "motion guides" in DragonFrame using the guidelines feature. Since DragonFrame allows you to specify the number of increments on your guideline (so you can line up your model from frame to frame), once those overlays were in place, I flew through the animation process in record time! Working under the camera was totally worth it in this case -- and I learned a lot about DragonFrame's onion skin and guideline features in the process.
A look at my downshooter setup
Project 8 was the last film I remember creating -- our final film project in the class. Here's how Skip described it in the syllabus:
"The production of a sequence of approximately 10 seconds in length through some experimental, non-standard process, e.g. sand, feathers, weeds, glitter xerography, wax block, rubber stamp."(4)
To this day, I still don't know what Skip meant by "glitter xerography", but I keyed in on the word "xerography". Having practiced the martial arts for years, I had a small library of books covering the many martial art styles that I've studied. Well, back then, you could find lots of these books with black-and-white photographs of martial art techniques and katas. So, armed with a book on Shaolin Long Fist Kung Fu, I went to the local Kinko's and Xeroxed a bunch of the pages. I then cut out the images of a Kung Fu kata and photographed them in sequence under the Oxberry. It didn't come out as well as I'd hoped, and the camera jammed near the end, but I got a good grade for the assignment, so it all worked out in the end.
This is one of those films that I think would've worked better digitally. Given the difference in size between some of the images, I would've liked a bit more flexibility in both scaling and aligning the images before finalizing the shot. In DragonFrame, the best I could do was use the onionskin mode and try to line it up as best I could. Additionally, I really would like the opportunity to change the frame rate on some of these individual images. With the exception of the first and last pose, everything was shot on threes -- as I did back in 1995. Given the fluidity of martial arts techniques, I think this film would've worked much better if some of the shots were two frames long, some were four or five frames long, etc. But, all-in-all, I'm pleased with the results.
Well, those are the films I remember producing in Skip's class. I wish I had taken better efforts to preserve the original films and the material used to create them, hindsight being 20/20 and all that. If I had, they would've been very nice mementos some twenty-odd years later. Still, it was a lot of fun rereading my notes from Skip's class and recreating these four animations.
One of my friends didn't enjoy their time at R.I.T., even though their education seems to have paid off rather well in light of the career opportunities they've been given over the years. However, every time we talk and the subject of R.I.T. comes up, they always seem incredulous about how fondly I remember my time in Rochester. I'm sure that if I mentioned how I was spending time recreating films from Grad School, they'd probably sigh heavily and make some remark about how it was twenty years ago so why bother. But for me, reliving the experience is worth a few hours of my time. I still have all my other films from R.I.T., and they still give me joy every couple of years when I watch them -- joy that goes far beyond the nostalgia factor. And how much I learned this past week about the under-the-camera production processes working with DragonFrame goes without saying (though I'm going to say it).
Another benefit of reshooting these films is what they taught me about aligning my DSLR camera with my camera stand, or using hotkeys in DragonFrame that allow for shooting multiple frames so I don't have to keep pressing the 'capture frame' button again and again and again (really good for those multi-frame holds), or the best placement of my side-mounted lights so that I get enough light to illuminate my images clearly but not so much as to wash out the colors.
As I was sifting through my notes, I came across some of the detailed plans that I wrote out for these films -- timing, frame to footage calculations -- information and rules that I can process and integrate into my current production workflow. I agree that we shouldn't live in the past, desperately yearning for a time gone by, but that doesn't mean that we should eschew all the lessons that we learned or ignore the new ones that are still there, hiding in our old textbooks, notes, and assignments just waiting to be rediscovered.
There's always something important to learn, or relearn... or find.
During the whole process of consolidating my notes and recreating these films, I located the only 16mm film from Skip's class that survived all those years: project #4--which I had digitized.
Skip described film #4 as:
"Production of a ten second black and white sequence using black and white still photographs. This is an exercise in recognizing abstract elements in representational images through the use of visualizing masks."(5)
Additionally, I also located my last two missing Animapasses from the Ottawa International Film Festival--one being the pass from 1994, my first OIAF. Not sure what I'm going to do with them exactly, but I'm leaning towards making a display that I can hang on my wall. As I've only missed one Ottawa festival since '94, I think a display like that would be a really nice momento from this period of time in my animated life.
* * *
Footnotes:
1) Project 5: slate, guide, paper model, production notes from 1995. Paper eyeballs, DSLR camera and DragonFrame from current day.
2) Project 6: slate, guide, cels, production notes from 1995. DSLR camera and DragonFrame from current day.
3) Project 7: slate, guide, production notes from 1995. Paper models, DSLR camera, DragonFrame from current day.
4) Project 8: slate, guide, production notes from 1995. Book/paper models from identical book (Shaolin Long Fist Kung Fu by Jwing-Ming Yang and Jeffrey Bolt) purchased on Amazon.com. DSLR camera and DragonFrame from current day. 5) Project 4: Original footage from 1995 shot on 16mm film. Digitized at the local Camera Shop. Cost me $37. Was worth every penny!
So, once again, I let myself get too busy to work on an animation until the last two weeks of the month. I came up with two great ideas (which I'll probably do later on this year) but they required a bit more work than I had time for -- one being hand drawn and the other stop-motion, but both integrated sound effects and required some precise timing, read that: a much better planned out and detailed dope sheet.
In actuality, it was one part being really busy and one part "eyes bigger than my stomach". So, with time running out, I turned to a tried-and-true hands-on technique: sand animation.
Years ago, I ran an animation class for kids and adults at the East Lansing Rec Center and one of those days covered sand animation. The following is an example animation that I created and showed to the class in order to show them what you could do at a most basic level:
Just a simple morph from one shape to another (yes, the nautical motif that I've been working with over the past couple months is coincidental).
I'm a big fan of Corrie Francis Parks' sand animated films, most notably her award winning film: A Tangled Tale, the first hybrid sand/digital animation film. As such, I've spent a lot of time watching her sand animations over and over, studying her techniques and observing her Making of... video in order to unlock every little tidbit of knowledge from her production process as well as reading her book Fluid Frames: Experimental Animation with Sand, Clay, Paint, and Pixels (if you don't have it, it's available on CRC Press and Amazon.com in both hardback and paperback forms).
Setup for this film was a little different from works I've done in the past and it builds on the techniques I've been exploring over the past few months. After setting up my light table under my DSLR downshooter setup, I taped the usual sheet of tracing paper over the light table to further diffuse the light bulb and reduce the effects of 'hot spots'. However, taking a page from Lynn Dana Wilton's book, this time I also taped a blue lighting gel over the tracing paper in order to give the scene that underwater color. This is a departure from Corrie's setup. As you can see from her Making of... video on Vimeo, Corrie didn't use gels in her animation, preferring to animate on her light table with the set white(ish) background and then handle color in post.
As I wasn't really up to doing a lot of post-production work on these shorts, I stuck with the motto: "the more you can do in pre-production, the less you have to do in post", hence, the lighting gel -- that and I thought it might be something fun to experiment with. One of the things that I miss from college is that "experimental energy" where everything is one big sandbox that you can play in and try things out before gathering all your experiences, successes, and failures together as foundational material when you create your thesis film. More on that train of thought in a later blog post, I think.
As you can see from the animation, it was just a simple morph. Everything was shot on one's and I didn't deviate from the basic timing very much. What I thought was fascinating though was the fluidity of the sand. Yes, yes, I know "fluid frames" and all that. But as I was moving the sand with a small paintbrush, the structure of the sand really lent itself to an ebb and flow much like you would see in fire or water.
The original idea was to make the blob morph into a sea anemone, wave it's tentacles around, and then morph back into a blob. I had even studied my friend's salt water aquarium in order to see how the water current would affect the tentacles. Well, when I started moving the sand around, making the body and adding little buds that would sprout into tentacles, I found myself more fascinated with making the sand flow downward in waves -- seen mostly in the bottom half of the figure.
Not much else to say. I liked the blue gel background, though I did keep the blob of sand in the middle of the screen partially to mask a "hot spot" created by the florescent lights in my light table.
I would like to do two other tests with sand animation, but one where I have a flat plane and I'm simulating waves surging and crashing in the ocean and another where it's a campfire burning in the middle of the screen.
As mentioned previously, for the year of 2018, I set a goal for myself to produce an animation every month. Again, nothing "festival worthy" or anything like that, just something to get me animating on personal projects, sharpen my skills, and expand my toolkit.
Well, February had me tinkering with one of my 3d animation programs but it produced nothing of merit. I wasn't worried about that since by the time the end of the month was coming into view, I already knew that I'd be in Toronto on the first of March at an animation workshop.
So the following is February's animation: my segment of the group animation that we created during Lynn Dana Wilton's Silhouette Animation Workshop for the Toronto Animated Image Society.
(background by Lynn Dana Wilton)
While working on this animation I had a couple thoughts regarding how to approach my segment:
Having made them in the past, this time I didn't want to create a 'jointed' puppet like the other attendees were doing. Rather, I had thoughts of the models in PES's stop-motion film: The Deep. In The Deep, PES combines replacement object animation along with stop-motion animation in the shot with the calipers (seen at 0:24 to 0:32 in his film). This conjunction of two animation techniques allows him to achieve the illusion of weightlessness: the use of slight movements using stop-motion animation provided the impression that his objects were "floating" in the ocean depths, and using replacement animation (by swapping out different sets of calipers), he changes what would've been a static, one-model character into a much more dynamic character. The addition of replacement animation in this sequence enhances the "illusion of life".
Additionally, there were six attendees at the workshop (including me), which meant that individual time with the animation workstation was limited. So, how could I approach the animation in such a way that I could maximize my animation time with a minimum of trial-and-error under the camera? Well, after creating my puppets and sketching out a rough dope sheet, I tested the motion on the table (not Lotte's trick-table).
Dope Sheet... kind of...
The motion looked okay in my mind's eye, but I still wasn't sure about the timing. So I turned to my trusty iPhone. I've got an app called Stop Motion Studio (which I used to create the time-lapse animation RITchie during last year's R.I.T. homecoming). Although I didn't have any camera stand with me to keep my iPhone steady, I was able to capture the motion clearly enough to test out my timing.
As you can see, the first test sequence was much closer to what I wanted. But, rather than assuming that I got it right on the first try, I animated the jellyfish a little faster in the second sequence... just to be sure. After that test, I decided to stick with the first one for my final animation (although I did tweak it slightly in the final version).
Well, not finished with the whole 'under the sea' motif, I decided to keep playing with the idea for March's animation.
As March is Women's History Month, and I post interviews with women animators on this blog, I decided to pair up with the Grand Rapids Community Media Center and ASIFA Central to present a day celebrating women animators--which included a Silhouette and Cut-out animation workshop.
After providing instructions and getting everyone working on their films, there was still enough time in the workshop for me to settle down and do a little animation of my own--my animation for the month of March.
I didn't follow any dope-sheet for the timing on the fish, choosing instead to wing-it. But I followed my earlier timing on the jellyfish, albeit at a faster overall frame rate--I was pressed for time and didn't want to leave the students to their own devices for too long.
All-in-all, if I played with this idea again, I would make the timing of the jellyfish totally independent from the other fish and much, much slower. Additionally, I'd take a page from PES's book and add one to two more models to the jellyfish--probably something that I could add as one or two frames in order to add a little more anticipation and follow-through to the jellyfish's action leading to the upward motion.
Might also switch to computer animation so I can play with the timing and run through multiple variations without having to go back and reanimate the figures by hand over-and-over. In my not so humble opinion, that's one of the strengths of computer animation: it facilitates rapid learning via the ability to cycle through multiple variations in a short period of time.
In the time it took me to animate the jellyfish in both films under-the-camera, I could've done multiple variations in Flash or After Effects just by copying-and-pasting the frames and tweaking the motion of the jellyfish, or the number of frames (filming on twos or threes), or both.
I love animating under the camera, mainly due to the tactile feeling of the models as you move them from position to position. And the greater challenge of tweaking the external lighting so you get the best possible shot. Frame-by-frame flicker removal and color correction is a pain in the ass though. Between that and my desire to do multiple tests for timing, it might lead me to do April's animation completely in the computer.
By day, I'm a mild-mannered forensic animator, but during evenings and weekends, I work on my own animated films and various artistic endeavors for clients. I'm a graduate of the Rochester Institute of Technology's M.F.A. Computer Animation program and a current member of ASIFA, MATAI, and the Toronto Animated Image Society.
Building upon the 2008-2009 project for the NY MET and Bard Graduate Center, I am currently animating gold-and-silk needlework stitches and managing lesson webpages for an online course presented by Dr. Wilson-Nguyen for her Thistle-Threads Historical needlework website.