tag:blogger.com,1999:blog-36029109703001517542024-03-05T01:57:13.377-08:00 Charlotte Mosey AnimationAnonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.comBlogger41125tag:blogger.com,1999:blog-3602910970300151754.post-81435784622189893362015-06-01T08:08:00.000-07:002016-02-21T08:11:05.161-08:00Third Year Show Reel (2014-2015) and final thoughts <iframe allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="https://player.vimeo.com/video/156159613" webkitallowfullscreen="" width="500"></iframe> <br />
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This is a compilation of my work completed during my third and final year at university. </div>
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There are still a few things that I think I may go back to tweak and polish or even just re-render but for now, this is my final reel. </div>
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'Final major project' were pretty intense but I had a lot of fun animating new things like the dancing on 'Project Dance' and playing with new original rigs on 'Alpha'. </div>
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It was a crazy three years and I am proud with how far I have come. I could have never imagined being able to not only animate but co-direct a CG animated short film before starting uni. But now it is done and I am officially a graduate.... now onto the real world. Ooo this should be fun. </div>
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I am of course going to continue to post here ( even if this was originally for university) I have a fair few personal projects planned and hopefully I will find somewhere willing to pay me to animate for them (which still seems crazy) ahhh into the unknown I go! </div>
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ps. watch 'Over the Garden Wall' ^^</div>
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Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-24093839663374469132015-04-22T16:08:00.000-07:002015-04-29T16:37:06.522-07:00Oysterworld Games<div class="separator" style="clear: both; text-align: center;">
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As well as Framestore, this week we also had an industry talk from Oysterworld.<br />
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Oyterworld are an independent games company based in Wales. They have been growing in size and success over the last few years and plan to continue to grow the company. Oysterworld produce games mainly for the casual games market targeted towards children such as 'Garden Party'. They also are working on 'hidden object' games which are very popular with 30+ females.<br />
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It was really interesting to be able to see the process of making one of these games. We were shown both the Art and Animation side of their creation process, each with their own required skills. The over-arching advice for us was to practice practice practice! Keep striving to get better and better. As well as practicing, self teaching was also pushed by them This shows you have the drive to learn more about what you do and the initiative to do it yourself.<br />
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We were also informed and given some great advice for applying for a job at Oysterworld. Part of the process for animators is that we would be given a character to rig and then animate a few tests with it. The tests include a walk and a jump. This is to further gauge the talents of the individual and also to judge their attitude to work. I found it very interesting that these tests were also to judge the applicants personality. When an applicant is lazy, it shows through in the work they produce, its obvious if you cut corners or do not properly read the brief. <br />
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As well as the tests we were informed on interviews. The main advice was to 'be a nice person'. I was surprised to hear they have interviewed people who have come across as rude. If you are at an interview stage, the likelihood is they want to hire you, but they need to know if you are a person they would want to have on their team.<br />
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The people from Oysterworld were lovely and their talk was really useful. They came across as a great bunch of people and an awesome company to work for. They all have a lot of enthusiasm for what they do. The talk was packed full of all sorts of advice, but my favorite was that if you dont feel that you are good enough for the job or industry then go away and work as hard as you can till you are.<br />
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Also a great parting advice was "SLEEP!", that is something that I definitely need to work on.<br />
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<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-1259887605979240212015-04-21T14:38:00.000-07:002016-02-22T03:55:07.450-08:00Framestore<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: inherit;">Framestore are an award winning visual effects company based in London. They have worked on many successful films including 'Guardians of the Galaxy', 'Dracula Untold' and 'Paddington'. They also work in many other areas such as television and advertising.</span><br />
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<span style="font-family: inherit;">Today, we were lucky enough to have two members of Framestore come to our university to give us a talk. The talk was about Framestore as a company and about getting into the animation industry in general.</span><br />
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<i style="background-color: white; line-height: 18.4799995422363px;"><span style="font-family: inherit;">Toyah Middleton - Recruitment Manager</span></i><br />
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<span style="background-color: white; line-height: 18.4799995422363px;">Toyah talked to us about Framstore as a company and how they work. She discussed the best routs to get into the company and what Framstore are looking for when they have a job opening.</span></span><br />
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<span style="background-color: white;"><span style="line-height: 18.4799995422363px;">We were told that for them, it is important to specialize. They do not higher generalists often, they want you to be the best at waht you do. It is good to work on your skill and make it the best it can be. </span></span></span><br />
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<span style="background-color: white;"><span style="line-height: 18.4799995422363px;">Framestore tend to promote people from within their company, this is why it is often the case you will have to work your way up to where you want to be. To do this, Toyah mentioned two main options. The first would be to get hired as an intern. Interns get the chance to work on shot for film as well as work on a personal project with a mentor. I like the face that you have the chance to work on your own project within the company as its a chance to do what you want to do and get professional advice on it. They emphasized the fact that this personal project is also useful so you have something that you can add to your reel at the end as their can be copyright issues with taking and posting film clips. </span></span></span><br />
<span style="background-color: white;"><span style="font-family: inherit; line-height: 18.4799995422363px;">The second option presented to us was to start as a runner. This is a great way to get your foot in the door and get a feel for the industry and get to know the people in it. Framestore do not higher runners that do not have a good show reel and show potential. This is because they do like to hire from within the company so you will be hired as a runner with the intention that you will be trained to move up within the company. Learning this has made me much more likely to apply for runner jobs in the future. I think its a great opportunity to get an inside look at the industry and most companies, like Framestore, will higher you will the intent of you moving up. Runners are also provided access to rigs and equipment, they are also able to stay late or come in on weekends to work in the studio which I think sounds amazing. </span></span><br />
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<span style="background-color: white;"><span style="line-height: 18.4799995422363px;">Some final notes form Toyah were to always network. Get to know as many people as you can and show your face at events and lectures as much as possible. This is an industry where the people you know can very much help your chances for success so its important to get yourself out there and make the effort. </span></span></span><br />
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<i style="background-color: white; line-height: 18.4799995422363px;"><span style="font-family: inherit;">Michael Elder - Animator</span></i><br />
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<span style="background-color: white;"><span style="line-height: 18.4799995422363px;">Michael talked to us about his own personal experiences in the industry and his own journey to where he is today. We were also told about some general tips for breaking into the industry and what some useful paths are to take. </span></span></span><br />
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<span style="background-color: white;"><span style="line-height: 18.4799995422363px;">Micheal originally started in Sydney working on films as a junior animator. Although it was a 'big job' he said as a young animator, it is often more useful to start off in TV or even games even if getting into films is your goal. Working on films, he said he was not given much responsibility because of the high standards of the studio and his inexperience at the time. Working at a smaller company often means you have more to do and more responsibility. You also will produce more work a lot quicker and more varied. This is useful when you are trying to build up your show reel to showcase your work. He also mentioned that commercials are a good way to get a lot of work out fast as the jobs will only last maybe a few weeks. Again, a good way to strengthen your show reel as a junior animator. </span></span></span><br />
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<span style="font-family: inherit;">While working on films, he had a lot a spare time so utilized this to work on a personal project. Michael emphasized the importance of personal projects as its a chance for you to do what you want to and put your heart into something. It is also important to utilize each company you are in, ask for advice and use the resources given to you. Listen to the people who know more then you!</span><br />
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<span style="font-family: inherit;">He told us that getting into the industry is probably the most difficult part so don't give up. He gave me a lot of motivation to keep trying and be confident. A lot is to do with luck and timing.</span><br />
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<span style="font-family: inherit;">I found this talk incredibly useful and I very pleased we were able to have it. I learnt a lot about the industry and Framestore in particular. I have a lot of respect for the company and would love to work there one day.</span><br />
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<span style="font-family: inherit;">I cant wait to see Framestore again at FMX in a few weeks time!</span><br />
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<i style="background-color: white; font-family: Georgia, Utopia, 'Palatino Linotype', Palatino, serif; font-size: 13.1999998092651px; line-height: 18.4799995422363px;"><br /></i>Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-77577659800445710832015-03-06T03:45:00.000-08:002016-03-02T03:47:22.142-08:00FMP- Alpha (Final Rendered Animations)<div class="separator" style="clear: both; text-align: left;">
Here are the final rendered versions of my scenes from the project Alpha and also a few final thoughts. </div>
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Its really nice to see the whole thing come together and I am really happy we managed to get it finished in time (though it was very close) We ran into a lot of issues throughout but learning to fix them taught us all a lot. </div>
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Its always nice to see the rendered versions of your animation as it adds so much more to the atmosphere of the scene. </div>
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Over all I am pleased with the work here. I enjoyed the pace of this scene, and although not much happens, its really about the subtleties. This scene was about showing her curiosity and thoughtful nature. </div>
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I think at some point when I have the time, I would like to go back and fix the little glitches in the forearm. This was a rig problem that I was unable to fix in the time we had but I feel it distracts from the shot and makes it feel less polished. </div>
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I really enjoyed this creature piece! It was fun and playful even though he was scared and I enjoyed walking the line between him moving like a creature but having a human personality. </div>
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The rig was very challenging to work with because of the unusual shape of his body but I am happy with how it turned out. </div>
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This was my only creature animation for my final major project so I am happy with how it turned out. I would like to get into character animation, so I saw this piece as a character piece rather then just a creature animation. I would like to try more animation like this in the future as I had a lot of fun with it. </div>
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Over all, I am happy with the work I did for this project although there are a couple of tweaks I may make. It was quite hectic being the animation director also, but everything turned out okay in the end. I found it a good challenge to have more responsibility and more control over the final product. </div>
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And if you are interested, here is the final short film in full....</div>
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I am really pleased with how everything turned out. There are of course, always things I would change or do differently second time around but I am really proud with our teams achievement. </div>
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Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-86305945140198633052015-02-27T12:24:00.000-08:002016-03-03T09:00:53.646-08:00FMP- Alpha (Creature Scene) <div class="separator" style="clear: both; text-align: left;">
<span style="background-color: white; color: #666666; font-family: "arial" , "tahoma" , "helvetica" , "freesans" , sans-serif; font-size: 13.2px; line-height: 18.48px;">Just a reminder, here is the animatic for the creature scene...</span></div>
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First Block:</div>
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Here we have the first block for the creature scene. This took me quite a long time to get right but I felt that the poses were very important here. I wanted a nice silhouette throughout this piece for the creature and I really wanted to hit those key poses. </div>
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I really struggled with this blocking as the rig was quite challenging to work with. We initially had a lot of issues with some of the controllers and the rig did not like being referenced into Maya 2015 however we got it to work in the end, it just pushed us all back a little time wise. </div>
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First Spline: </div>
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Again, first spline is pretty ugly and I think I need to do a lot of work to get some weight into this piece. I have had a lot of trouble with the legs and shoulders when using this rig. The anatomy of the creature means the neck is very large and unfortunately doesn't deform to the nicest shapes. I tried my best to make the poses appealing (with as little clipping and glitching as possible) while still making the movement believable. Hopfully, the more I work into it, the better it will get. </div>
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Spline:</div>
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After the first spline, I moved the landing position of the creature so he covers more ground with his jumps. Getting the last run to look right took me a lot of time playing around. The problem was he is a big creature so if he doesn't cover much ground with each stride, it looks odd. On the other hand, his legs are very tiny, so there is only so far they can stretch before it just looks like im making him fly across the screen. I am quite happy with how it looks now and I am excited to get some nice overlap animation done and really smooth out the curves. </div>
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Overlap:</div>
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Here I really tried to work on making his movements fluid but weighted. I had fun adding some character and emotion with his ears. Its a little difficult again as I cant animate the eyes until the body animation is done and I also cant see what the totem glow looks like (the glow of the totem is what scares him away) So its a lot of guess work but I am over all happy with the way it is progressing. </div>
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Facial Anim: </div>
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Finally I got to work on the facial animation and really add some character and expression to the creature. We had a little trouble again with the eye textures as some didnt want to work, so the range of eye animation was quite limited however I still think it works and I am pleased with how they look. </div>
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I will be uploading the finished rendered version in another post once they are done.Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-46390625584260548782015-02-13T12:24:00.000-08:002016-03-03T09:00:39.841-08:00FMP- Alpha (Character Scene) <div class="separator" style="clear: both; text-align: left;">
Now to begin animation!! </div>
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Just a reminder, here is the animatic for the character scene...</div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/QDjXC0vzXzw/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/QDjXC0vzXzw?feature=player_embedded" width="320"></iframe></div>
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First Block:</div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/HOyw9aO5zgU/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/HOyw9aO5zgU?feature=player_embedded" width="320"></iframe></div>
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Blocking was fairly simple for this piece, no complex poses and im pretty happy with the timing. </div>
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Note: we are having animated textures for the eyes so they I will have to animate them last. They are pretty intense on the pc and bog down the file and make it pretty impossible to animate so im going to have to get everything for the body done first and then animate the eyes. Its a little different to what im used to but hopefully it will work out. </div>
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First Spline:</div>
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This is always the part I hate, so many glitches and nasty floaty bits. I have a lot of smoothing to do and I have to fix that hand but im quite happy with this as a basis to work on. I think i'll be spending a lot of time cleaning up the graph editor with this one. </div>
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Facial Animation:</div>
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[Sorry about the curves on show here] This is a different angle to see the facial animation as the render camera it quite far away. Here are the dreaded animated eye textures....they were quite a handful to work with. These took a lot of time to get working and I'm still not entirely sure how they work, however I really like the look of them so I think they were worth the effort. </div>
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Final Shot:</div>
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And here we have pretty much the final shot before rendering (you can see all the render cameras here) I had a lot of fun with her bouncy hair and her facial expressions with this shot. We did have a lot of trouble with the rig though and some things (like her bracelet) had to be cut out as they were just not working. A few more tweaks and I think we will be there</div>
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I will make a separate post for the final rendered shots of them both, but for now, its out of my hands and off to the techy people to do their magic to make it look pretty.</div>
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Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-35570629340705360052015-01-02T11:32:00.000-08:002016-02-22T11:32:57.775-08:00Final Major Pre-Production: Alpha (Collab) Part 2 [Creature Scene]<div class="separator" style="clear: both; text-align: left;">
This is the second part of my pre-production for Alpha. Just to remind you, here are my scenes again... </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGBL425lRjQOoO0eb-4YmIWAWFFQL8CeLI0eTrTEZANaREfYvniAqZ6xZJXalruBxc46Lo5lVTePEZ5b9SAVmw4QzSluEW0Z32LpeyTIrvKZc29dTk9coM7MMkcGsCvcemPUZmltxvSg4/s1600/01+Directors+Storyboard+%2528My+Scenes%2529-+Sam+Cullum.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGBL425lRjQOoO0eb-4YmIWAWFFQL8CeLI0eTrTEZANaREfYvniAqZ6xZJXalruBxc46Lo5lVTePEZ5b9SAVmw4QzSluEW0Z32LpeyTIrvKZc29dTk9coM7MMkcGsCvcemPUZmltxvSg4/s320/01+Directors+Storyboard+%2528My+Scenes%2529-+Sam+Cullum.jpg" width="320" /></a></div>
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I did some research into the animals most like the creature from Alpha. This was a little difficult as he is a fictional creature but we decided he would have the anatomy of something like an alpaca or a Shetland pony. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoZPgv2tnzCK5JNybUPZmqrv3bJw5OPf3HaESuVULT8ZSQHmU8-3ilGQY-XN3bqCQA2XLqfpsQLx2OC0INEpGSFgBlBGWtX0noRc3e6hACknLemrQXSdKlOLxp85WUiommZQxKwRmEosM/s1600/03+Research+images-+Creature.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoZPgv2tnzCK5JNybUPZmqrv3bJw5OPf3HaESuVULT8ZSQHmU8-3ilGQY-XN3bqCQA2XLqfpsQLx2OC0INEpGSFgBlBGWtX0noRc3e6hACknLemrQXSdKlOLxp85WUiommZQxKwRmEosM/s200/03+Research+images-+Creature.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYJXkpJDr4snR4fxDKN1ArfP_PYwxb0awIRydYS1xUJWkJSMwteJpfqWVghRz1MOJsvDyFh4G8Y6Vh2d6tj2mjYFArG_QhKb-f33HjFgxql1ZPYO-7Txit7WfzA3yEiET4l9JRUluQ2Ko/s1600/04+Research+images-+Creature.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYJXkpJDr4snR4fxDKN1ArfP_PYwxb0awIRydYS1xUJWkJSMwteJpfqWVghRz1MOJsvDyFh4G8Y6Vh2d6tj2mjYFArG_QhKb-f33HjFgxql1ZPYO-7Txit7WfzA3yEiET4l9JRUluQ2Ko/s200/04+Research+images-+Creature.jpg" width="200" /></a></div>
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After anatomy and pose research I thumbnailed some variations for the scene and cut them into animatics...</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEing8P2CN99jvxVX_PztiU-XXzj02NzZFUMKtvrkUpSyNO8fM8-RHsLqxl56XOmshpSt-yOuY9G6Vb1T2pisZc3g84eSQEcOzbQjZQrl9GUBKJ05KBqx_reGXcXHSC5rDO-HeBf6PMVKkg/s1600/06+Thumbnails+Creature+Scene.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEing8P2CN99jvxVX_PztiU-XXzj02NzZFUMKtvrkUpSyNO8fM8-RHsLqxl56XOmshpSt-yOuY9G6Vb1T2pisZc3g84eSQEcOzbQjZQrl9GUBKJ05KBqx_reGXcXHSC5rDO-HeBf6PMVKkg/s320/06+Thumbnails+Creature+Scene.jpg" width="320" /></a></div>
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In the end we decided to go for the second one. I liked the curiosity shown with him scratching around the base. I also think that animating him rearing up will be a lot of fun and give me a lot to play with. </div>
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I then drew out the final story board for the creature scene....</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlc0oLpQ5to6PW6stk8mSfUOZ37HE8o95kssGpsQB6o5nhp1F1kPwd-hwMhPws__bI2EgJmOD-cTTdhxVEU4zLU1RuQ0lhCB-zEaewzzC2lqDgAsXALOVWgiget9jlOS516QGUQg99aUg/s1600/09+Final+Storyboard+Creature+Scene+01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlc0oLpQ5to6PW6stk8mSfUOZ37HE8o95kssGpsQB6o5nhp1F1kPwd-hwMhPws__bI2EgJmOD-cTTdhxVEU4zLU1RuQ0lhCB-zEaewzzC2lqDgAsXALOVWgiget9jlOS516QGUQg99aUg/s200/09+Final+Storyboard+Creature+Scene+01.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhti3oD0fPCPhx4uPSAIhGi8y41illJqcEnv1QDNOzyKm_g1E2GR3VOC59tvAT42XiJKDi9RUtVF_a62puRQcxwR-x7jsBDQVOIW3uoOhQ_Udh-eqnUOGkPAZEcbswS6olKzdrCkBDcI0o/s1600/10+Final+Storyboard+Creature+Scene+02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhti3oD0fPCPhx4uPSAIhGi8y41illJqcEnv1QDNOzyKm_g1E2GR3VOC59tvAT42XiJKDi9RUtVF_a62puRQcxwR-x7jsBDQVOIW3uoOhQ_Udh-eqnUOGkPAZEcbswS6olKzdrCkBDcI0o/s200/10+Final+Storyboard+Creature+Scene+02.jpg" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3XUc3Z_8XspEQ4ijKm187-NMppA83VvXwJ97GGbRxY9FGa-JSMNDbsK7cB0Z7jfCq2sWdFVRS7b8qu3ciXFrEH3J3_9onb9z1K5oJuLOUg7NXO7vjAQ6uTOMvrGn417xhhd2mLt1X2Ck/s1600/11+Final+Storyboard+Creature+Scene+03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3XUc3Z_8XspEQ4ijKm187-NMppA83VvXwJ97GGbRxY9FGa-JSMNDbsK7cB0Z7jfCq2sWdFVRS7b8qu3ciXFrEH3J3_9onb9z1K5oJuLOUg7NXO7vjAQ6uTOMvrGn417xhhd2mLt1X2Ck/s200/11+Final+Storyboard+Creature+Scene+03.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl-9n1IQ12gsGgGRQZVJlCVfq3nFy2KiQcrs5y4wiVr3XtDjsiuTNYFtzpdaL2b0wXvWAGJI1bdSjbNLjE48RhThFdwrfN6uO1NLaJVW6kS1Ehe2XejtcT5MgBYtJGc7wtwcqnF3Iqp6A/s1600/12+Final+Storyboard+Creature+Scene+04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl-9n1IQ12gsGgGRQZVJlCVfq3nFy2KiQcrs5y4wiVr3XtDjsiuTNYFtzpdaL2b0wXvWAGJI1bdSjbNLjE48RhThFdwrfN6uO1NLaJVW6kS1Ehe2XejtcT5MgBYtJGc7wtwcqnF3Iqp6A/s200/12+Final+Storyboard+Creature+Scene+04.jpg" width="200" /></a></div>
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And made a final animatic...</div>
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I think that this scene is going to be a lot of fun to animate. I think i may have some trouble with the posing as the design of the creature is quite unusual and the large neck and tiny legs may be an issue. Im hoping to get a nice bouncy animation for him running away as I want him to look harmless and cute.<br />
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I'm super excited to work on this project and get my teeth stuck into it. It will be nice to have a play with some new custom rigs too!!<br />
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As I am a co-director I also made up schedules for the project to keep us on track. Im sure some things wont go to plan but fingers crossed we will get it all done in time.<br />
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This will also be my first time being an animation director so Im looking forward to that challenge. Hopefully I will be able to give a lot of useful feedback and keep the animation style consistent throughout the piece. </div>
<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-10181882233715452702014-12-19T10:48:00.000-08:002016-02-22T08:29:44.545-08:00Final Major Pre-Production: Alpha (Collab) Part 1 [Character Scene] <div class="separator" style="clear: both; text-align: center;">
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<span style="background-color: white; font-family: "verdana" , "geneva" , sans-serif; font-size: 13.1999998092651px; line-height: 18.4799995422363px;">'Alpha' is a project that I will be co-directing and also working on as head of animation. 'Alpha' planned to be a short film acting as a cinematic game trailer. </span></div>
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<span style="background-color: white; font-family: "verdana" , "geneva" , sans-serif; font-size: 13.1999998092651px; line-height: 18.4799995422363px;">As head of animation, I was responsible for getting an animation team together and sorting out who was going to be responsible for what animation wise. </span></div>
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<span style="background-color: white;"><span style="font-family: "verdana" , "geneva" , sans-serif;"><span style="font-size: 13.1999998092651px; line-height: 18.4799995422363px;">The first thing to do was to cut a rough animatic/ previs together so we had the whole short planned out and I could start dividing shots between animators. This took a very long time, as there were many points we wanted to communicate to the audience but we also didnt want to ruin the pace of the shot or make it too long. We aimed for a minute and a half and we managed to get it almost exactly which I am very happy with. </span></span></span></div>
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<span style="background-color: white;"><span style="font-family: "verdana" , "geneva" , sans-serif;"><span style="font-size: 13.1999998092651px; line-height: 18.4799995422363px;">This is what the final version looks like: </span></span></span></div>
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Luckily, everyone managed to get the shots they wanted or were happy with. Each person on the animation team needed this project for different reasons so I tired to tailor their shots accordingly to what would be most useful for them. If they are happy with what they have to do, hopefully they will enjoy their work much more and produce better work as a result. </div>
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These are the shots that I will be animating. I chose one character and one creature one. I wanted the character one because these scene should have a lot of subtle acting in it and I want to get better at that. Especially because a lot of my other projects are very over the top. </div>
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I chose the creature scene because I would really like to improve my creature acting skills as I have not had the chance to animate many animals. I am also yet to animate an non realistic animal. </div>
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I am happy that these scenes are interesting yet each just contain the one character as I also want to make sure I have enough time to work with the others as head of animation. </div>
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First I worked on the character scene. I did some research into the type of character I think she would be. It helped that I was provided initial character designs by the Director who will also be working as head of the art side.<br />
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I explored a few different ideas while still keeping the base movement the same. I wanted to explore different emotions she may be going through during this scene which would impact the subtle ways in which she would perform the action of bending down to look at the claw mark.<br />
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In the end i decided with the third as this claw mark is something they have never encountered before and I think, being the more sensible one of the pair, she would realize the danger and be worried. </div>
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I then went on to develop that idea and this was the result. I think timing is going to be very important in this scene. I want her to pause for a moment before she bends down and also pause throughout to show she in deep thought. </div>
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I am really looking forward to animating this scene as I think its a chance to spend a nice amount of time on a relatively simple scene and also a chance to improve my subtle animation skills. </div>
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<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-80638288434215615162014-12-12T10:44:00.000-08:002016-02-22T03:57:17.526-08:00Final Major Pre-Production: Dance Off (Collab) Part 2<div class="separator" style="clear: both; text-align: left;">
This week I continued on with the pre prodcution with the 'Dance Off' project. I have quite a large amount of animation to do on this project, so it has taken a while to plan out all the shots. Luckily, all off my shots are one after the other so that has made things easier for me as I dont have to worry about the flow of the whole shot as much. </div>
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Continuing on, Shot 16 is the male characters reaction shot to shot 15 (this is the shot where Ragina snaps her fingers and turns a spotlight on above our characters head) This is a very quick shot but a lot needs to come across in that time. I want to communicate his shock at this surprising event (as most people cannot turn lights on and off with the click of a finger) he also needs to look confused about whats happening and look worried about what could be following. </div>
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I played with both a lot of body movement and just the facial expressions with this shot. However, I felt more body movement gave it life, and given how over the top he reacted in an earlier shot (shots 12-14) it would have been a change in character for him to suddenly not be as over dramatic. I chose the third as I felt it also communicated to the audience this is the second time she has barged in on him acting odd and he is now slightly concerned about her and her persistence. </div>
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The next shot is Regina seductively walking towards the male. Me and the director had great fun filming video reference for this and looking at films such as Chicago for inspiration. We played around a fair amount with how she was going to walk towards him.<br />
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In the end we settled for the third. The first was very dance like and the second was quite silly and funny but I felt the last was still funny but more predatory too. She is coming to 'get him' in this shot and as well as seduction, I want to be able to convey the desire in her movements. </div>
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The last shot I have for this project is a very long but hilarious one. Regina finally makes it to Alphonse and starts seducing him by dancing around and on him. We filmed reference for this shot pretty early on and my thumbnails are based from our reference for this shot. The reference filming came out so well none of the team really wanted to mess much with the shot, so I only tried two similar versions. </div>
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Alphonse's movements will be very minimal in this scene, I want him to seem very stiff and awkward, not quite sure what to do with himself in this situation. On the other hand, Regina will be throwing herself all over the place. I think there is the opportunity to get some nice hip action in this scene and I also think the facial animation will be a lot of fun. </div>
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I am really looking forward to working on this project. I think its going to be really fun and if anything, I will just be laughing watching my video reference back. Im hoping this project will really help me with body movement and mimed acting. Its a good opportunity to improve my facial expressions as they cant talk and also improve on some basic body mech as there is a lot of walking and shifting weight in the shots I have. This scene is very large but I am excited to take it on and make it funny and silly and it should be nice laugh on my reel. </div>
<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-12766485152042045032014-12-05T14:16:00.000-08:002015-04-08T15:03:42.879-07:00Final Major Pre-Production: Dance Off (Collab) Part 1<div class="separator" style="clear: both; text-align: left;">
<span style="background-color: white; font-family: Verdana, Geneva, sans-serif; font-size: 13.1999998092651px; line-height: 18.4799995422363px;">Dance off is planned to be a short film set at a high school prom. The main character attempts to make his way across the dance floor while being ambushed by various girls trying to win him over by dance.</span></div>
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<span style="background-color: white;"><span style="font-family: Verdana, Geneva, sans-serif;"><span style="font-size: 13.1999998092651px; line-height: 18.4799995422363px;">After a lot of decision making I was luckily given the shots I had initially had my eye on from the first pitch. At one point during the short, the main character (Alphonse) runs into a popular 'mean girl' type character (Regina). My shots include their encounter. </span></span></span></div>
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<span style="background-color: white;"><span style="font-family: Verdana, Geneva, sans-serif;"><span style="font-size: 13.1999998092651px; line-height: 18.4799995422363px;">After I had my shots given to me, I took the animatic given to me by the director and broke it up into my shots. </span></span></span></div>
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I was also given character profiles for both the characters I would be working on. With them, I went on and did my own research and looked at characters similar to the ones described for inspiration.<br />
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First was shots 12-14 to plan. This is the two characters first encounter. Regina comes into shot and stops Alphonse in his tracks, she gestures for him to dance, he refuses and makes his way past her. She is not used to this rejection and storms after him .<br />
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In the end I chose the second as I feel it is dynamic and there are a lot of fun poses to play with.<br />
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The next, shot 15, is where Regina once again stops in front of Alphonse and snaps her fingers which causes the main lights to go out and a spotlight to appear over Alphonse.<br />
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I preferred the second as I felt it was more clean and sharp.<br />
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I have ended up with quite a lot of animation to do for this project, which Im looking forward to, but its going to be a lot of work. Im going to continue to work on my pre production for this project next week and hopefully have it all finished.Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-27378536836751316932014-11-28T09:57:00.000-08:002015-04-08T14:21:07.623-07:00Final Major Pre-Production: Dialogue "you're not important" (Personal)<div class="separator" style="clear: both; text-align: left;">
The first project that I started working on for my Final Major was my first of two dialogue pieces. I knew that I wanted to complete two dialogue pieces, one male and one female. I wanted them both to be very different, yet interesting for me to work on.</div>
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Previously I have never had the chance to animate a female dialogue piece so this was the one I was most excited to start. I also hadn't really done anything where the character was angry and getting very over emotional, so that was something I looked for when hunting for a sound clip. Eventually I found a clip I thought had nice timing and a good rhythm to it that would work well for animation. </div>
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As soon as I eventually decided, I had to start building a character and a setting. For me, I find this important for when I come to referencing. I like to know how what kind of character I am trying to convey and that in turn will influence how they act in certain situations. </div>
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After roughly planning out what situation my character would be in and the context for the animation, I did some research for inspiration. I looked at characters who were similar to how I wanted mine to be. I also looked at facial expressions I thought would work well for the character with the dialogue. <br />
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After research I threw out a few quick poses I thought may work, just to get a feel for what sort of movement I wanted.<br />
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I also explored a few options for the core emotion she would be driven by throughout the piece and what sort of gestures she may make depending on that emotion.<br />
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Although I wanted her to be mainly angry and frustrated throughout the dialogue, I didnt want that to be her only emotion. There is a lot of opportunity in the dialogue for many emotions, from a sad and contemplative pause while thinking to an outburst filled with rage. I explored some facial expressions she may hit and worked them into some poses too. </div>
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After I was happy with the character and had a fairly solid idea of the sort of emotions and gestures I would like her to hit, it was time for thumbnailing.<br />
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I chose to work on the second animatic as I liked the change from her started much more calm and slightly upset to then bursting with anger and acting in quite an intimidating way.<br />
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I am really excited to start working on this dialogue piece. There is a lot of opportunity to push poses and facial expressions. Also, as I want to eventually get into character animation, this is exactly the type of thing I enjoy the most and want to improve my skills at. I can see myself spending the most time on this project when production time comes.Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-18226327922976317012014-11-21T14:12:00.000-08:002015-04-08T14:20:48.300-07:00Final Major Project: Planning The time has come to plan my final major project. My Final Major Project is a project or group of projects that I will work on over the last 16 weeks of my final year. They must add up to 80 seconds. We can choose what it is we work on and how many projects we choose to take on as long as at least 50% of the work is collaborative.<br />
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For me, this is the project that will give me the material for my final show reel before I graduate, so I bared that in mind when deciding what projects to work on.<br />
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My classmates had a chance to pitch any projects they had already planned and wanted to direct. This was an opportunity for the rest of us to make a decision on who we would like to work with and what projects would best suit us. I decided to choose my collaborative projects first and then fill in any gaps with personal projects so I have a well rounded show reel at the end of the year.<br />
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<u>Collaborative Projects:</u><br />
- Dance Off [20 seconds]<br />
- Alpha [20 seconds]<br />
- Tree Project [10 seconds]<br />
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'Dance Off' is a project I will be working as an animator on. It is planned to be a short film set at a high school prom. The main character attempts to make his way across the dance floor while being ambushed by various girls trying to win him over by dance.<br />
I decided to work on this project as I think it will be a great opportunity to work on body mechanics and two character interaction. The short is planned to be very funny and cartoony, so it will also be an opportunity for me to try a more exaggerated animation style.<br />
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'Alpha' is a project that I will be co-directing and also working as head of animation. 'Alpha' planned to be a short film that works as an advertisement for a game. The main characters are a girl and her creature companion. The game would about the two of them exploring and hunting down these 'Alpha' creatures. The short follows them as they make their discovery of an Alpha for the first time. <br />
I was drawn to this project because of the light hearted humor and the dynamic between the two characters. I think this is a good project as it gives me a chance to work on my non human character animation. This is also a much slower piece to 'Dance Off' so I will have a chance to work on more subtle animation.<br />
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The tree project is a artistic short I was asked to animate on. Its planned to be a very short piece of animation, where a tree-like creature walks to the top of a hill and releases spoors into the wind.<br />
This will be fairly simple animation but I think is a good chance to work on a walk cycle for a large heavy creature. Also, this is planned to be a very technical artistic short, with wind dynamics moving grass and leaves and many particle effects with glowing spoors and fire flies. I think this will be something different to add to my show reel and make it pop.<br />
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As I want to get into character animation, I wanted to mainly work on characters for my personal project. I also intend to fill in any gaps in my collaborative projects with my personal. I want my show reel at the end of the year to fully represent who I want to be as an animator when I graduate. I also want to work on things that I know I will enjoy and things I havent had the opportunity try out. I want my personal projects to be fun but push me as an animator.<br />
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<u>Personal Projects:</u><br />
- Dialogue #1 [10 seconds]<br />
- Dialogue #1[10 seconds]<br />
- Body Mechanics [10 seconds]<br />
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With the collaborative projects planned, I had a lot of mimed acting but no dialogue, so I decided to work on two different dialogue pieces. The plan is to have one male and one female as I would like the chance to use both the Mery and Malcolm rigs.<br />
For one of my dialogue pieces I would like to work on something very emotional with quite I high intensity. I feel most of my collaborative work is fun and light hearted so I want to make sure I have something serious in my show reel too. It may end out sticking out a little in my show reel but its something I am desperate to have a go at. <br />
To balance out the first dialogue, I would like something that is quite funny. Possibly a piece where I can play around with a lot of gestures and comedic timing. Of course, when it comes to finding a sound clip, it could all change.<br />
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Finally, I wanted to work on some more body mechanics. Although its not the main thing I would like to do, I feel its been very useful for me in the past and helps with timing and weight. Last year I really enjoyed working on my gymnastics project, so I think I will try something similar again this year, but perhaps more difficult. I would like to try to animate some free-running and parkour as I thunk it would be very challenging but fun. I would also really like to use the Stewart rig again, and I think it would be well suited for something like this.<br />
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Now everything is all planned, its onto pre-production!Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-75581917371473152022014-11-14T08:27:00.000-08:002016-02-22T08:28:13.120-08:00Ident/ Sting Project: Animation Production <div class="separator" style="clear: both; text-align: left;">
Here we have my animation progression for the ident/ sting project. </div>
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First off, the first block:</div>
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I found posing the K character very hard for this piece. He has very unusual body proportions and his large head I found to be quite a challenge. I used my reference video mainly for timing with K as the model could not hit the poses I could. </div>
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Spline:</div>
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Smoothing this out was a lot of fun. I tried hard to get nice curved lines on K's movement. N was pretty idle throughout this piece so it was a good chance for me to practice that. I haven't really done idle animation before as there hasnt been much call for it in dialogue or mime pieces I have done in the past. It is something I would like to make sure I can do however as it is very important (especially for games) </div>
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Final Render:</div>
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As acting TD I was responsible for the rendering of this piece. Im quite happy with how it turned out overall. It is not exactly as we originally planned but I am pleased with what we did in the time we had. If I were to go back I think I would have liked to make the animation with K a little more toony and really exaggerate the movements and the fall. </div>
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Finally, we had to make a 'making of video' brace yourselves as there is my video reference in there which is not the prettiest. I think its a nice idea to have a making of video though, I think I will try to do this with some of my future projects. Its a nice way to round up a project.</div>
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Now Im back in to the swing of animating, I cant wait to start up my final major projects. We will have a lot of time on these and a lot of freedom so Im excited to see what projects our class creates. </div>
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Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-56351725137517496812014-10-31T08:04:00.000-07:002016-02-22T08:05:15.392-08:00Ident/ Sting Project: Rigging<div class="separator" style="clear: both;">
This is the first time I have rigged in a long while and I must say I was a little rusty. Once I got the hang of it though, I had a lot of fun! </div>
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The best way to get better at rigging is to force yourself to rig four characters. That was quite the challenge but I am glad to say I am still alive at the other end. </div>
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Here is the deformation test for the N character...</div>
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<br /><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dzElTiaFrNWVBR3q-FjarbQ5HKzyRXiHFed-c6St-qAjRUNtXcI3ws44lK51aNYS7vFH--cAnPjHnfvZ8xaaQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div>
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Although in the final animation we are not using all four characters, they were still modeled and I still rigged them so it would be a shame to not show anyone so here is the deformation tests for all of the four characters.</div>
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Even though they were not all used, at least I have four rigged characters to play with when I get a chance. It was also good to practice my rigging as its a skill I think will be handy to keep up with.<br />
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Now onto the animation!Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-7837962124339180242014-10-10T07:49:00.000-07:002016-02-22T07:50:43.735-08:00Ident/ Sting Project: Pre-Production <div class="separator" style="clear: both; text-align: left;">
For this project we had to create an ident or sting for a brand or tv channel. (something like the E4 stings) </div>
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I worked as one half of a pair and together we brainstormed some ideas. Below are some quick thumbnails of a few of our favorites. </div>
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In the end we decided on the second idea. We thought the characters would be really fun to design and there would be opportunity for some really nice toony animation. We are both fans of Nickelodeon and think we have a good idea as to what their stings are like. We want to make something cute and funny that is appropriate for kids so it fits with the channel it will be made for. </div>
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Below are the final designs for the character drawn up by my partner. She will work as the artist for this project and I will work as the animator and rigger. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQzPj61y5frmqXLzURoYW2oRzrUJhvC0vbMhlumIywgiYqjYjkwm2sh9q9axoGhYjeMqUIxspQLErIW83Kod-5s0ZDi_umxdp1p1RNKTaeQavRulBfpospc9CFH1SNVKW3hLC8CIR819I/s1600/10722643_10204794455518040_190679238_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQzPj61y5frmqXLzURoYW2oRzrUJhvC0vbMhlumIywgiYqjYjkwm2sh9q9axoGhYjeMqUIxspQLErIW83Kod-5s0ZDi_umxdp1p1RNKTaeQavRulBfpospc9CFH1SNVKW3hLC8CIR819I/s320/10722643_10204794455518040_190679238_o.jpg" width="320" /></a></div>
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We wanted them to look super cute but also have simple designs. I think they turned out really nice. </div>
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As she was designing and modelling the characters, I worked on more thumbnails. We split it up into three parts; the entrance of the first three characters, the three characters waiting for the K and then the 'gag' of K entering. </div>
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First part opetions (The entrance of the first three characters N, I and C)</div>
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Second part options (N, I and C waiting for the entrance of K)</div>
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Third part options (The entrance of K and the 'gag')</div>
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After we had all the options, I pieced them together into animatics to make five options for our final ident....</div>
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After asking around out classmates to see which people preferred we decided to work on the option number two. I went onto develop this idea further and in greater detail and made thumbnails and an animatic of our final plan...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXqj5sByOckaJZ7Joo1PhW2J4GFcSZ1LBhTs8cXnpbqGx06woKZTne7x474n4EDmAVZhg1UiEHZctPfaDUFEKS0YgRwKAyNR7rgsfqNnbiTq4nDlsLZ6bkAwUeQmHqrk2wEKYefbL5KFs/s1600/Thumbnails+Final+01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXqj5sByOckaJZ7Joo1PhW2J4GFcSZ1LBhTs8cXnpbqGx06woKZTne7x474n4EDmAVZhg1UiEHZctPfaDUFEKS0YgRwKAyNR7rgsfqNnbiTq4nDlsLZ6bkAwUeQmHqrk2wEKYefbL5KFs/s200/Thumbnails+Final+01.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh29psPEPcrsN8wmKK8QmGPcVAIoAngBpmru0j8YHKdARSevEXb-DTpYSlztVA0Oe7lf-X3eP3ZcMhI-CKOvvyiJ9G2DWkexQEordqxMtgcvRiLH61Eagf0V1N-1TzzycUEBF8MdzS3Lig/s1600/Thumbnails+Final+02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh29psPEPcrsN8wmKK8QmGPcVAIoAngBpmru0j8YHKdARSevEXb-DTpYSlztVA0Oe7lf-X3eP3ZcMhI-CKOvvyiJ9G2DWkexQEordqxMtgcvRiLH61Eagf0V1N-1TzzycUEBF8MdzS3Lig/s200/Thumbnails+Final+02.jpg" width="200" /></a></div>
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We were really happy with our final animatic above but unfortunately we came to realize that two people modelling, rigging and animating four characters was a little unrealistic. </div>
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It was a shame as we had worked hard on all the characters and came to love them, but we would prefer to adapt our idea and get a good quality finished animation out of it then an unfinished version of our original plan. </div>
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I adapted our idea so we just had the first and last character. This cut down on the animation immensely but the heart of our idea was still there. </div>
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Over all it would have been nice to complete our original idea but I am still happy with the adapted version. Maybe one day I will go back and animate the full thing, but for now, I will do my best to make this version awesome. </div>
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[Character designs by Natalie Knight, find her at... <span style="text-align: center;">http://natalieknightthegeneralist.blogspot.co.uk/]</span></div>
<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-29224335133592742982014-06-23T13:08:00.001-07:002014-06-23T13:08:14.992-07:00Personal Project: Body MechanicsFor the Body Mechanics part of my personal project I produced a run cycle and a short gymnastics piece. It was fun to work on body mechanics as I feel its an area I would really like to improve on.<br />
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The run cycle I found very challenging. Its obviously much faster then a walk cycle so I had much fewer frames to work with. I am fairly happy with how this turned out, though I would have liked to spend more time on the upper body, especially the head.<br />
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I rendered out a quick version with motion blur to see what it would look like. I actually think it looks quite cool. Its a feature in Maya I think I am going to have to play with in the future. </div>
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I also animated a short gymnastics routine. I had a lot of fun with animating this because of all the interesting and unusual body shapes that I had to hit with the rig. The rig I used was Stewart by Animation Mentor. This rig was so much fun and so nice to work with because of how far you can push it without breaking. It was incredibly handy to have IK/FK switches on both hands and feet, it much easier to animate. There are still a few parts to this I would like to work on and smooth out but Im pretty pleased with how it turned out. Gymnastics was really hard but fun at the same time and I definitely want to work on more body mechanics pieces like this.<br />
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I also added some motion blur to the gymnastics animation. (This was an earlier version of the animation so there are still a few glitches here and there)</div>
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Body mechanics was something I pushed aside when thinking about stuff that I would ideally want to work on, but after working with the Stewart rig on the above animations I have changed my mind. I had a lot of fun working on both of these, and especially the gymnastics. I feel that its really important to have a good understanding of body mechanics so I am glad that I enjoy it.<br />
I think now I will make it a point to work on more Body Mechanics animation over the summer as I cant wait to work with Stewart again and improve my animation further.<br />
<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-89268625183538004312014-06-23T10:13:00.003-07:002014-06-23T10:16:06.801-07:00Collab ProjectMy collaborative project is now finished. I enjoyed this project as I got to animate things I otherwise wouldn't have chose to do. <br />
First, here is the 'Mimed Acting' part of my collab project:<br />
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I enjoyed animating this section of my collab project. A lot of the shots were very close up so I had a chance to really work on my facial animation. Because there was so dialogue, I was challenged to communicate the characters emotions purely through their faces which I really enjoyed. Over all, I am happy with how my character work turned out for this project. Animating many short shots is not what I have done in the past, so it was interesting to get used to working on a lot of short shots at once. <br />
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The second part of my Collaborative Project was the creature animation. For this I produced a Trot Cycle and a Run Cycle:<br />
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Unfortunately I had a lot of problems with this rig when it came to rendering. In the end I had to just have playblasts. With regards to animating it, it was the first time I had used a rig built specifically for a project. It took a while for me to get used to the controls. It was also the first time animating a quadruped trot and run. Im glad I got the chance to practice what I think is a good skill to have. It has made me want to work more with creatures as well as human characters.</div>
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Working on a collaborative was a very different experience to working on my own projects. I liked that I had someone who could help direct me and give suggestions with my work to make it the best it could be. I am happy I have had experience working in a team for a bigger project as I have a better idea of what to expect in industry. I look forward to working on more group projects in the future. </div>
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Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-19989679359685767082014-05-28T19:36:00.000-07:002014-11-27T17:05:22.416-08:00FMX Blog <div style="margin-bottom: 0cm;">
<span style="font-family: 'Kozuka Gothic Pro L', sans-serif;">Finally
I am getting round to writing up a blog about my adventures at FMX!</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">This
Easter I took a trip to the FMX festival in Stuttgart and to sum up,
it was amazing. It was four days of incredible talks and invaluable
industry advice. I had such a great time, it was not only lots of
fun, but so useful for me for my course. Even talks I went to just
because I was curious turned out being applicable in some way to my
course and what I want to do. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">My
original plan was to take a few notes in some of the talks but
everything was so interesting and useful, the notes soon got out of
hand. This is pretty much everything I got up to at the festival over
the four days...</span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><u><b>TUESDAY:</b></u></span></span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Art
of Animatuon</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Advanced
Visual effects in 'How to Train Your Dragon 2' </b></span></span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Scott
Peterson, Dreamworks.</span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">The
first talk I went to was about the VFX on the upcoming film 'How to
Train Your Dragon 2'. This was one of the talks I was looking forward
to a lot as 'How to Train Your Dragon' is one of my favourite films.
Although I’m not planning to get into the VFX area, I would like to
get into full feature animation and I was very interested in how they
go about creating the effects for those films. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">All
the effects for their films used to be created in Maya but now they
use Houdini. I don’t know much about this program, but seeing what
they produce with is makes me want to have a play with it. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">We
got to see the first five minutes of the film in 3D which was really
exciting. The film looks very very pretty (which is what I loved
about the first one) and I am very excited to see it in full. After
seeing the work that goes into each scene, from the different fires
of the dragons to the water and snow in the backgrounds, everything
is thought about, planned and is executed to a beautifully high
standard. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
really enjoyed having an insight to a different area of the industry
I would like to be involved in. When I watch the film now, I know I
will have a new appreciation for all the VFX. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Game
cinematics</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Beyond
Cinematics</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Kenneth
McDonnald, Teppei Takehana, Quantic Dream</span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
went into this talk not really knowing what it was going to be about.
It turned out to be a talk about the process of the motion capture
and animation in the game 'Beyond Two Souls'. It was a very pleasant
surprise as I thought the game was brilliant and I was especially
interested in how they got such realistic performances. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">There
was around 60 hours of performance capture on this game because of
all the different routes you can take through the game. They have to
film many different options for each scene because each choice caused
a different outcome. Personally, I never thought about how much they
had to create vs how much you see on your play though. Its a lot of
work but I think it pays of in an immersible and believable game. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">They
only had a maximum of 15 animators at any time for this game because
of the use of high quality performance capture. They still use Maya
but its a very different process as you only have a very basic rig
(ie no foot roll). In Maya they have a technology that can re-target
the animation to any rig they choose. This means they can use the
performance capture from one actor and place that onto the rig of
another. They showed us some very funny examples of this and it
proved how advanced and accurate the technology was. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">They
also talked a lot about the process of creating a game in general.
They explained how usually in games by the Beta version, the game is
pretty much finished, but they continued to edit and change things
“because its more fun”. It showed how dedicated they were to
making a great game and how passionate they were about the process. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Lastly
they spoke about edits they made to the animation. The briefly spoke
of how much time they spent getting the eyes right as they keep the
performance alive. The same person worked on 'The Polar Express' and
admitted that the “got smacked” for being in the uncanny valley
with the eye animation on their characters. I like that he admitted
to mistakes in the past and clearly learned from them for this game. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Visual
Communication </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>How
we see</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Ken
McDonald, Quantic Dream. Pepe Valencia, Baraboom. Kevin Glasier,
TACTICA. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">This
talk was a discussion between people form industry talking about the
importance of how we see and communicate. There was discussion about
how it is very important to communicate between all departments to
learn and grow a an industry. It is important to analyse what you
have done in the past and learn form it for the future. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">They
also brought up the subject of change within technology. People arent
just watching things at the cinema now. There are so many ways to
take in media, but what must be remembered is that what makes the
core of a story will never change. This has and will always stay the
same, we just have to update our methods of communicating that. From
different technologies to different cultures, people see things
differently. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>What
we see</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="color: black;"><span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;">Nuno
Bernardo, beActive. Tore Blystad. Doug Cooper, DreamWorks. Nonny de
la Pena, USC, Immersive Journalism Lab<b> </b></span></span></span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="color: black;"><span style="font-family: Kozuka Gothic Pro L, sans-serif;">During
this talk they discussed what we see and the development of new ways
to see. Exploring more immersive storytelling through things such as
arena shows and theme parks. Doug Cooper talked about 'The Dragon
Flight' which is set to be an immersive experience where in a theatre
on a 60ft curved screen you ride around Berk on Toothless. You will
have a 180 degree view which I think sounds very cool. I cant wait
for this to become a reality. </span></span>
</div>
<div style="margin-bottom: 0cm;">
<span style="color: black;"><span style="font-family: Kozuka Gothic Pro L, sans-serif;">They
went onto talk about making everything important and relevant to the
situation. Tore Blystad worked on Hitman and he explained that people
play the games slow. The payers take their time so to add to the
story of the game, they would add things in rooms to find. This adds
another layer to the plot and story of the game and makes the game
more enjoyable and engaging. </span></span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><u><b>WEDNESDAY:</b></u></span></span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Serial
Storytellying </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Episodic
Gaming </b></span></span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Dennis
Lanert, Telltale Games</span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">This
talk really took me by surprise. I know Tell Tale Games from playing
'The Walking Dead' in the past so I was interested in hearing more
about it. The talk turned out to be a walk through of the companies
development from beginning to now. It was incredibly interesting to
hear the process of developing each game and learning how to improve
so the next game can be even better. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Dennis
Lanert explained that the company wanted to create episodic content
and were really the first company to try it. They made many games and
before each one they had a formula they wanted to stick to. As each
game was produced they observed what worked and what didn’t and
updated the formula for the next game.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Originally
they didn’t set out to make serialised episodic content. They
wanted the player to be able to miss an episode and it didn’t
matter. They had many concerns with the idea of episodic content. One
of which was the customers had to trust that they would produce the
content. As a new company this was their greatest challenge. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">The
rough formula they had to begin with was they had to have</span></div>
<ul>
<li><div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">comedy-
People are more wiling to accept humor then having to invest
emotionally.</span></div>
</li>
<li><div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">one
off story telling </span>
</div>
</li>
<li><div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">characters
stay the same- no development</span></div>
</li>
<li><div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">wrap
up each episode – neat ending </span>
</div>
</li>
<li><div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">puzzles
are the main game play</span></div>
</li>
</ul>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Problems
with this were that people were not playing every episode but they
were happy. When asked, nothing was wrong with the game, they just
weren’t playing. Nothing was bringing them back. This spurred them
to develop story arcs, emotional investment and character
development. They also eventually scrapped the episode wrapping up
and just had one over arching story. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">With
regards to game play they found that the puzzles slowed the game down
because of difficulty and there was no story to the puzzles. They
found balancing game play and story was difficult, they didn’t want
to just end up with a film. They scrapped the complex puzzles but
still included basic puzzles to keep the player engaged. They moved
to make action the main game play. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Learning
and changing all of these things led them to a great new formula
where they added a 'big choice' moment. This moment would not change
the story in the game but it was an emotional impact. In the game,
you ended up caring about what people thought of you and that made
the choice harder. Adding these type of moments attached players on a
deep human level and is a reason 'The Walking Dead' is so popular. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">After
talking about the formula of the company he discussed how the
episodes continued to develop as they were being released. As always,
they listened to players thoughts and feelings. They added things to
upcoming episodes to feed that want some players wanted. They also
made this play into the story, sometimes effecting you negatively. I
love that they continued to learn how to make the game better by
listening to the fans. I feel its a rare thing to be able to change
things according to the fans. Because these games are episodic, it
gives the developers a chance to tweak and change things to get the
best game possible. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
have such aeration for this company. How with each thing they make,
they learn something from it and use that to make the next project
better. 'The Walking Dead' is a compilation of years of learning new
things and tweaking a formula. This is why they produced such and
amazing game and why I will continue to support them. </span>
</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Virtual
Production</span></div>
<div style="margin-bottom: 0cm;">
“<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Toward
the next Avatar” with Jon Landau</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Jon
Landau, Lightstorm entertainment </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Jon
Landau in this talk discussed the technology used within the first
Avatar film and what made it so successful. He explained how “the
story was all about the close-up” and the technology wast here
until recently. The technology was the way to tell the story, but the
story was the most important bit. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">When
filming, they had 6-12 reference cameras and a real-time render so
they can see, while filming, what the shot will look like. The actors
performance was very important in the film and the technology they
had aloud them to capture the best possible performance. Because they
could film and capture the whole scene, the editors would choose
based on performance and then later decide the shot. Because of this
freedom with the shots they were not held back and could pick the
best of the best. An actors performance can get stale but they could
capture the “magic” moment and use it however they needed. He
said how people these days are 'wowed' all the time, so now we must
go the extra mile to really effect them. You cant rely on the
technology to wow them, you have to add and make something more.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">It
was really interesting to hear a little behind the scene insight to
'Avatar' as it was considered such a leap in film-making and
technology. Im always interested to hear the views and opinions of
people involved in things that have become so popular. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Virtual
Production</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Early
look at Dawn of the Planet of the Apes</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Andy
Sirkis </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
was very excited about seeing Andy Sirkis at this talk, he has kind
of become the face of motion and performance capture and I was
interested to see what he had to say here.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">During
this talk we saw a lot of unfinished scenes from the move and stuff
thats still being worked on. It was very interesting and exciting to
see things that no one else would see. We weren’t aloud any
recording equipment in the room because of this. It was very
secretive and it made me feel very lucky to be one of the few who
could be there to see this. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">During
this talk Andy Sirkis discussed his role as the actor during
performance capture and what he adds to the film. He explained that,
unlike in some other films, the director wanted a very raw
performance with the characters of the apes. This meant very little
change from the actors performance on the day to the final result. It
was interesting to hear an actors point of view on performance
capture and although he has done it may times, he still stays on the
acting end of the production pipeline. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Simulation</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Simulating
Monsters University</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Samantha
Raja, Pixar </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
really enjoyed 'Monsters University' so I was excited to hear
anything on the subject. It was also one of the few talks on a full
feature animated film (which is an area of the industry I could see
myself in) so of course I had to go. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Like
VFX, simulation is not my main focus and a future animator, but I am
still very interested in how it works and would like to be able to
understand it, at least on a basic level.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
have no prior knowledge when it comes to simulation but Samantha Raja
explained everything in a was I understood and I found it incredibly insightful. I didnt realise how much the simulation department is
involved and used in film-making. After seeing the progression shots
I can now see how much they are responsible for. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
learned there is a lot of back and forth between simulation and
animation departments as they need to work closely so the end result
looks believable. Simulation often has to “go against physics” to
get a nice shot. Some things in the orignal simulation may be
technically correct, but they can also be detracting. Simulations
best work often goes unnoticed but that means they have done their
job right. Simulation keeps your head in the story of the film and
helps the audience believe what they are seeing. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
now have a massive appreciation for simulation and would love a
chance to play with things like hair and cloth at some point in the
future. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Virtual
Production</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>The
Application of Robotic Technology to the world of film-making</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Tobias
Kinnebrew, Bot & Dolly </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">This
talk was about the robotic technology used for the film Gravity. It
was very interesting to learn about other kinds of technology that
are involved in the film making process. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">The
robots they use are extremely precise and are utilized by the company
for many creative and innovative purposes. The robots can be animated
in Maya and then that animation translates and controls the real life
thing. This is amazing and aloud them to get such creative shots for
the film. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Industry
Opportunities </b></span></span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">As
well as talks at FMX, there was the chance to talk to people from industry. There was a room full of booths with different people
representing many big names in the industry. Here you have the chance
to ask questions and have them look at and give you advice on your
work. I took full advantage of this opportunity which you could get
no where else. I had created a rough show reel of the work I had
produced up to that point and asked for advice on where I should go
next. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Wednesday
I first spoke to a lovely lady from Animal Logic. As this was the
first person from industry I had talked to and showed my work to , I
was very nervous. My nerves soon calmed when speaking to her though.
She was very nice and complimentary about my work. She gave me some
very useful advice and said I should maybe add some more action and
body mechanics work. It would also be great to have a big emotional
scene in my reel as I have very calm subtle acting. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Next
I spoke to The Mill. They were also very nice and informed me of
their internship opportunities. There you can go in as a runner and
work your way up to junior animator. While you are a runner you have
someone teach you in your free time. This was exciting information
and definitively something to think about for the future. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><u><b>THURSDAY:</b></u></span></span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Industry
Opportunities</b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b><br /></b></span></span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Thursday
there were a lot fewer talks that I wanted to go to. This worked out
well as I had the time to talk to the people from industry. I had
talked to two the day before (because they were not going to be there
the rest of the week) but Thursday I had planned to talk to the rest.
</span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">First
I started off with a big one, Illumination Entertainment. This is a
company I would love to work at and I love each and every one of
their films. The woman there advised me ot go bigger with my
animation. More over the top poses and I should really push the
poses. They also had an ongoing internship opportunity which again,
is something I would look into for next year. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Next
I talked to Disney. This was very a very surreal experience as I
think of Disney as a far off unreachable company. My talk with them
was very helpful with what to work towards. They talked a lot about
containing story within my animation. I need to work on selling the
character in a short amount of time. We should be able to read the
body language instantly. I was also shown some work that got people
jobs in the company. This was amazingly helpful as I have an idea of
the standard a company like Disney are looking for. They encouraged
me to work on more dialogue pieces with more character. I was also
told that next year I should try applying for their summer intern
scheme which was really nice to hear. (especially from a person from
Disney)</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">After
Disney I moved onto MPC. MPC is a different sort of company to most
of the others I had talked to before, as they do not produce full CG
animated movies. They work on CG animation in lice action films. This
is another area I am very interested in working and was the side I
knew much less about. The advice I got form MPC was different but
equally as useful. They liked my subtle and realistic animation and
encouraged more of that. She said that they often get people showing
them very 'toony' style animation so it was nice to see something
that looked more aimed towards their company. I had missed the chance
to intern this year but she encouraged me to apply next year as she
thought I had a good chance. This was a nice boost for me and has
opened up the idea for me to work on live action films and not just
full feature CG animation. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Lastly
I talked to double negative. I wanted to ask them mainly about the opportunities they had for future animators. I was told that they
very rarely hire animators but soon they will be opening a new
animation department and will need a new team of CG animators. This
is exciting news as I love a lot of the work Double Negative have
produced and would love to be involved in the company. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">This
part of the trip was, in my opinion, the most valuable. Being able to
talk to recruiters form BIG companies is something that would never
happen outside of something like this event. Talking to a range of
companies helped highlight what to work on in the future to appeal to
each company. I have an idea of what each company want to see form
potential employees and the quality I need to be at for work there.
Now the only thing I have to do is decide where to aim for. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Autodesk
Suite </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Concept
Art and Storyboards </b></span></span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Ulrich
Zeidler </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">As
well as talking to industry, I made it to a few talks. This was about
concept art for 'The Grand Budapest Hotel'. I really enjoy seeing the
work that goes into these movies and it was interesting to hear about
the process of getting the 'look' of the film right. He always works
from reference, no matter how obscure the concept. There needs to be
a real, believable quality to the work which you cant get without the
use of reference material. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Recruiting
Presentation </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>Blue
Sky Studios Recruiting Presentation </b></span></span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Deb
Stone</span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">I
was very curious as to what the recruiting presentations where about,
so when I had a bit of spare time, I made it to Blue Sky's. During
this talk they were selling their company as a place to work. They
informed us as to how to go about getting a job at Blue Sky and what
its like working there. I found it odd that they were selling
themselves to us as I wouldn't need to be sold on the idea of
working at Blue Sky. It was really interesting to have an in depth
look at the workings of a big time animation company as its
information you never really find elsewhere. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">They
discussed interns and junior animators at their company to. They seem
to really help them grow and develop their skills. Next year I will
attend more recruiting presentations as I think they will be very
useful when looking for jobs. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><u><b>FRIDAY:</b></u></span></span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">The
Art of Animation</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;"><span style="font-size: small;"><b>The
LEGO Movie </b></span></span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Damien
Grey, Animal Logic</span></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">This
was the last day of FMX but it was probably the best day for talks.
The first was 'The LEGO Movie' talk. I wasn’t sure what to expect
from this talk, but I loved the movie so much, I had to see anything
about it. The LEGO movie was probably my favourite animated film of
the past year so when Damien Grey began to walk us through the whole
pipeline of the movie making process, I was very excited. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">They
had a few requirements when making this film. They wanted it to have
a photo-real, hand made, they wanted the story to seem like it were
made my a 10 year old child and they also wanted it to be epic and
absurd. I think they succeeded on all fronts here. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">They
were very adamant that EVERYTHING was made out of LEGO brick so a lot
of work went into making the LEGO look as real as possible. Having
the technology to have sliders adding things such as jitter, grime
and sun bleaching to the bricks all added to the believably of the over all look. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Many
things inspired the team working on the film during the process.
Things such as the AFOL (adult fans of LRGO) community got the
creators “pumped up” for creating amazing things from LEGO
bricks. They were also inspired by stop motion animators and macro
photographers. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">Before
production on the film, they did a test of a whole scene from
beginning to end. This was to find any problems in any department
early. This lead to minimal problems during the actual film making.
It also helped the animators get clear the style of animation they
would be creating. They wanted to make sure that pretty much every
pose could be reached my a real LEGO figure. </span>
</div>
<div style="margin-bottom: 0cm;">
<span style="font-family: Kozuka Gothic Pro L, sans-serif;">This
was one of my favourite talks, not only because it was about 'The
LEGO Movie' but because I got to learn a little about the whole
production pipeline of one film. This was very useful and reiterated
how important every department is in creating the final product. </span>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
(the rest is on its way shortly)</div>
Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-6228700073718714702014-05-13T17:55:00.001-07:002014-05-13T17:57:35.563-07:00Personal Project: Body Mechanics WIPThis is the first blocking stage of my gymnastics routine for my body mechanics project. This is the first time I have had a chance to get my hands on the Stewart Rig. I must say he is lovely to work with. Excellent for this type of animation.<br />
I have really enjoyed this part of my project so far. The poses are really challenging but I like pushing the rig to its limits. Because the movement is so fast with with animation, I had a lot of keys just for my initial blocking. Though this meant the blocking took a while, I think it should be much easier once I take it to spline. There are a few IK issues I need to go back and fix, but im happy with this for a first block.<br />
<br />
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<object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="https://i1.ytimg.com/vi/1H3CsT_AGdQ/0.jpg" height="266" width="320"><param name="movie" value="https://www.youtube.com/v/1H3CsT_AGdQ?version=3&f=user_uploads&c=google-webdrive-0&app=youtube_gdata" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="320" height="266" src="https://www.youtube.com/v/1H3CsT_AGdQ?version=3&f=user_uploads&c=google-webdrive-0&app=youtube_gdata" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object></div>
<span style="background-color: white;"><br /></span>
<span style="background-color: white;"><br /></span>
<span style="background-color: white;"><br /></span>
<span style="background-color: white;"><span style="font-size: x-small;"><span style="font-family: Arial, Helvetica, sans-serif; line-height: 21px;">Rig used with permission (© Animation Mentor 2014). No endorsement or sponsorship by Animation Mentor. Downloaded at </span><a class="green-bold" href="http://www.animationmentor.com/free-maya-rig" style="cursor: pointer !important; font-family: Arial, Helvetica, sans-serif; font-weight: bold !important; line-height: 21px; outline: none !important; text-decoration: none;">www.animationmentor.com/free-maya-rig/</a><span style="font-family: Arial, Helvetica, sans-serif;"><span style="line-height: 21px;">.</span></span></span></span>Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-75907473693567502522014-05-13T17:49:00.002-07:002014-05-13T17:49:18.971-07:00Collab Project WIPI have been working on my scenes for my collab project recently. It was really nice to get back to animating again, it feels like I have been planning for ages. It is different for me to work on a lot of very short shots rather then one long one. I am finding it more challenging because there isnt a single flow of emotion. I think it is a good challenge to have to get into the mindset of so many different emotions as I work on each one.<br />
<br />
I also have a very rough creature run cycle. I found the model and rig quite a challenge to work with but I think i managed to hit the poses okay. It still needs a lot of upper body and head work but I am happy with the timing and speed.<br />
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This is a rough compilation of most of my scenes. Some scenes still need a fair amount of work but im happy with where they are going.<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/HNfbheiE138?feature=player_embedded' frameborder='0'></iframe></div>
<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-11950670961137753622014-05-13T17:40:00.001-07:002014-05-13T17:40:25.957-07:00Easter Fun at Museums (Sketchbook Work)I had a lovely (but busy) Easter this year and took the opportunity to sketch. Fist is Cardiff Museum. I drew some of the architecture and then a few of the animals inside to. For the architecture I used white pencil, regular pencil, charcoal, ballpoint pen:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8TJ_mjAnuGv_J17nEYlBFqGtl5UAPMT3ZfVfHij-2ThojQJ65pkaYM6qpA0iYvUw0k0jmkJSx70UThimESZqIoUvgAAQ4NZTEXc6oWTHCJOLRSnkySrrfDh9y1YCUQzAjrGIIVkHpK24/s1600/File153.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8TJ_mjAnuGv_J17nEYlBFqGtl5UAPMT3ZfVfHij-2ThojQJ65pkaYM6qpA0iYvUw0k0jmkJSx70UThimESZqIoUvgAAQ4NZTEXc6oWTHCJOLRSnkySrrfDh9y1YCUQzAjrGIIVkHpK24/s1600/File153.jpg" height="133" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPFZ_4m1cp5MA6Ts0pZ7cfRFQznylKBtZhtaI8HbKcW0jDc7Cnw1lY1hvnmPtxp1pP32sr8oXvTKElT82G-zf0siS8UwiItynGdPX4fsVU1aRL6i0lgM94jW0mKdZBSpiJkd0OKQZMYp8/s1600/File154+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPFZ_4m1cp5MA6Ts0pZ7cfRFQznylKBtZhtaI8HbKcW0jDc7Cnw1lY1hvnmPtxp1pP32sr8oXvTKElT82G-zf0siS8UwiItynGdPX4fsVU1aRL6i0lgM94jW0mKdZBSpiJkd0OKQZMYp8/s1600/File154+%25282%2529.jpg" height="135" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1kXJdLTtKxgAP2oPz4ZFmx8wIaq-IPppiZXlT_qr-yoIklDj9mtM-5Lux5Rg9GHDQ8XjgQD5q0IDJlfpfNm8kEtx_pN-QcMjSWoycpMQyODnWr7MYRZ0Lbv7L4K1nf0brh2gObHVWZbE/s1600/File155+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1kXJdLTtKxgAP2oPz4ZFmx8wIaq-IPppiZXlT_qr-yoIklDj9mtM-5Lux5Rg9GHDQ8XjgQD5q0IDJlfpfNm8kEtx_pN-QcMjSWoycpMQyODnWr7MYRZ0Lbv7L4K1nf0brh2gObHVWZbE/s1600/File155+%25282%2529.jpg" height="134" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQPsBx9ngArMFbMcOpLq223S3RCyxSBJckV-1FBxy_txqqK08Z848n1lb4lRaU7dewA3ZCl5jhd6sJU6SEhLFj66UcMnK8w5Y8E2UulH-6EOj2qb3MouHkjYbDqm-q2seChid39jejMEw/s1600/File156+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQPsBx9ngArMFbMcOpLq223S3RCyxSBJckV-1FBxy_txqqK08Z848n1lb4lRaU7dewA3ZCl5jhd6sJU6SEhLFj66UcMnK8w5Y8E2UulH-6EOj2qb3MouHkjYbDqm-q2seChid39jejMEw/s1600/File156+%25282%2529.jpg" height="133" width="200" /></a></div>
<br />
Here for the animals in the museum I used fine liner with water, watercolour pencil, ballpoint pen and oil pastels:<br />
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Here are a few sketches from when I went to visit my grandma and we went to the beach. I used watercolours and pencil: </div>
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I also visited The Museum of Natural History in London. Here a did a few pencil and ballpoint pen sketches of some of the animals inside:<br />
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<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-41268075272810312292014-05-13T17:32:00.001-07:002014-05-13T17:32:16.274-07:00Hands, Feet and Silhouettes (Sketchbook Work)This is a bit of a mixed post including a hands and feet study and then a few silhouettes and gestures at the end. Here I have used pencil, oil pastels, white gel pen and charcoal. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj40G4C0wO_5JMWcmZ9ZZXDtllBhRkKHr2ngMh-Qwb1NvgD20T6faxdgHwmEAXB-QBJktHehqSFzJGvbAMIAPMlFsjVmftx8QJQTFQIpKgQkLeR3l3QBgjEdcwtvkS_JMZAlUIL0VN3V2E/s1600/File135+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj40G4C0wO_5JMWcmZ9ZZXDtllBhRkKHr2ngMh-Qwb1NvgD20T6faxdgHwmEAXB-QBJktHehqSFzJGvbAMIAPMlFsjVmftx8QJQTFQIpKgQkLeR3l3QBgjEdcwtvkS_JMZAlUIL0VN3V2E/s1600/File135+%25282%2529.jpg" height="131" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlwicsy-iHxsLQIBGeUOf2mqU3KE2xjVhjmefcz8p_0QrHSdoQ4C3jnD5KFPtSCiZSixNZGekdnmywuLRfmIkBZSnbb8aWwMBS3z_P54YKDldTKq0DX4nsPmtIAAxDAKlr90JOyr0j_Sc/s1600/File136+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlwicsy-iHxsLQIBGeUOf2mqU3KE2xjVhjmefcz8p_0QrHSdoQ4C3jnD5KFPtSCiZSixNZGekdnmywuLRfmIkBZSnbb8aWwMBS3z_P54YKDldTKq0DX4nsPmtIAAxDAKlr90JOyr0j_Sc/s1600/File136+%25282%2529.jpg" height="133" width="200" /></a></div>
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<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-39286949919728818612014-05-13T17:27:00.003-07:002014-05-13T17:27:27.115-07:00Buildings and Vehicles (Sketchbook Work)These are sp,e sketches of building around Cardiff including my university. I used (in order) Marker, pencil, watercolour and finally ball point with tippex:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv2byuhYnXEzomxo8qtppXW9RiLovAkY2bdgEAVwlFrod1e_0zoA3ieshYWdegkDAaBJ51zTYLWrtl0G3TQFva6SBNdrD6QnNOMo2eqW1g6ARy8sge9qfuWxs3agqyrU5bVDKNvQ8jN9s/s1600/File146+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv2byuhYnXEzomxo8qtppXW9RiLovAkY2bdgEAVwlFrod1e_0zoA3ieshYWdegkDAaBJ51zTYLWrtl0G3TQFva6SBNdrD6QnNOMo2eqW1g6ARy8sge9qfuWxs3agqyrU5bVDKNvQ8jN9s/s1600/File146+%25282%2529.jpg" height="133" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhASnDOiRIGG3l0UHSMzGqs4bBPU1GeGWdlyYLAOogQGL0MK2rZSwc6zjda9MOzaQyNVP6EaF2Q1iYWtFflAIKlXswPKE5iM0o1Hi47ljROPKn1-3b8IGupCAnZAMZynfDkWLN0dYnYo58/s1600/File147+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhASnDOiRIGG3l0UHSMzGqs4bBPU1GeGWdlyYLAOogQGL0MK2rZSwc6zjda9MOzaQyNVP6EaF2Q1iYWtFflAIKlXswPKE5iM0o1Hi47ljROPKn1-3b8IGupCAnZAMZynfDkWLN0dYnYo58/s1600/File147+%25282%2529.jpg" height="136" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPMZDP8cwDZNgD7p9L5-TCh6LdoLqteC6lp3oNpsC7k1vrUM6klZu9BwN25YXU9eaG3C5vneVBCOscwsS5XsUTlHs360BFza3muRE31b4q9oUXSN5_LY3xrHmXMZMtpSOO2nXeEMUw6wI/s1600/File145+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPMZDP8cwDZNgD7p9L5-TCh6LdoLqteC6lp3oNpsC7k1vrUM6klZu9BwN25YXU9eaG3C5vneVBCOscwsS5XsUTlHs360BFza3muRE31b4q9oUXSN5_LY3xrHmXMZMtpSOO2nXeEMUw6wI/s1600/File145+%25282%2529.jpg" height="135" width="200" /></a></div>
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These are vehicles from an army base we visited and got a chance to sketch in. These are a mixture of markers, pencil and ball point pen:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgypCEwZsAtNkyaE7s7Qo15WntIIoTzsK8fVO25qJWOyqj8qzKEDfW3DYnM-JEjJyJ1W4k9LarsdTSFK6JwGv66BOxROKUG2kSFwQSFJb2m_3DL0pWDPgL0trYjoUHopcXHMMumU8GN_2g/s1600/File119..jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgypCEwZsAtNkyaE7s7Qo15WntIIoTzsK8fVO25qJWOyqj8qzKEDfW3DYnM-JEjJyJ1W4k9LarsdTSFK6JwGv66BOxROKUG2kSFwQSFJb2m_3DL0pWDPgL0trYjoUHopcXHMMumU8GN_2g/s1600/File119..jpg" height="141" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9GXGNHLc26uCvypWJ6Eb1x5PU02lNSRsdh-_MpP2YU8dWmYGbfTOkzDXhMMgIw9BJCned4xPVLYRKoA18eF2xLOMyy3sgL1QcJv1Z2Lso_JXX9Rx04SSWhMH0ppPzQmkUuVdO_48ae7A/s1600/File128+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9GXGNHLc26uCvypWJ6Eb1x5PU02lNSRsdh-_MpP2YU8dWmYGbfTOkzDXhMMgIw9BJCned4xPVLYRKoA18eF2xLOMyy3sgL1QcJv1Z2Lso_JXX9Rx04SSWhMH0ppPzQmkUuVdO_48ae7A/s1600/File128+%25282%2529.jpg" height="155" width="200" /></a></div>
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And here are just a few cars from around Cardiff. These were sketched with fine liner and water. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2NgZbqAuVRMhFaMmWwEhC1MkVGjf1L8TIqy3boLoD26LAUCPnMSEFs64Mx9d34IMjjfIvJjeaTyzXg9kv4fUcX4wkQSt8T1ftZKVZ92jUtrz0RvGOIkxdbwp8oEAgsdpRn_MjfImAQmk/s1600/File144+%25283%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2NgZbqAuVRMhFaMmWwEhC1MkVGjf1L8TIqy3boLoD26LAUCPnMSEFs64Mx9d34IMjjfIvJjeaTyzXg9kv4fUcX4wkQSt8T1ftZKVZ92jUtrz0RvGOIkxdbwp8oEAgsdpRn_MjfImAQmk/s1600/File144+%25283%2529.jpg" height="134" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDrwSZfdA1PgR5wOzdQ5hTELQLAPfIC1o0ttg8Gbsp4ap88xgmQo7cmJRckCcWjCWxiqOfFi8wijOVCjQ5PWC1BOJ5TETR6TfKVBoBLJUuu1pmyA5y-WmCQsEYb6T5SD2VQ0xV7wyWazc/s1600/File143+%25283%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDrwSZfdA1PgR5wOzdQ5hTELQLAPfIC1o0ttg8Gbsp4ap88xgmQo7cmJRckCcWjCWxiqOfFi8wijOVCjQ5PWC1BOJ5TETR6TfKVBoBLJUuu1pmyA5y-WmCQsEYb6T5SD2VQ0xV7wyWazc/s1600/File143+%25283%2529.jpg" height="132" width="200" /></a></div>
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<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-35604513514202787552014-05-13T17:20:00.001-07:002014-05-13T17:20:16.543-07:00Poses (Sketchbook Work)These are a range of poses drawn with ball point pen, fine liner and markers.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv7KRbiUkp4CKJ1_2z0OpOVS8s073LcmZdp9bKMe2ecaIXw0G3ZoF8Rq2U9aZm65-8wSjGw3ZnrDx9vOUn4i6usbTvwrqI1gSz2Ml02twvErBWDT2i50MhT5pTzyayo8iYizTIhKpowwk/s1600/File116+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv7KRbiUkp4CKJ1_2z0OpOVS8s073LcmZdp9bKMe2ecaIXw0G3ZoF8Rq2U9aZm65-8wSjGw3ZnrDx9vOUn4i6usbTvwrqI1gSz2Ml02twvErBWDT2i50MhT5pTzyayo8iYizTIhKpowwk/s1600/File116+%25282%2529.jpg" height="146" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinBGtVDYZPlBPJRmhDhLcjCfmPxk6p8iCTlRK3xPgTHc_pglLfHMIIi_gEnLBCBqyRDOlzCT0sn2qd73mMyYxiGZXlgEWzWsw1wJjbocBzLnuae8EneRJfxyEB7n0qWknWNQl_syHTBIQ/s1600/File117+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinBGtVDYZPlBPJRmhDhLcjCfmPxk6p8iCTlRK3xPgTHc_pglLfHMIIi_gEnLBCBqyRDOlzCT0sn2qd73mMyYxiGZXlgEWzWsw1wJjbocBzLnuae8EneRJfxyEB7n0qWknWNQl_syHTBIQ/s1600/File117+%25282%2529.jpg" height="146" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm8XJFE9Y8gmNXB_Hqq7lq7xOB2_EIApYvF5eRvmsVD8VK6RuOvf2GX2tWLNeJb6QrYDvkayW6iKChyHcK3MSxy7B7HwsHJfwSIGDmgEerz8-fkNMM4B-gW9UFz3fNU5OrzuMyg9PAVhg/s1600/File118+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm8XJFE9Y8gmNXB_Hqq7lq7xOB2_EIApYvF5eRvmsVD8VK6RuOvf2GX2tWLNeJb6QrYDvkayW6iKChyHcK3MSxy7B7HwsHJfwSIGDmgEerz8-fkNMM4B-gW9UFz3fNU5OrzuMyg9PAVhg/s1600/File118+%25282%2529.jpg" height="146" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR8CxP6j5pCwa1lThlGia5nY_J3K7snxMnKF3f7vLlWZYd1LD2Vx7heUddYELIHm2HQeTJPDQSM2IAgYvynqXREgMCF1vvY2rgiQyGqQFP6HvkSlODXci6-_U3jGpN3QTWatVEh_9xGvQ/s1600/File121+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR8CxP6j5pCwa1lThlGia5nY_J3K7snxMnKF3f7vLlWZYd1LD2Vx7heUddYELIHm2HQeTJPDQSM2IAgYvynqXREgMCF1vvY2rgiQyGqQFP6HvkSlODXci6-_U3jGpN3QTWatVEh_9xGvQ/s1600/File121+%25282%2529.jpg" height="146" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4Q8co83IO_TYoKFEeBZxF1eYsavtwDy01nAt3Mo6XS-ejkGXhyphenhyphenDjqEhjr81wXsmctgGnFcauroHd2TU2FADa28inWeQ61GH57YMFd4xw_YdXWKc__SNRDmTU9yrkXofVnEZWg8rjTpL0/s1600/File122.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4Q8co83IO_TYoKFEeBZxF1eYsavtwDy01nAt3Mo6XS-ejkGXhyphenhyphenDjqEhjr81wXsmctgGnFcauroHd2TU2FADa28inWeQ61GH57YMFd4xw_YdXWKc__SNRDmTU9yrkXofVnEZWg8rjTpL0/s1600/File122.jpg" height="146" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHvd4odkQxqPlJO6aeQeZQ2K8ilNXhZBeQVdDdXTq_hzyQtaCkqHwivx5rmYK0qGF47nPzSW9Vn-rokgq3xhdSS6exnLjxF58Rr33_W2tSd-6h1Ou6qZTprUDm0S5dXWQR7nxxFwyYL3o/s1600/File123+%25283%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHvd4odkQxqPlJO6aeQeZQ2K8ilNXhZBeQVdDdXTq_hzyQtaCkqHwivx5rmYK0qGF47nPzSW9Vn-rokgq3xhdSS6exnLjxF58Rr33_W2tSd-6h1Ou6qZTprUDm0S5dXWQR7nxxFwyYL3o/s1600/File123+%25283%2529.jpg" height="146" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkJO7nvrNzEng5DBuxZTWnU6pt4Kv56OKvQE6wVuDtFUqMQi95DsfhD6saxeUommyYmXML6C9Z147YXp2NYB3iAzUJWMzjsC0I7Zv4fXJM-M_wTRvICP0Q5yXzhxN7-svLTv9tmgc1NBM/s1600/File124+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkJO7nvrNzEng5DBuxZTWnU6pt4Kv56OKvQE6wVuDtFUqMQi95DsfhD6saxeUommyYmXML6C9Z147YXp2NYB3iAzUJWMzjsC0I7Zv4fXJM-M_wTRvICP0Q5yXzhxN7-svLTv9tmgc1NBM/s1600/File124+%25282%2529.jpg" height="146" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnQS-jXIl3Np4Sj0pK0Tc9WGYdNPlJfcSKaPlwedESYIErRiQ-N_kXnCkcJQ1bdbBTxHO09xjoaoyWRAA_r2XStm-ZMDB04_juO5QzWV7R_Z4hqqioGWapLSG-CAz9s3vgTKlVDMWt7Rc/s1600/File142+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnQS-jXIl3Np4Sj0pK0Tc9WGYdNPlJfcSKaPlwedESYIErRiQ-N_kXnCkcJQ1bdbBTxHO09xjoaoyWRAA_r2XStm-ZMDB04_juO5QzWV7R_Z4hqqioGWapLSG-CAz9s3vgTKlVDMWt7Rc/s1600/File142+%25282%2529.jpg" height="133" width="200" /></a></div>
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<br />Anonymoushttp://www.blogger.com/profile/11118013724665581676noreply@blogger.com0tag:blogger.com,1999:blog-3602910970300151754.post-49637502673360733622014-05-13T17:10:00.001-07:002014-05-13T17:17:34.057-07:00Anatomy and Poses (Sketchbook Work)Here is more a look at human anatomy and poses. These are done with pencil and ball point pen.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbKCubusxrejhKfFo02O5T4uu3O91p_5wkgN9ii6svuvTjnNGZKTtlmjeD7uA_R2UGIswvjHCE5u9f7_JpD3rd8fhllvw7pSb5fIxCE_qJ7dD048T29MKgfIH_MHG-EEm7VvvEOxMX2aA/s1600/File107+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbKCubusxrejhKfFo02O5T4uu3O91p_5wkgN9ii6svuvTjnNGZKTtlmjeD7uA_R2UGIswvjHCE5u9f7_JpD3rd8fhllvw7pSb5fIxCE_qJ7dD048T29MKgfIH_MHG-EEm7VvvEOxMX2aA/s1600/File107+%25282%2529.jpg" height="146" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiD84ostopdzzECQU1iul34eiXwwrDqCvIyfWhBNvK0ewkrZhL5rSCE1alqXZjbsWkiPmr1ysbMhIvIrVGbyQP8WgVcU00NjyhJFf-8FsRNfsd2R4I6tMRVlEbKLTepqOTCjaa6AayusDo/s1600/File108+%25282%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiD84ostopdzzECQU1iul34eiXwwrDqCvIyfWhBNvK0ewkrZhL5rSCE1alqXZjbsWkiPmr1ysbMhIvIrVGbyQP8WgVcU00NjyhJFf-8FsRNfsd2R4I6tMRVlEbKLTepqOTCjaa6AayusDo/s1600/File108+%25282%2529.jpg" height="146" width="200" /></a></div>
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