Tuesday, April 15, 2014

WEEK 15: Final Week! Good Luck!

For my returning students - have a great summer!

For my graduating students - best of luck!

Keep filling your sketchbooks - drawing skills never go out of style. :)

Wednesday, April 9, 2014

WEEK 14: Game Dev 2 DESN2017 Assignment 5 Due Next week! No classes next Friday!

This is our last official class as next week is a school holiday. Please feel free to attend any of my classes on Thursdays from 8-6.

I hope you're all at the final polish stage on your final project.
Here's another great chase sequence from DreamWorks Animation's, 'The Croods'.
This is just a snippet of a complex 5 minute sequence featuring Eep in various types of 4-legged runs, regular runs, and slides.

WEEK 14: Asset Dev DESN1086: Assignment 5: Low poly model due next week!

This is your last week for your final assignment! I'm here to help.

Here are a couple of great articles about optimizing your models:





WEEK 14: Game Dev 4 DESN3012 Milestone 5 Due Next Week!

Good luck with your projects! Make the most of your last week in college and get some constructive critiques from your advisers. Please let me know if you need any help.

Here's a great post by animator Kenny Music about using helpful tools in Maya to speed up his workflow:
http://www.kenmusicanimator.com/KennyMusicAnimator/MyAnimationBlog/Entries/2010/4/25_Animation_Workflow_Tips_and_Tricks.html


Wednesday, April 2, 2014

WEEK 13: Game Dev 2 DESN2017 Assignment 5 Due in Two Weeks

As you think of ways to have your character transition back into the run cycle, consider how you can make your scene interesting. The possibilities are endless. Case in point this nearly 1 minute long sequence from Disney's 1937 classic "Snow White". Her terrified run through the forest is one of the most well-known animated sequences of all time.

WEEK 13: Asset Dev DESN1086: Assignment 4 due

ASSIGNMENT 4 due today in class.

Last project of the year!


ASSIGNMENT 5 –

3D PROP 20%

DUE DATE: in class on BlackBoard WEEK 15 April 17th
*ZERO marks for late submissions

In 3D Studio Max, build a prop model that accompanies your character design from Assignment 1. For example, if the character was a retro spaceman then the 3D prop model could be his ray gun or helmet.

Polycount range: 2500 – 5000
When working be sure to keep in mind protocol and methodologies learned in Term 1 modeling class.

SUBMIT ALL OF THE FOLLOWING:
A) 3D prop model (.max or .fbx)
B) Reference material (sketches, photos etc. - jpg files)
C) Screenshots (front, side, back and ¾ view - .jpg files)

REQUIREMENTS:

Filenames:

1086_A5_YOUR-NAME_prop.max or fbx
1086_A5_YOUR-NAME_prop.jpg
1086_A5_YOUR-NAME_propref01.jpg
Ex - 1086_A5_BEIBER-JUSTIN_prop.max (last name first, please!)


FORMATS:
3D Studio Max
jpgs 1280w x 800h (pixels)

It's been a while since you guys did any modeling. If you need a refresher, here are some Digital Tutors tutorials to get you back up to speed:
CG101: Modeling
Beginner's Guide to Modeling in 3ds Max
10 Ways to Improve Your Modeling in 3ds Max
Modeling Game Props in 3ds Max
Hard Surface Modeling Workflows in 3ds Max

WEEK 13: Game Dev 4 DESN3012 Milestone 5 Due in 2 Weeks

Here's another interesting feature workflow from a Shrek the 3rd animator Justin Barrett. He explains the details of his workflow with video examples from a scene he did on Puss In Boots.

Wednesday, March 26, 2014

WEEK 12: Game Dev 2 DESN2017 Assignment 4 due

The final stretch! This is the last assignment for your course, hopefully one that will bring your character smoothly back into his run cycle you started off with this term.  Think about how you can help this deceptively complex action look believable. It's not just a matter of letting the computer do the inbetweens for you - at this level we would like you to plan some interesting, subtle animation that will show your mastery of the tools and the animation principles. Ok, maybe "mastery" is scary. How about "facility" :D

What IS this 'recovery' of which I speak? Well, that's up to you, really - what happens after the slide, after the stagger, before the run cycle starts again?  There's only one way to do this properly - act it out! 
Don't forget to stretch!


Assignment 5: Recover
DUE DATE: WEEK 15 April 18 (in-class) – 20 Marks
*ZERO marks for late submissions
Using your bi-ped rig animate the character recovering from his stagger and transitioning back into your run cycle. The feel should be consistent with the personality and emotion of the previous animation. Secondary animations a broad range of movements and timing are encouraged to add life to the character.

SUBMIT THE FOLLOWING:
A) Thumbnails of key poses – minimum 6 key poses
B) Video file of 3D recovery animation
REQUIREMENTS:
Filename:
DESN2017_A5_YOURNAME_thumbnails.jpg
DESN2017_A5_YOURNAME_stagger.mov
EX -
DESN2017_A5_BIEBERJUSTIN_thumbnails.jpg (last name first, please!)

DUE DATE
SUBMIT TO BLACKBOARD WEEK 15 IN CLASS

Please compress all images and videos to keep them small using the following guidelines:

Videos:
Quicktimes, 560 pixels by 316 pixels, H.264 codec, max 10MB. You can use a variety of tools such as Handbrake, Adobe Media Encoder, Quicktime Pro and more to format your videos. I use the 11-second club guidelines for all submissions:
http://www.11secondclub.com/helpful_hints/encoding

Images:
JPGs between 500-1200 pixels along longest edge, 72-300 dpi/ppi, max 5MB. You can use a variety of tools such as Photoshop, Gimp, and online programs to compress files.

WEEK 12: Asset Dev DESN1086: Assignment 4 due Next Week

Assignment 4 - action -  due next week!
Today is a work period - bring your questions & I'll have a look at your work in progress.
Make sure you put lots of time into the planning stages - thumbnailing animation is a really important skill. There's a lot of documentation on how to create nice thumbs online and on this blog. Remember to make the drawings readable in sillhouette. Think CLEAR not clean.  The thumbs below are low-detail but very very clear.

WEEK 12: Game Dev 4 DESN3012 Milestone 4 Due

Final stretch! 
Just 3 weeks left.
Please sign in and let me know if there's anything I can help you with (animation, uv'ing, texturing, painting)

Please upload your assignments to Blackboard. 

Your last assignment is due on the final week of class. 

Milestone 5: ex 5-10 second piece of animation. Value: 20%
DUE DATE: WEEK 15 April 17th on BLACKBOARD
* Late submissions will receive ZERO marks.

It is recommended that you show work in progress each week. Aim to have everything animated by Week 14 so you can spend the following week on revisions and polish. Playbasts are fine. No rendering required.

FILE NAMING:
3012_ m5_lastnamefirstinitial_001.mov
ex: 3012_m5_donovant.mov

Videos:
Quicktimes, 560 pixels by 316 pixels, H.264 codec, max 10MB. You can use a variety of tools such as Handbrake, Adobe Media Encoder, Quicktime Pro and more to format your videos. I use the 11-second club guidelines for all submissions:
http://www.11secondclub.com/helpful_hints/encoding


As you approach the end of your program, here's a good question to start asking yourself?
'What is your workflow?'. The idea of WORKFLOW in animation is a very personal one.

Generally most animators will do at least most of the following:
  • read the script/watch the leica/look at the storyboard
  • draw some thumbnails for key actions
  • act out the scene on video
  • block the broad strokes of their shot using stepped keys or very pose-to-pose timing
  • approval or peer review
  • start breaking it down 
  • approval or peer review
  • add polish, layering, offsetting
  • final approval
  • revisions or retakes  
Some variations:
- key all controllers on each pose, adding all the detail needed to sell the posing
- key only the basic controllers on each pose and layer the complexity in subsequent passes
- work straight ahead keying only the main controls and adding finer detail in subsequent passes

.. and there are more where that came from.

With 3D, it's important to stay SIMPLE because of the complexity of fixing animation on several controllers moving on different frames. That said, you need to show the director what you're planning, and that means adding even expressions and finger controls from a very early stage.

What you don't want to do is randomly start working without any plan.  Think! Plan, then start animating. "Measure twice, cut once"

See this example of VFX workflow from John Carter from Animator Patrick Giusiano







Monday, March 17, 2014

WEEK 11: Game Dev 2 DESN2017 Assignment 4 due next week

I hope your stagger animation is going well! I keep finding these little examples of animated run-stagger-recovery sequences for you -- please send me links if you find more!

This is a great example from Tangled. Once again it's another 90-degree change of direction. Watch how carefully the animator slows the character's momentum and rebalances the COG so he can continue running. 
This type of animation is very tricky. Be sure to show it in context -- the point of the exercise is to show how you handle the forces required.  

The last assignment will lead you back into the run so don't worry about having that part completed for next week. 

WEEK 11: Asset Dev DESN1086: Assignment 4 due in 2 Weeks

This class is for you to work on your character action. By the end of this class you should have animated your scene in rough.  Please check with me if you don't understand your marks or my notes from the last assignment.

Be sure to double check your naming conventions and formatting.

Street Fighter
Super Meat Boy


Braid

WEEK 11: Game Dev 4 DESN3012 Milestone 4 Due Next Week!

Morning, folks! Don't forget to sign in.

Your animation is due next week so I hope you have all your blocking done today so we can make any last-minute corrections in the final polishing phase. The polish pass is usually the most fun for animators - after all the hard work of blocking and posing, you finally get to finesse your shot and show everyone the lovely, fluid animation that's been playing in your head for days or weeks. :D

Digital Tutors recently released a really nice 1-hour tutorial on polishing techniques:

Many animators have documented their polishing process. Here's a really nice one from Malcolm Pierce who worked on Tangled and Ice Age 3:
“FINAL” thoughts on Refining and Polishing a shot.



Tuesday, March 11, 2014

WEEK 10: Game Dev 2 DESN2017 Assignment 4 due in 2 weeks!

Please let me know if you have any WIP to show me. It's good to get some feedback before you get too deep into your work. You have a couple of weeks left so you should be into your blocking this week. Next week you should aim to have all your animation finished in rough so you can polish it in the last week.

I'm really not finding much in the way of run-stagger-recover reference (here's a good excuse to do some video reference shooting if you'd like to borrow equipment like cameras and tripods just ask me).

A large part of making this assignment work has to do with how you handle the shifting of weight. This is true of any full-body animated scene. Here's a great student piece by "Kolin" from Animation Mentor (Kolin, if you're reading this, please tell me your full name so I can properly identify you!)



WEEK 10: Asset Dev DESN1086: Assignment 3 DUE, Assignment 4 starts today!

Assignment 3 due today!

Assignment 4 hand-out today -

CHARACTER ACTION ANIMATION



DUE DATE: WEEK 13 (in-class) April 3rd
20 Marks
*ZERO marks for late submissions

Develop an action animation (side-scrolling) for the character you designed in Assignment 1. The animation should be consistent with your character’s design and personality as shown in previous assignments.

Use thumbnails and rough sketches to explore your ideas. Establish your key poses first (minimum 6 frames). Any additional in-between frames are more to support the main action found in your key poses.

Action can be some form of attack (kick, punch, sword slash etc) or other suitable action (evade/dodge, ground roll etc).

In the examples from Limbo the character runs, jumps, climbs, and hangs from objects. What do the characters do in your favorite side scrollers that your character might do?

SUBMIT ALL OF THE FOLLOWING:
A) Thumbnail sketches – minimum 6 key poses
B) Line-test animation – preliminary animation
C) Final animation – polished B&W or Colour

Filename:
1086_A4_YOUR-NAME_actionthumbs.jpg
1086_A4_YOUR-NAME_actionlinetest.mov or .gif
1086_A4_YOUR-NAME_actionfinal.mov or .gif
Ex - 1086_A4_BEIBER-JUSTIN_actionthumbs.jpg (last name first, please!)
Thumbnails should be no more than 1200 px wide
Animation should be no more than 640 px along longest edge.
Mov files should be compressed using H.264 or other standard codec using Adobe Media Encoder, Handbrake or QT pro.




WEEK 10: Game Dev 4 DESN3012 Milestone 4 due in 2 Weeks

Please let me know if you have any WIP to show me. It's good to get some feedback before you get too deep into your work. You have a couple of weeks left so you should be into your blocking this week. Next week you should aim to have all your animation finished in rough so you can polish it in the last week.

Here's a great example of the blocking process from Disney's Zach Parrish. There's a full interview if you want more info. 

Monday, March 3, 2014

WEEK 9: Game Dev 4 DESN3012 Milestone 3 due today!

Milestone 4: ex 5-10 second piece of animation. Value: 20%
DUE DATE: WEEK 12 March 27th @ BEGINNING OF CLASS on BLACKBOARD
* Late submissions will receive ZERO marks.

It is recommended that you show work in progress each week. Aim to have everything animated by Week 11 so you can spend the following week on revisions and polish. Playbasts are fine. No rendering required.

FILE NAMING:
3012_ m4_lastnamefirstinitial_001.mov
ex: 3012_m4_donovant.mov

Videos:
Quicktimes, 560 pixels by 316 pixels, H.264 codec, max 10MB. You can use a variety of tools such as Handbrake, Adobe Media Encoder, Quicktime Pro and more to format your videos. I use the 11-second club guidelines for all submissions:
http://www.11secondclub.com/helpful_hints/encoding

Here's some Olaf dance animation from the Frozen game by Chase Shields at Binary Digital. Happy animating!

WEEK 9: Game Dev 2 DESN2017 Assignment 3: Slide Under Object Due Today!

Hello and welcome back from your break.
You have the rest of class to complete your slides and then head into your 2nd-last assignment.

This next piece is about what happens to your character after he jumps over, and then slides under obstacles on his way back to the run cycle. You will have another assignment in between this one and the regular run cycle for your character to regain his footing.  This is all about the 'stagger' where he's off balance and trying to get his COG over his base of support. Maybe the floor is slippery or it takes him a few steps to get balanced. You have a lot of leeway with this assignment.

Here's a very brief example from Ratatouille as Remy runs away from Chef Skinner, Skinner slides to turn the corner and change his direction 90 degrees. He takes a couple of staggering steps, even placing his hand briefly on the ground to recover his balance and continue forward. 


Assignment 4: Stagger

DUE DATE: WEEK 12 (in-class) – 20 Marks
*ZERO marks for late submissions
Using an existing rig create a stagger animation for a bi-ped. The character should stagger or stumble forward. The feel should be consistent with the personality and emotion of the previous animation. Secondary animations a broad range of movements and timing are encouraged to add life to the character.

SUBMIT THE FOLLOWING:
A) Thumbnails of key poses – minimum 6 key poses
B) Video file of 3D slide animation
REQUIREMENTS:
Filename:
DESN2017_A4_YOURNAME_thumbnails.jpg
DESN2017_A4_YOURNAME_stagger.mov
EX -
DESN2017_A4_BIEBERJUSTIN_thumbnails.jpg (last name first, please!)

DUE DATE
SUBMIT TO BLACKBOARD WEEK 12 IN CLASS

Please compress all images and videos to keep them small using the following guidelines:

Videos:
Quicktimes, 560 pixels by 316 pixels, H.264 codec, max 10MB. You can use a variety of tools such as Handbrake, Adobe Media Encoder, Quicktime Pro and more to format your videos. I use the 11-second club guidelines for all submissions:
http://www.11secondclub.com/helpful_hints/encoding

Images:
JPGs between 500-1200 pixels along longest edge, 72-300 dpi/ppi, max 5MB. You can use a variety of tools such as Photoshop, Gimp, and online programs to compress files.

WEEK 9: Asset Dev 2 DESN1086 Milestone 3: Jump Due Next Week!

Jumping... continued!

By now your thumbnail studies should be done and your rough animation should be ready to start.
The final artwork is due next week in class!

Your jump must fit into the style of your piece just as do these brilliant pixel art frames from local studio Spooky Squid Games' "They Bleed Pixels": 


The art style really fits the action of this game - here's a sample:




Think about the physics of jumping - the power comes from a weight shift in the centre of gravity and the extension of the legs. Anyone who wants to challenge the idea that legs must straighten before they contract in a landing is welcome to demonstrate that for us all :D

The 12 Principles of animation are probably familiar by now but we'll quickly review one for the jump. As Disney giant Bill Tytla said,
"There are only three things in animation
ANTICIPATION, ACTION, and REACTION
and these imply the rest.
Learn to do these things well
and you can animate well."

There's a ton of great information on jumps in Richard Williams' The Animator's Survival Kit from 212-216 and on anticipation from 273-284. Buy this book! It takes several readings to get it to sink in.

Friday, February 21, 2014

Week 8: Have a Great Break!

Hope you can rest up over the break!

Here are the keys that make up Erick Oh's fantastic little fox run from The Dam Keeper I showed in class. Click to view larger.