Week7: Compositing & Final Editing

This week I did all the compositings work and finally editing and also dubbing and adding some transitions.

Compositing

I put all the layers sequences into After Effects and then I tweaked them separately for some effects like the curves and brightness and contrast. Finally I put the default compositing into a new sequences and extract the Z depth and adjust the focal length by that. Furthermore I add another adjust layer to edit the color into a shade of orange with some glow effect.

Final Editing

After composting for all the sequences, I drag them into Pr and replace as previous playblast video. I seems quickly get a nice effect. And I find some free BGM which suits the mood and tone of the video. I roughly adjusted the duration of some of the clips to the rhythm of the music to make the images match the sound.

And here is the whole FMP video.

https://youtu.be/SMnb-NZ63wM

Week6: Optimised Animations & Rendering Layers

This week I optimised all the animations including add breakdown and edit animation curves, and I got some nice animation clip. And then I also set the rendering for the whole files.

Optimised Animations

Optimising animations is a very tedious task and every detail that is not in place can make the whole animation look very strange. I usually like to first adjust the curve to the keyframe animation to get the rhythm of the animation down, and then add breakdowns to refine the connections between the different poses.

Rendering Layers

After editing animations I begin to set the rendering. Thanks to my previous works, I already have a cup of nice effect images, I just need to follow their parameters to the animtion file and add some extra effects in depending on the needs of different shots. After that I will layer out the parts that are animated and layer out the parts that are not animated separately, which saves me a lot of time in rendering. Finally I need to spend time on waiting for the rendering sequence.

Week5: Animation Layout & First Version Editing

This week I mainly anime the keyframe for all the cut according to my storyboard, furthermore I also playblast them and put them into Pr to edit. And I get a basicly first version of the whole video without rendering.

Animation Layout

For the keyframe animation, I usually image first what kind of action I need, then I would try to perform it and record it on my phone at the same angle with the storyboard. This way I know exactly when I need to keyframe and have a better understanding of the movement of my body parts. So I use this method for all the cuts, after that playblast them.

Editing

The reason I need to edit the very first version is that find out if the shots made from the storyboard are coherent when put together, and determine more precisely the duration of each shot and of the film as a whole.

WEEK4: Scene Rendering

This week I mainly focus on the shader and lighting and scene rendering.

Because last week I have finished building the model of the two main scenes, so I just need the first step to play the light first, has confirmed whether I want the sense of atmosphere. And then according to last week’s look develop each asset to make materials and finally unified integration to the complete scene.

Finally, according to the previously debugged lighting rendering, in this process I used some atmosphere fog to enhance the sense of atmosphere of the image. And then I send them into After effects to composit and adjust some color tone.

Here are the high solutioned images.

WEEK3: Building and layout scene

This week my main job was to build the entire scene (including a bedroom workshop and a town) and to look develop all the assets to make sure they would be referenced in the scene without errors.

For this bedroom studio, I did a lot of reference works on Art Station and Pinterest. According to my script setting my character should be an artist, so his room should be stacked with all kinds of painting materials and various art books.

Reference

So I set up a set of electronic drawing boards and some painting reference models (a mannequin and a plaster head model) on the table, and I also set up a set of easels next to the table which can indicate the identity of the main character artist. In addition to that, more living details can be added in order to enrich the whole space. I added a lot more living ornaments, such as some stickers, through which the protagonist may want to remind himself to always keep smiling and other life chores. I also added some office supplies and a trash can full of garbage. All of these can suggest that my protagonist in daily life often study art and forget the time and so on.

Another small town scene, according to my initial description I looked for a lot of Gregory Crewdson’s work, he created a sense of atmosphere is exactly what I wanted, so I locked the camera in a street community, I want the protagonist standing in the middle of the road spotlight on him, surrounded by the eerie and quiet town environment.

Gregory Crewdson‘s work

So I looked for many neighborhood assets from the 80s and 90s (which included houses and cars on the road). I deliberately chose objects from the 80s and 90s because they represent the past, and people always selectively choose to remember the good and forget the painful, which I think has a strong sense of contrast.

These are the two main scenes in my film, and I have created separate folders for all the assets in them to look develop, which will ensure that I don’t make too many mistakes later in the operation.

Some whimsical ideas

Yes I was working on a scene and it occurred to me that I could add more surreal shots to enhance what I wanted to say about people being out of touch with their lives at work. So I decided to delete the previous shot of the bird flying over and use several hands to reach out from the main character’s chair and pull him down. In addition I might also do some pure fantasy scenes for the protagonist to walk in, such as a gorgeous world of only grasslands or let the protagonist fall in water all the time. In addition I want to rename the project Escape. That’s all 🙂

WEEK2: Character design & modeling & rigging

This week I will mainly create the main character which including the design and modeling and finally finish the rigging part.

Design

According to my setting, this protagonist should be a more freedom-loving character, but the story takes place in her bedroom where she usually works, so I’m going to try my best to make her dress look more everyday, but at the same time show her freedom-loving character.

So I quickly thought of Ruby, the heroine of a TV series Euphoria, whose characteristics fit my requirements, free spirited, etc. So I combined her image, and then I had some new ideas. I wanted to design a roll-dyed T-shirt for the character, which is often worn by people who are into street culture, which is also chasing freedom, unrestrained, etc., so I thought it would be a great fit.

Modeling

I quickly start to model this character. For the modeling I just follow the regular modeling principle after that I split and set the UV for whole charater. Then I import whole of it to Substance Painter for texturing.

Rigging

To complete the rigging workflow faster, this time I chose to use Advanced skeleton for joint and controler and Ngskintool for skin weights .

Rigging test

WEEK1: Script & Storyboard

For the first week I mainly set up the whole script and storyboard. And thanks to Alan’s suggestion I watched so much artwork from Edward Hopper andGregory Crewdson which suits my idea well.

Script

I started to conceptualize my work. Because I wanted to express the loneliness of people in the busy city life, I set the time in the late night, and the main characters are people who work until this point. He wanted to break away from real life in this night to return to a remembered utopia, like a bird or like an animal, so I decided to name it Nocturnal Animals.

The script

Storyboard

Based on the script I started working on the storyboard again, at this stage I had to be very careful to control the number of shots because of the limited production time.

WEEK10: SUMMARY

The Deep Mist (A Cthulhu Style CG Trailer)

https://youtu.be/WqhIwAdh-eY

Project1 Showreel

https://youtu.be/rJPavQOvFe0
My role in the team:

Story

I provided the very first idea, wanting to do a Cthulhu-style film, in which there could be a monster of huge size, human size is very small compared to it, with the feeling of gigantophobia. Then Guanze Wu enriched the whole story line and provided more additions to the story. Finally Guanze, Yaozhang and Ziying and I all worked together to finalize the entire story and details.

Storyboard

We made our own version of the storyboard based on the work we had agreed to do and then put together a collage of everyone’s storyboards to form a complete version.

 Layout

I created a dynamic storyboard for the project. The purpose of doing this was to select the BGM in advance, and in addition I could let the collaborators know exactly how much time each shot would take.

Character

I made two more characters as I had agreed at the beginning, which included the initial sculpting to the topology, then to the texturing of the two characters, and finally I made the materials for the two characters.

Comkpositting

I did all the compositing parts that I needed footage for in AE, which included sub-channel adjustments and adding effects, as well as color grading.

AE SUBTITLE EFFECT VIDEO

I created all the titles for this project, including the project title at the beginning, several sub-titles in the middle transitions and the closing titles at the end of the film. I did all of these title effects in AE.

Editing

I ended up making my editing section, doing all the transitions effects, and adding more ambient sound effects, which made the whole project more complete.

Hyberlinks:

Week01: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/06/week1-storyboard-reference/

Week02: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/06/week2-layout-confirm-work-flow/

Week03: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/07/week3-investigators-character-modeling/

Week04: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/07/week4-topology-uv-splitting-layout-uv/

Week05: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/08/week5-male-and-female-head-modeling-mask-modeling/

Week06: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/08/week6texturing-in-susstance-painter-baking-maps/

Week07: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/12/week7-character-shading-rendering-ae-subtitle-effect-video/

Week08: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/19/week8-compositting-footage/

Week09: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/22/wee8-editing/

WEE9: EDITING

This week I already collect all the footages and compositted them, so I just to need to put them together and edit them. Then I will try to add more sound effects.

Thanks to my previous project files in layout production, I only had to replace these shots separately in the first step. In addition, I specifically mentioned to my collaborators that it would be best to add an extra second to each shot before and after the time indicated on my layouts, so that we all had more time to edit. The advantage of this is that when I need to do a lot of transition effects for example, sometimes the time before and after is not long enough to cause the transition effects are not fully displayed, if there is an extra second this problem will be largely avoided.

Next I did more transition effects on it, for example, between the very first title and the first scene shot, I wanted to make the transition between them more natural, so I noticed that the title shot had some smoke effects. I then found a footage of the smoke rising and dispersing and placed them in the middle of the two shots, then adjusted the overlay to multiply and then adjusted the transparency. This gave me a nice transition effect at the beginning, which made it look more natural.

Besides, most of the transitions were made up of simple zoom in and zoom out and other basic camera movements with some camera shake or shutter angle and blur effects, because I didn’t want to make the whole film look too complicated.

Finally, I added some ambient sounds, such as the ticking sound of the hands turning faster and faster, and in the last shot when the character’s flashlight light shines on the monster, the faint sound of breathing on the monster. And with the monster’s eyes open, this breathing sound becomes more and more obvious, these small details will make the whole film more rich.

FMP Thesis Proposal

Analysis of the characters building in animated films.(In case of the Joker and Two-Face Harvey Dent in Batman)

Introduction

Character building is a very important technical method in film and television production, and a well-defined character could often leave a lasting impression on the audience. Of course, there are many ways to build a character as Stanislavski mentions that building a character delves into the external techniques of acting, such as body movement, diction, singing, expression, and control. But apart from the protagonists, many villains have also attracted many viewers because of their unique personalities or tragic encounters. This is represented by a part of the famous anti- heroes, who do not share the traditional building concept. So this article will focus on the analysis of two of the most famous villains in Batman, The Joker and Harvey Dent, and analyze how they have followed and used traditional character building methods and made them popular and influential.

Key words: Building Character, Anti-Hero

Background significance

Under the existing film language system, creators have summarized and developed a complete set of rules or methods based on their work and practice over a long period of time. This has basically dominated the way animation and film content has been produced for a long time, which naturally includes character building. But for a long time, people’s perception of protagonist and antagonists such characters become solidified. Protagonist often represents justice, the good side of human nature, the creators rarely show their psychological dark side in the work, they are often perfect in a sense. On the other hand, antagonists often represent the dark or violent in characterization, and people do not understand the complexity of these two types of characters. 

However there are more and more works are trying to break this barrier of thinking, and they will reveal more fully the characteristics of antagonists in their works, and what exactly makes them synonymous with darkness and violence. So now the audience’s perception is also changing, some famous antagonists of the story instead more attractive to the audience chase and in people’s talk become popular, such as the famous anti-hero films.

Literature review

As Patrick mentions that the child hero, in his opinion, is too institutionalised. These characters are never compelled to think on their relationship to the world for which they commit themselves. In Patrick’s depiction of both Eastern and Western works such as One Punchman (2015) and Invincible (2021) and Spiderman into the Spiderverse (2018), they all recognize their own weaknesses and dark sides with the help of social relationships such as parents and schools, thus bringing them back to their own uncertain superhero motivations. His essay has a great deal of relevant reflections on Protagonist in the context of normative shaping, which may provide more arguments for this analysis on the diversity of villainous characters. Besides according to Stanislavski, ‘without an external form neither your inner characterization nor the spirit of your image will reach the public. The external characterization explains and illustrates and thereby conveys to your spectators the inner pattern of your part.’ It is thus clear that shaping the character will not just be a drill in the art of performance but could also be done from multiple perspectives, such as from the character’s dress code.

Research design, methods, and schedule

In order to analyze the two classical antagonists mentioned in this paper, it is necessary to establish an adequate knowledge of both characters. Therefore, I will first study the images from the very first comics, exploring their original backstories and settings. And understand how these two characters are portrayed and positioned in the DC comics, then analyse how they are portrayed in the film based on their backgrounds, and then read some professional critics’ analysis of the two to reach a conclusions or method. Then this analysis will compare and contrast the theories of film language and Stanislavski’s theory of characterization, which were mentioned earlier, to explain the theoretical support behind their characterization. Finally, I will also try to analyze the latest widely acclaimed superhero works related to these two antagonists, such as Christopher Nolan’s three Batman films particularly the second The Dark Knight, will be as the main object of analysis, analysing the character building of the films.

Suppositions and implications

This analysis will bring more enlightening thoughts to the anti-genre films, especially the works focus on superheroism. Through the analysis of the deep psychological level of the characters, all characters are presented from multiple perspectives, whether protagonist or antagonists their experiences have built them into different people. Beyond the first time, based on Stanislavski’s theory, it will also provide a more reliable basis for many animators to analyze characters for character animation, based on the character’s performance perspective. Finally for many artists like animation directors, they are able to understand that character building could sometimes be the key to the success of a project. The previous cases are often due to the presence of one or more vivid roles in the work, which eventually make the audience always unforgettable about their works.

Conclusion

In conclusion, a pleasant 3D animation work could be evaluated from many angles, and so could a good character building. Character building would start from the inner psychological characteristics of the character, combined with the background setting of the story to create a personality trait with complexity, which may be the first step to build a distinctive character. Then make these characters be expressed in a more artistic form, such as making physical movements in footage that fit the character’s characteristics, or line design. These small details are the key elements that could make the character rich.

Bibliography

Colin, B. (2020). She-Ra and the Principles of Threaded Media Storytelling. Available at: https://blog.animationstudies.org/?p=3812 [Accessed: 10 March 2022]

 Chloe, F. (2015). Articulating Interiors of longing and Desire: “Asparagus” (1979) by Suzan Pitt. Available at: https://blog.animationstudies.org/?p=1303 [Accessed: 10 March 2022].

Evelyn, H. (2015). The Tedium is the Message: How Adult Animation Visualizes Monotony. Available at: https://blog.animationstudies.org/?p=1311 [Accessed: 10 March 2022]

Lamont, R.C., 1976. From hero to anti-hero. Studies in the literary imagination9(1), p.1.

Patrick, G. (2021). On Anime Superheroes. Available at: https://blog.animationstudies.org/?p=4132 [Accessed: 10 March 2022]

Robby, G. (2020). Animation and Synesthetics (Part II). Available at: https://blog.animationstudies.org/?p=3578 [Accessed: 10 June 2022].

Stanislavski, C. and Hapgood, E.R., 2013. Building a character.