Rigging Workshop 1: Character Rigging

Advanced Skeleton

Following this week’s workshop in rigging, we talked through how to set up and use the advanced skeleton plug-in for Maya. The initial step is joint placement, which requires time to properly align each joint within the mesh as accurately as possible.

Assignment

Our assignment following this class was to apply the information learned in the advanced rigging workshop and applying it to a different rig. Taking the punisher rig, I followed the step process within the advanced skeleton plug-in and cleaned up the mesh in order to make it as even as possible, as that are the conditions that the skeleton functions best under.

Mesh Cleanup

Controllers Size Adjusted

Error in Heatmap Binding

Geodesic Voxel Applied

Week 1: Proposal Introduction

Thesis Working Title: Exploring the animated documentaries performative, subjective nature, and how this can impact viewer engagement.

This thesis will look into areas such as: 
.Concepts of the performative nature in documentary through enactment and re-enactment. 
.Interview through animation and aesthetic considerations that exemplify storytelling.
 .Understanding of empathetic engagement with animated agents and facial expression.

For the initial thoughts and considerations for my thesis proposal, I want to navigate the forced performative and subjective nature of animated documentaries, and how this affects viewer engagement. This thesis aims to bring to attention arising issues surrounding the contemporary animated documentary, without the primary focus being its genre validity but rather bringing to attention how effectively the subjective, personal experience can be enhanced through this documentary method for audiences. Considering this against its live action counterpart,this could potentially go on to argue its genre validity or deny its place in the field.  The exploration of this topic should support my overall final major animated project as I wish to create a re-enacted animated performance of filmed interview footage and will help gain an understanding of what viewers inventive engagement with more to enhance personal factual storytelling in animated form.

Following on from my previous research into trauma representation in animated documentary form, I feel this will be a great way to expand on personal recollection and expression portrayal through animation in non-fictional contexts as well as confessional and aesthetic elements to the interview itself.

Lastly I think these views and Ideas can be accentuated and proven more matter of factually by scientific investigation with audience empathetic engagement and see how this inevitably bridge the link between artistic expression and effective audience communication.

As mentioned in Richard M. Balsam’s book Non-Fiction Film a Critical History, he expands on Dai Vaughan’s point about how in the first ever moving image displayed in Paris 1895, the crowd seemed not so much fearful of the moving imagery itself, but more the ‘spontaneity’ it could demonstrate that the theater could not (1992, p.5) .

“The Cinema Is the illusion of the Real . But more it is a spectacle of movement. And as such at times it seems to exceed reality itself” (Steven Neale in Barsam, 1992. p.5)

In the above quote provided by Neale I think it brings to attention the idea that in drawing attention to the idea of movement, rather than direct, real life movement itself, points out how its effectiveness with viewers and audience surrounding this idea of ‘spectacle’ over reality that creates a form of ‘hyper realism’.

References

Barsman, R M. 1992. Non-Fiction Film A Critical History Revised and Expanded. Indiana University Press: Bloomington.

Week 11: Character Modelling

Expanding on my initial hand-drawn character designs I wanted to achieve a further level of accuracy with my CG model by stylizing it in a simpler form for rigging and texturing purposes. During this process, I was aiming to keep the individual bones separate so that the process of creating and exploring a detachable rig serves easier in the long run when I work into the animation process. Looking at the initial Ideas of how this will function, my ideas revolve around potentially creating a set driven key or parent constraint that allows weight’ blending’ to be switched on and off from 100% to 0% to switch on and off parental controls.

Issue Area 1: Shoulder Blades

Using Skeletal Reference to Achieve Accuracy

One of the essential parts of working on this model is gaining some form of anatomical accuracy without abstracting style and design from my initial concept drawing. In the book Anatomy: A complete Guide for Artists by Sheppard, He states how “The shoulder socket is made up of two bones: The Clavicle (Collarbone) in front and the Scapula (Shoulder bone)” (1993, pp.17). So considering this I needed to model two different areas that could meet rather than one large piece of mesh. In my initial drawing I have very accentuated collarbones, so I felt it relevant to really consider how the shoulder blade will rest on that back on the ‘pointier’ collarbone.

See the source image
Shoulder Blade Image Example
Modelling the Collarbone and Shoulder Blade

In order to keep up the aesthetic design from my drawings, I had to move the shoulder blade, clavicle and arm joint slightly further apart than considered accurately proportional to allow for arm movement and the drastic collar bones. I also created a slight point where they are joined so the shoulder blade is able to rest on it in a way that looks somewhat similar to real life.

Finished Collarbone and Shoulder Blade Model

Issue Area 2: Hips and Pelvis

One of the key issues that arose when modelling my character was trying to replicate the way the legs and the hips attach to with “ball-and-socket” joints that allow for the leg to “rotate in all directions” (1993,pp.91) , which creates a small circular dent within the pelvic bone.

See the source image

In my initial model, there is no clear and defined way that the legs attach to the pelvis and appear to just be floating at the sides in a way that will animate rather unrealistically. Due to the fact my aesthetic choices regarding the model are more realistically inclined, I will have to try to get the ball-and-socket modelled to an extend that allows the leg to rotate without causing mesh collision or mesh detachment.

Initial pelvic and leg connection

Below is the improved ball-and-socket area of the pelvis, as while not 100% anatomically accurate, it gives the impression of anatomical accuracy while retaining some element of unrealistic and ‘cartoony’ aesthetic design. The legs also are able to rotate in various directions which is the anatomical intention.

Improved Pelvic- Leg Connection

Issue 3: Leg Anatomy

The first issue here was my initial lower leg model, as there are two bones the ” Tibia and Fibula” (Sheppard, 1993, pp.118) I tried to model these in conjunction with each other. However it looks very amateurish and unrealistic in its formation, especially as after doing further the study, the two bones are not connected as much, but fit together due to muscle placement.

In order to improve this I decided to create an additional smaller bone (Tibia), and place it in a group with the bigger, primary bone (Fibula) so that they emanate the look of the bones placement when attached to the muscle groups.

See the source image

Expanding on this diagram, I also used the reference to shape the ‘femur’ bone more realistically so it gives the implication of Patella (Knee) placement without having to model an additional section to fit accurately within my model.

Completed Model

Finished Model

After receiving a rigging workshop this week, I have taken this information to improve my model to make considerations for the rigging process that is to come later. Since I have been modelling with the arms down at both sides, It would be much more efficient to model them in a T or A pose to assist in the rigging and animation process later on due to the way the skin binds to the arms, as it allows clearer and more efficient access for processes such as advanced skeleton to assist rigging processes.

References

. Sheppard, J. (1993). Anatomy: A complete Guide for Artists. New York: Dover Publications.

Week 10: Considerations and Planning

Going into the next term after the break there are several things I have planned and considered going forward with the project. Since I am now within the modelling stage of the production, my first aim is to create the character model and ensure that it is an anatomically accurate as I can make it. My next step will be to complete the environment modelling which from there, I can produce lighting test renders so I can ensure that the spotlight works effectively within Arnold.

I wish to allow a lot of contingency time to figure out the rigging process as well as the skin painting as I have to be able to detach several limbs including the head, arms, forearms and potentially the legs.

Milestone Considerations

Below is the rough schedule I have planned for myself in order to complete the film within the time allowed. I have left room for a lot of contingency space within the post editing incase I need to complete any animations within this time. My main concern and priority going forward will be the rigging process however, which I will research and study further as I create my character model.

Project Schedule

Rough Test Model

In order to start thinking about such instances, I have created a rough model of the skeleton head to get a better idea of how my drawings translate in 3D space. The main issue that is strikingly obvious to me is the anatomical issues surrounding the collarbone, which I will research and adapt upon more during the modelling process.

Skeleton Head Model

Week 9: Animatic

Following on from last weeks storyboard, I created an animatic which pairs audio-visual elements such as sound effects and written music from freesound.org to build a strong sense of musical timing within my film, as like relevant 1930’s cartoons “this performance is primarily audio-visual “and re-created in a “self-sufficient diegetic world” (Crafton, 2013. pp.17). Expanding on that, I focused on the timings of the sounds coinciding with the movements in a similar fashion to that of stop motion animation. This helped me assemble the general movements I intend to animate coming into the next term.

Ideas and considerations for 3D adaptation:

  • I wish to push further on the animated style explored rhymically in the animatic, where I time the frames to the music in a more minimal and more controlled way.
  • I want to see if I am able to collaborate with sound students to push the audio quality to a more professional level.
  • I may explore potential cinematography changes, especially regarding the “VS” shot.

References

. Crafton, D. (2013). Shadow of a Mouse: Performance, Belief, and World-Making in Animation. United States: University of California Press.

Week 8: Story-boarding

Storyboarding and key Story Beats

Perhaps the most essential step of my animation process for this film will be the storyboarding. Heading into this task, I set out with the intention to keep my cinematography flat, without many varying camera angles to give it a more ‘2D appearance’ and mimic that of the view of a real theatre, relating back to the ideas of the Vaudeville comedy. A key element Kenny Roy expands on in his book How to Cheat in Maya 2014 is when considering staging is “how you are going to maintain the high level of communication throughout the life of the shot?” (2014, pp.8). Considering this, I thought what the main element of my story, that adds audience communication and directional attention, is the spotlight. Due to the lack of changing shots within my piece, the spotlight will act as a cue for the main change of action between the character, which will benefit me in the process of creating my shot list.

Story Beats

Beat 1:Introductory black screen which will include finalised title card designs, such as the skeleton head or warner brothers style ‘merrie melodies’ card. Ideas to potentially have effects that act as film rolling to give a contextual feel to the piece.

Beat 1

Beat 2: [Wide Shot] Pin-hole transition opens the scene to the two skeletons standing on a stage with low/ minimal lighting. both of the skeletons are standing in a still and autonomous pose that does not have the minimal movement of still human beings (E.g. breathing).

Beat 2

Beat 3: [Wide shot] The pinhole transition ends and the two skeletons stand in the centre of the screen. There is very low or no sound to create a feeling of anticipation and tension. as on cue with a beat of sound, two spotlights will fall directly onto the skeletons, setting up the ensuring theatrics.

Beat 3

Beat 4: [Close up] Cuts to a close up of Skeleton A’s face looking concerned and worried for what is about to happen.

Beat 4

Beat 5: [Close up] Cuts to skeletons B’s face filled with anger and competitivity, he is more prepared for this battle and is ambitious to win.

Beat 5

Beat 6: [Wide shot] The spotlight falls on Skeleton B, he is raring and ready to go. He dances with fluidity and effectiveness.

Beat 6

Beat 7: [Wide shot] Skeleton B avoids the ‘trap door’ with ease and glides over effortlessly, winning his round of the dance battle thus far.

Beat 7

Beat 8: [Wide Shot] Skeleton A is now at the centre of the spotlight and acts hesitantly and confused at the attention.

Beat 8

Beat 9: [Wide Shot] Skeleton A is startled by the trap door that begins stalking him. He jumps over the hole with panic and several of his bones detach from his body in surprise.

Beat 10: [Wide shot] Skeleton A’s head detaches and he catches it, gets down on his Knees and mimics famous Shakespearean hamlet scene.

Beat 9
Reference to Shakespeare’s Hamlet

I felt using this reference within the theatre environment felt entirely appropriate, and by utilising the most famous line of hamlet “To be or not to be” it makes a clearer and more accessible reference in place of “Alas poor Yorick”.

Beat 11: [Close up] A still frame as the screen shows the skull spotlight, text appears showing “To be…”.

Beat 11

Beat 12: [Close up] The skull turns to face towards the camera and text appears on screen stating “or not to be”.

Beat 12

Beat 13: [Wide shot] Camera falls back on skeleton B, he dances with grace once more and even further confidence than his last round.

Beat 14: [Wide Shot] Skeleton B falls into the trap door and falls apart, crowd boo-ing sound effects.

Beat 14

Beat 15: [Wide Shot] Skeleton A is winning and starts to do a dance with more confidence and grace than previously. (Perhaps Utilising a `John Travolta ‘Saturday Night Fever’ reference.

Beat 16: [Wide Shot] Skeleton A falls into the trapdoor and limbs detach themselves in a overexaggerated comedic effect.

Beat 17: [Wide Shot] Shows the empty stage with a single spotlight left on the trap door/ hole in the floor.

Beat 18: [Pan shot] Pans down through he floor to show piles of previous skeletons and highlights skeleton A’s hand jutting out of the top of the pile.

Beat 19: [Wide shot] Skeleton A’s hand waves as the pinhole transition closes in on it.

Beat 19

Beat 20: Screen Fades to black and credits start to roll.

Beat 20

Thoughts and Processes for the Following Week

Going into the next pre-production stage of my film, I will next complete the project animatic so that I can find the relevant sound materials and see how this times with the overall pace and action of my storyboard thus far, garnering a more solid and stable idea of the dances and movements of my film.

References:

. Shakespeare, W. (1948) Hamlet. Cambridge University Press.

.Roy, K. (2014). How to Cheat in Maya 2014). Abingdon, Oxon: Focal Press.

Collaborative Project Submission Post

Completed Gameplay Capture

Finalising all the work completed with the MA VR team in the week prior, we were able to produce a 5-minute long virtual reality experience from a comic book adaptation. Wit interactions are heavily inspired and directly referenced from In the works of Joshua Barkman (False Knees) the experience places the player as a seagull and the actons of unravelling between two seagulls and their day at the seaside. Going through these scenarios, different interactions such as an ice cream collecting mini-game, throwing beachballs and hitting seagulls with sticks add interactional applications for the player. Due to the immersive and in-depth experience players are affronted within the virtual reality space, It felt important that sound was integrated in an effective way, therefore the bird’s interactivity with the sound to bring its presence felt important to player engagement. Below is the final five-minute gameplay capture, displaying these features.

Final Gameplay Capture

Final Gameplay capture with commentary from VR Students

The below video includes the gameplay capture featured with VR commentary to outline with more clarity the interactions and gameplay feature the player can get involved with.

Critically reflecting on the project, as well as my personal participation in it, the limited time span and ambitiousness of the project and the number of scenes that required animating created quite a few hurdles due to lack of experience. Despite these limitations, we were successful in creating a 5-minute long virtual reality experience that included several interactive elements that the player could engage with. While two out of three of these environments were completed, the last city environment proved to have too many elements that required additional work we didn’t factor into our timeline due to technical issues. Reflecting on my own personal engagement with the project, while I was able to help with early development including storyboarding, conceptual art and modelling I felt that my animations could be pushed to a higher quality in a similar light to those I created the last term. Due to several importing/exporting issues that occurred between Maya and Unity as well as reoccurring issues with the rig, the time spent animating was severely limited due to the initial plan. Due to polygon loss during the exporting process, a lot of the expression and motion in the Maya scene was lost when placed into Unity. The animation itself was also stripped from detail due to rigging issues and last minute directional changes, forcing myself and my team members to focus on meeting our deadline whilst sacrificing nuanced quality. However, taking into consideration stylization the minimal amount of animation and lack of realistic detail adds to character design and comedic effect.

Showreel Of Participation

Below is a showreel to display some of the work I produced during the length of the project, taking some of my reflection into consideration the areas that needed more development were my asset modelling and character animation as I feel these both suffered a lack of quality due to time constraints. To improve my asset modelling I would take more time with texturing as I felt some of the textures and detail did not match the overall world they were imported into. Initially, I explored using software called Nomad (an iOS application) it caused some exportation issues between both Maya and Nomad, this also drastically raised the number of polygons which would be inefficient to put into a Unity scene and would cause issues with real-time rendering overload. A process to help retain polygon quality onto a low poly model can be done by implementing the use of a ‘Normal Map’ which is “a special type of texture that tells the 3D program or game engine to display details on a polygon surface as though they were geometry” (Totten, 2012, p.106). When working with game engines in the future, I fully intend to administer this into my modelling work. In Nomad I was creating realistic textures whilst contradicting the textures being used in the False Knees game file which were very minimal and cell-shaded in style.

Miro Board

Cal from VR kept a record of each group meeting held and what was discussed as well as resolved during each week:

Meeting Notes (Collaborative Unity) – Google Docs

Throughout the entirety of the project, we were able to communicate and convey our progress and ideas very visually to one another through the use of the miro board below. This proved to be particularly useful during all group meetings and helped convey ideas very efficiently during class presentations. Below is the completed Miroboard.

https://miro.com/app/board/uXjVOTsXnB8=/?invite_link_id=965546776052

Future research areas to improve and engage with Games engine relationship to computer animation-

.Blackman, S. 2011. Beginning 3d game development with Unity: the world’s most widely used multi-platform game engine. Apress.

. Penny de, B. 2012. Holistic game development with Unity: an all-in-one guide to implementing game mechanics, art, design, and programming. Waltham, MA: Focal Press.

.Botz-Bornstein, T. 2015. Virtual Reality. Leiden: BRILL.

.Cotton.M. 2021. Virtual Reality, empathy and ethics. Basingstoke: Palgrave Macmillan.

.Ryan, M, L.2003. Narrative as Virtual Reality: Immersion and Interactivity in literature and electronic media.

Collaborative Blog Posts

Module Introduction: Collaborative Unit: Initial Considerations – Esme’s Blog (arts.ac.uk)

Module Introduction: Collaborative Project: Idea and Skill Pitch – Esme’s Blog (arts.ac.uk)

Workshop: Camera Sequencer – Esme’s Blog (arts.ac.UK)

Collaborative Seminar 1:Collaborative Seminar – Esme’s Blog (arts.ac.uk)

Collaborative Seminar 2:Workshop: Group Seminar – Esme’s Blog (arts.ac.uk)

Week 1: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 2: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 3: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 4: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 5: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 6: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 7: Collaborative project – Esme’s Blog (arts.ac.uk)

Week 8: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 9: Collaborative Project – Esme’s Blog (arts.ac.uk)

Week 10: Collaborative Project – Esme’s Blog (arts.ac.uk)

References

Totten, C. (2012). Game character creation with Blender and Unity. John Wiley & Sons, INC: United States of America: Indianapolis, Indiana.

Week 10: Collaborative Project

Team Summary:

We all prepare for the final critical presentation with the VR students and develop our own slides. I and Marianna also complete all animations for the beach scenes and import them successfully into unity with few further issues but the slight mesh and aesthetic setbacks that do not directly affect gameplay.

Final Critical Presentation with VR students:

Collaborative Project – Final Crit Presentation – Google Slides

As it is the final week of the development of our project, we complied presentations with the virtual reality students for their final critical presentation in order to be given constructive feedback by their professors. During this process, I and Marianna complied some slides to contribute to the overall presentation in which we showcased and examined the different sections of our collaboration such as initial concept art and modelling, the character rigging, speech bubble interactive design and the animation process. This was a very useful process as we were able to compile all the work we had completed together as a team and present it to an audience that had knowledge of the areas of potential improvement. While this presentation was more centred around the VR students and their unity build, so we did not have the presentational space to go into massive depth about our work on the 3D animation side of the project, we were given the chance to summerise how our contribution was vital to the completion of the project and gave us a chance to critically reflect on every aspect of production.

Modelling and Animation Slide
Rigging Slide
Speech Bubble Design
Animation and Modelling

Critical Reflection and Feedback from VR Lecturers

Initially stating how we were able to produce a 5-minute gameplay sequence in software over the course of only 10 weeks, I would argue we achieved a lot that was very useful and education in the field of 3D produced work. I feel our particular successes were in the overall design and story-driven elements due to our concentration on the narrative drive. I feel exploring the method of storying boarding within the 3D environment itself proved massively beneficial on a personal level to gain an understanding of exactly the realm in which we were immersing ourselves and our skillsets.

Reading from the work of Bucher, he brings to attention two questions when considering storytelling (Bucher, 2018):

Who is the audience?

What is one thing you want them to walk away with?

When critically reflecting on these questions in regards to our narrative experience there are two answers regarding what we have produced. The audience is intended for people over 15, but more specifically people who enjoy the narrative experience of a comic book. By creating the addition of swearing and comedic violence, it begs the question as to what age group this exactly falls into, but I feel the real audience is vaguer than a specific age. The game’s ability to draw older audiences into more classical childlike narratives begs the question of VR and animation’s potential as a storytelling medium for more than pure video game entertainment. The game’s purpose, in my opinion, when reflecting on what we achieved seems to serve predominantly learning procedures to teach us effectively collaboration across disciplines. In spite of this, I think it serves a grander purpose of pushing the exploration of non-gameplay heavy experiences that can be created in Virtual reality that embody and underline the importance of an experience in which there is no expectation or pressure placed on a player to do well to succeed.

In terms of collaboration, one of the primary pieces of feedback we received during this critical presentation was how well coordinated and communicated we were as a team in order to create the aspect we did. This I feel was particularly effective in our regular communications and meetings every week. I also on many occasions called teammates using Microsoft teams to continue to be effective in the workflow without having to be present in the same room.

An interesting comment which changed my perspective of our gameplay narratives was the use of speech bubbles seeming ineffective in their state, especially with the audio present. Going forward with these ideas of the project it seems imperative to make this more effectively design, and perhaps integrate elements of the bubbles following the player so they are always reading and facing the viewer.

Relevant tutorial to explore this:

(51) How to make any object looking at and facing towards the player in Unity – YouTube

The major point of reflection in regards to the entire gameplay sequence is the lack of progression we were able to make in regards to the last city scene. If the workflow was more researched and understood prior to starting the project, I feel this would have been achieved much faster as the primary issues that set us back were the Maya to unity conversions. In a reflective element though, the entire process was extremely beneficial educationally and inspires me to want to continue progressing in the field of games animation in future. Since I and the rest of the team mutually agree on combining our efforts to finish the project outside of graded assessment, I feel this will push us all to create a finalised finished piece that can be used as a strong showreel material.

References

Bucher, J (2017), Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives, Taylor & Francis Group, Oxford. Available from: ProQuest Ebook Central. [7 Feb 2022].

Week 9: Collaborative Project

Meeting Notes and Weekly Goals:

This week’s meeting entailed how the rig issues that previously prevented the animation stage from starting are now at a malleable and workable stage in which all beach scene animations are a priority and should be completed within the course of the week. As well as this good progression was made on the Ice cream mini-game, as well as the development of the unity/ Maya rig tests.

This week’s Aims:

.Complete all personally assigned beach scene files (Interaction 4)

.Resolve any last issues that may prevent gameplay function in Unity

Issue Resolution: Non-Functioning Rigs in Unity

an Issue Marianna encountered when animating one of the interactions was that the animation, when imported into unity, would not apply to the models. After meeting with the VR students, it became apparent the importance of finalising the rig and model before importing and animating sequences intended for unity.

Anim File Export

Using a process I discovered the last term when I had a similar issue regarding a non-functioning rig containing well-developed animation information, I exported Marianna’s animation for interaction 3 as an Anim file and imported this onto the most updated version of the rig in which I had fixed some issues regarding the rigging and skin weighting of the beak. While most of this importation was safely transferred, I had to reanimate the beak speaking in time with the relevant audio as the information could not be transferred onto a rig that did not previously exist. Despite this, the resolution was reached and functioned just fine in unity after engaging in a Microsoft teams meeting with our teammate Cal so we could test directly how well the process worked. Due to the nature of animated games, in which a finalised rig is required to apply animation information in the games engine, animated films can use a referenced rig that updates with the animated information. Proceeding with this information in future I will assist to create a cleaner pipeline in which myself and the other animations are definitely working with the same rig. This will further be prevented by the fact that my and my future collaborators’ rigging knowledge will be more in-depth, especially regarding functions in engines such as Unity, that will prevent issues needing to be consistently fixed.

Anim File Imported on Updated Rig

Animation

As mentioned by Fothergill and Flick on the ethics of human-chicken relationships in video games, the idea of chickens being symbolic of cowardice and domesticity is strongly associated with its comedic effect (2015). While in the context of our project, seagulls in themselves are viewed widely as irritating and inconvenient to humans on a daily basis, which gives a further implication and suggestion for the use of violence in-game. A key aspect of the gameplay for our project is the ability to pick up objects in the environment and use them to attack the seagulls, especially in regards to this interaction here, and bring to attention an important aspect of gameplay. Due to society’s embedded behaviours, it seems obvious to a player without specific instruction that the intention of the game is to inflict violence on the bird who is causing you the most personal irritation. This is expanded by Bucher, who suggests that a key element to the success of a player to advance in a non-linear narrative is the “continued reliance on linear logic” which in its own way implies that the player themselves is the key driver to the narrative rather than a camera (2018,p.84) I feel societal association works to our benefit for this particular project, however, leaves questions for more ethical considerations in future. Violence in video games is something taken as a given, even in its comedic form, and especially for a game that in its aesthetic appearance seems harmless in presentation. It insinuates potential underlying factors that create the product to have a problematic ethical response. Especially in the first person, fully immersive experience of the Oculus rift, where it seems far less distant than simply watching a narrative play out through the confines of a screen. As discussed by Matthew Cotton, Immersive VR systems are considered “empathy-arousal” tools that can be utilised to ‘stimulate empathetic engagement towards marginalised or vulnerable peoples’ ( 2021: 113). In this instant, by using violence as a comedic effect it brings to attention a line perhaps that should be drawn through this incorporation that will be beneficial to consider, especially by what it represents in anthropomorphic characters than embody some kind of human experience. This being said, seagulls in our current climate are in some danger brought to attention by environmentalists, which may spread a negative environmental image to players.

File 1: Bird Dialogue Interaction

The nature of this interaction is to engage with the viewer and their place as a ‘seagull’ who is part of the conversation at hand. The use of the ‘stick’ or piece of washed up driftwood for the player to take first-hand was something interesting to consider when approaching this piece, as the use of constraints in Maya was something that would not necessarily function the same in unity. Taking this into account, I broke the animation down into 5 separate FBX files that the VR students could then trigger and engage in based on player interactivity. File 1: The triggered initial dialogue between seagull A and B. File 2: The Looping animation, engaging the viewer to take the stick. FIle 3: The interactions between seagull A and B after the stick has been taken. File 4: a looping animation that awaits the player to hit seagull A with the stick. File 5: The interactions between Seagull A and B once this action has been triggered.

File 2: Looping Animation

Breaking these down into the different files proved very useful for the VR students when coding into the unity file the different interactions. However, I feel this is something we should have regarded earlier on in the project, as the structural ‘shot’ planning could have been produced more effectively.

File 3: Interaction and Dialogue

File 4: Looping Animation Awaiting Player Engagement

File 5: Last Diaolouge sequence of the Interaction

Speech Bubble Design for Sky Scene

For the sky environmental scene, the only ‘animation’ required was the speech bubbles that will be interacted with the skyspace. For this, I used my previous designs to work in cooperation with Marianna to create bubbles that appear rudimentary in concept but paired with movement appear to have a charm to them. Reflecting on our overall use of speech bubbles in regard to this project, I feel we perhaps could have considered character and emotional portrayal more with the linework involved. For example for the stupid seagull, creating the lines is a specific way that encapsulates his ‘simplicity’ such as lots of easily curved lines, whereas we could have used sharper, more dynamic lines for seagull A to accentuate his frustrations and more depth of thought and feeling.

I think that by incorporating a more ‘foul’ linguistic approach, it tries to separate itself from a younger audience despite its inherent childlike aesthetics that perhaps will assist in pushing forward the use of animated media in the adult world associations.

Critical Reflection on Animation Process

During this week we were productive in our endeavours to complete the first three scenes, the Beach, the Pier and the Sky, which was our minim aim for the 10-week project. This being said, we still needed to develop enough to at least begin animation in the city environment. Going forward with game student collaboration, I feel I have a much deeper understanding of how Maya works in relationship to game engine requirements, and will allow a much longer and more developed contingency time for aspects such as rigging, and will produce animated FBX file tests much earlier on to identify issues sooner.

References

.M. Cotton. 2021. Virtual Reality, empathy and ethics. Basingstoke: Palgrave Macmillan.

.B. Tyr Fothergill and C Flick. 2016. The Ethics of Human-Chicken Relationships in Video Games: The Origins of the Digital Chicken. SIGCAS Comput. Soc. 45, 3 (September 2015), 100-108. DOI: hht://doi.org./10.1145/2874239.2874254

Week 7: Title Card Development

Inspiration

Taking inspiration from cartoons from the 1930s title cards, I wanted to adapt both a opening and a credit sequence to my animation that adds a nostalgic and old worldly theme. I feel this will be a succinctly relevant aesthetic tool for aiding in the contextual associations for my project.

See the source image
https://youtu.be/LPW70q4w5pw

Test 1

There are heavy nostalgic associations with the early Warner Brothers cartoons and the famous circular title card, and my rendition almost makes a direct reference to the ‘Merrie melodies’ cartoon openings. These historically are very similar to the Silly Symphonies in the way they explored music and sound in regards to animation. The use of the ‘tunnel’ within 3D space will also assist in pronouncing its status as a 3D animation without being inherently obvious due to the angle it is rendered.

Initial Render Tests

Finalised Look Tests

Test 2

An interesting point stated by Goldmark is the 1930’s musical cartoon genre being so heavily associated with Disney that “synchronisation of music and action” was referred too as “mickey-mousing” (2005, pp.6) . Taking this into consideration I looked at the heavy branding involved with mickey mouse and noticed at the start of a few of the early 1930’s Disney cartons the title card feature stills of mickey mouse’s face. To mimic and replicate this in a way that encourages nostalgic association I attempted to use my own characters face in a way that both celebrates and mocks the characterised branding of this era. I wanted to add the further inclusion of movement to mimic how his head moves in rotations similar to that of the globe, but also in a way that accentuates the 3D nature of the film early on.

Example of Mickey Mouse Branding Title Card
Recreated Scene
Playblast

Editing

In order to fully utilised the contextual setting, I have taken these clips, with a slow cross fading transition, and colour graded them black and white. This editing style mimics that of the clips above such as Wild Waves (1929) and places it within the genre while also making use of the smooth and clean nature that computer generated animation can provide, as well as post editing effects such as motion blur, to add a more visually pleasing look to genre with outdated technology.

Sound

https://www.dailymotion.com/video/xjri6w

A major consideration when regarding music with this is the context regarding the year. As stated in ‘Tunes for ‘Toons’, “Carl Stallings extraordinary influence on cartoon music as a whole suggests a host of possible avenues to explore” (Goldmark, 2005,pp.7). Looking into Stallings work, he used predominantly traditional orchestral instruments’ such as flutes, violins and brass bands. Comparing this to my main source of inspiration, Disney’s Skeleton dance, there are several things in the sheet music I considered going forward.

A Key aspect here is the Allegretto tempo, which implies it should be played quickly and briskly. The 4/4 time signature also allows for the pacing of the animation to be timed more simply due to the even number of frames it allocates space for musically. There is also a heavy use of percussion involved within this project, and the creative use of an Xylophone to replicate the sound of bones.

One of my initial opening composition ideas was to make direction audience associations with black and white cinema which is the famous tune if ‘The entertainer” which I have adapted in my own rendition below and applied to the same key as the music of my film. However, I still did not think this fit as efficiently to my opening as it was very slow, and seemed to contrast with the overall soundtrack I had initially planned making the film seem more relaxed in nature.

When composing the opening, I wanted to stress more on the key instrumental and Allegretto tempo, to make a music ‘clash’ (Symbolic of the skeletons ‘battle’) that arrives at a harmonious conclusion. I felt this was more audibly symbolic of my piece and also felt more original as a piece of work.

References

.Goldmark, D. (2005). Tunes For ‘Toons. Los Angels, California: University of California press.