Audience Research
Primary Research
Museum of London: 27/02/20
Today, we went on a trip to the Museum of London to help further our knowledge on the different eras that London has gone through, through conducting primary research.Roman London: AD 47 - AD 410
Anglo-Saxon and Medieval London: 5th Century - 1066 & 1066 - Late 15th Century
Tudor London: 1485 - 1603
Stuart London: 1603 - 1714
The section regarding Stuart London was when I took a particular interest towards the clothing of the people. This is partially because, in my animation I'm looking to have quite dynamic shifts in mood and genre as the animation progresses through the eras.
I also found out that the Great Fire of London took place in Stuart London, in an area that consisted of many Anglo-Saxon buildings made out of timber. I felt that this would be quite a key event to use within my animation to really make the era of London apparent to the audience. Also, while typing this, I feel that The Great Fire of London could serve as an interesting transitions to the 18th Century.
18th and 19th Century London:
I also took notes alongside some of the sketches, for some little things to just remember, but I also took some larger notes, mainly regarding some key events that I would like to make use of, chronologically, in my animation. But I also wrote down a little bit in terms of the entertainment and activities that the people of Londinium used to indulge in.
London Touring and Reference Gathering: 05/03/20
Today we went on a trip to explore London to gather evidence and reference to compare with the accuracy of the games that we contextually analysed, as well as gather reference that could be useful to our projects.During this trip, the main thing that I was looking for was references of grand buildings from a side on view because that is going to be the most likely angle that I'm going to use in the portion of my FMP animation that'll cover modern London, so I wanted to get a comfortable understand of how different buildings would be laid out next to each other, as well as what kind of building were placed next to each other because there's always a mix of modern and traditional architecture in London and these examples tend to be adjacent to each other from what I've seen on the trip and in everyday life. I wanted to gather reference of this so I could represent modern London accurately in the portion of my animation regarding modern London since I plan for my animation to portray London somewhat accurately and realistically although the method that London will be shown through is going to be very unrealistic.
I feel that this tripped served me really well since I was able to get references that will most probably come in really handy when producing my animation, as well as gain a better understanding and clearer vision of what I want the last portion of my animation to look and feel like.
Artistic/Visual Research
Researching Information Regarding The FMP: 25/02/20
In this lesson, the class was tasked to conduct research on things that we would find useful regarding our work for the FMP and at first I didn't know what exactly to search for, although I knew it was going to be animation related. But then I remembered that I have a whole playlist on YouTube dedicated to animation, so I went there and picked a video that I hadn't watched yet.Video 1:
These tips were definitely useful for me and I'm most probably going to refer back to those notes and keep them in mind frequently when animating my project and looking for ways to improve it.
Video 2:
The next video was by the same content creator and this video was made to point out the mistakes that new animators make. There was not much information regarding how to improve my animation skills directly but one big mistake that I notice my self falling in to a lot would be, that I get too focused on the end result and not actually enjoying the process itself, especially if I'm creating something more ambitious, such as the idea I currently have for my FMP. So it was a great reminder that I should enjoy the process and meditate through it so I don't hit any fatal slumps in motivation if I reach a rough stage throughout the process.
Video 3:
The third video I watched was made by another animator that I've watched a little previously. This video explained 7 tips for getting smoother animation.
The first tip was to plan out timing very well using sketches then draw a more finished piece over it once the timing is up to a pleasant standard, otherwise I may end up with a fully rendered character but the timing of his movements are completely off and jittery.The next tip was not to do everything in 1's because it's a lot more time consuming and also can be unnecessary work when the animation could get the same feeling and mood across with the use of less frames. The third tip was to prioritise the frames that need to be focused on so that those frames look right and make sense as intended, plus if you don't prioritise certain frames, one can find themselves wasting time on a frame that the audience isn't even going to notice.
The next two tips could be put into one overall tip regarding weight and distortion. The video points out that one should be very aware of weight because that's what gives the movements of objects and character feeling while making the movements organic. A situation where one wouldn't necessarily need to consider weight and inertia would be if they're animating a robot so the movements are more likely to be stiff and inorganic. When it comes to distortion, the video made it clear that it's good to use distortion for things that are moving fast, but one has to make sure the smearing and blurring etc follows the path of motion that the object is going through. The reason I put these two tips together, is because much like inertia, distortion prevents rigid movements but, unlike inertia, it helps blend movements together to make them smoother. I feel that these two particular tips will help me drastically since I'm planning for my animation to consist of quite dynamic movements and the tips regarding weight, inertia and distortion will definitely help with making the necessary aspects of my animation look satisfying.
The 6th tip in the video was a re-iteration of the third tip on the first video I watched,. However, the last tip in the video stated that one doesn't have to worry about subtle animations until everything else is fine, because majority of the time, those subtle animations aren't particularly necessary. They act more like the icing on top. This tip served as a great heads up and reminder that I mustn't waste time doing anything unnecessary, which somewhat ties in with prioritising frames.
Video 4:
After watching the third video, I was intrigued by the concept of smooth animation, so I searched for more videos regarding this concept and I came across a video that explained how to make my animations more fluid, by the same person who made the first 2 videos I watched for research.
In this video, it explains what flow is and shares some of the underlying principles that'll help me apply the idea of flow to my animation. In the beginning of the video , as well as explaining what flow is, the video also covers what the difference is between flow and smoothness.
Flow: The construction of frames in a sequence, which is mindful of the frames before and after, in a way that has aesthetic appeal as a consequence of being in a state of flow and is not affected by frame rate.
A way to identify whether an animation incorporates the idea of flow, is that when animating using the idea of flow, there'll be a ripple in the frames because they'll always be affected by what happened before that, which has caused it to change state.
Smooth: Relates more to frame rate. E.g. animating in 1's would be smoother than 3's but not necessarily flow better.
After covering what flow and smoothness is, the video moved on to discuss the principles of flow. The first principle discussed was the continuation of momentum, which is more on the scientific side but is still necessary to understand and make use of flow. The continuation of momentum points out that energy is required to change velocity, energy isn't created or destroyed and that arcs are more efficient in locomotion and provides more organic movement. This principle can be seen when looking at all forms of life, even in machinery this principle is present, for example when a car turns, it's more energy efficient for it to turn in an arc rather than have a sudden change in direction.
The next principle of flow was the "Body Ripple Effect". The body ripple effect explains that most movements start at the core and ripple outwards to the ends of limps and objects etc. For example, if something needs to change at the foot, the hip will still be affected, not just the foot.
After covering those couple principles, the video than moved on to suggest making studies on objects that embody what flow is to help further one's understanding of flow. The video suggested objects such as ribbons, chains, whips and things of that likeness. As well as pointing out what to make studies on, the video also demonstrated how one can simplify the seemingly random movements of these objects in to mounds moving along from the main pivot point and then showed a simple example of how the movement could look when done on an object with joints.
Unfortunately, I was unable to finish the video by the end of the session but, I feel that the principles that I was able to cover will be very important to keep in mind when animating, since they'll most likely result in a much more satisfying and organic experience for the audience. Plus I feel that if I keep these principles in mind while animating, I should be able to animate more efficiently because I won't have to go through as many moments of trial and error trying to figure out why my animation may not look particularly appealing, since I'll know what I need to look for when scrubbing through my animation and making it look more fluid if I didn't already apply the idea of flow in certain areas when creating my animation.
Animation Practice: 05 - 06/03/20
Today, I decided to conducted some secondary research on animation before animating a scene I had in mind so I could get a little more in the zone as well as gain knowledge that I can make use of in my animation.
The next thing the video covered was proximity tension, and this was the idea that the closer an object/character is to another can really increase that feeling of tension in a scene, especially a fight scene, which is where this concept seems most likely to be used. Although I haven't initially planned to use this concept of proximity tension in my FMP animation; after learning of this concept, I feel like this could amp up the feeling of the character's initial confusion if I do make use of it.
Bahi JD
I want to be able to adopt certain aspects of his method for animating to my own method so that my general animating skill can improve by bringing more life to the things I'm animating but also for my FMP because the feelings of fluidity, bounciness and fun are the main things that I'm aiming to achieve with my animation on London: Then & Now.
Analysing Visual Styles: 24/03/20
Today, I received some feedback on my blog and was suggested to conduct some research on styles of drawing. And so, I began doing so and I started off by going through my animation playlist on YouTube since the art style I'll be deriving my art style from comes from multiple different artist and animators for different aspects of their drawing, such as line art, colour pallet and lighting & shading.This would definitely be something I'll attempt to take from since I'm not particularly adept with colours and so this colour palette, use of lighting and use of shading will hopefully allow me to make use of my limited ability regarding colours as well as help boost the impact of my animation.
So for scenes that are more up beat and not so serious in my animation, I feel that this style of line art could be quite useful, whereas for the more serious scenes, I could still use the thickness of this line art but I'd have to make sure to use sharper and more angular shapes to help enhance the necessary feelings for the scene.
Pre-Production Research
Creating FMP Script: 30/03/20
Today, I decided that it was time for me to move on to creating the script for my FMP animation but before I got to it, I was quite unsure of how to create a script for an animation short that is likely to have no dialogue in it, so I went and conducted some research on how to create a script for a silent film since that was the closest thing I could relate my animation to.From this the main thing I aimed to keep in mind while writing my script was to write out what the audience would see from beginning to end, since my project actually is a silent animation and so the visuals will need to get across what is currently going on concisely and engagingly. Now knowing what to do when making my script, it was time for me to research how to format a script for a silent film because I felt that it would naturally be different to a normal script including dialogue.
When researching the format of a script I came a cross many scripts but their actual formatting and structure wasn't properly broken down for me to understand easily, so when I came across "Writers Store" I noticed that they had labels and annotations for each section of the script that was different and unique. They also had a portion below the script visual example that described the different elements of a screenplay script. And although this script example and description was mainly directed for someone who is simply pitching an idea, I was able to adapt the example and descriptions to suit my script for the FMP. One thing I did have to somewhat freestyle with was talking about camera movements and camera shots because those weren't discussed on the website since those aspects are normally done by the director.
So when writing my scripted, I followed this format, except for the dialogue sections since I'll only be having actions in my animation, all the while, keeping in mind that I should be describing what the audience will be seeing from beginning to end. Also while doing this, I felt that it became much easier to write in a script like format, although possibly not completely accurate.
However, when writing the script, I was having trouble figuring out the names of different camera movements that I want in my animation and so I decided to conduct some more secondary research to help make the script writing process smoother and more efficient.
The first thing I came across was a small blog on "Story Blocks" that covered 7 basic camera movements and when I was scrolling through, I starting thinking that these wouldn't be of much use to me since these basic camera movements weren't going to be too useful since I knew most of them, but then I came across the camera movement "Dolly", which is when the whole camera moves forward or backwards, and this turned when I saw this I immediately knew where this camera movement would be useful because there were a couple scenes where I wanted the camera to follow a character or move towards a character without zooming in and a dolly camera movement was the perfect movement for this.
Although helpful, dolly wasn't the camera movement I was looking for, so I continued to search for more advanced camera movements because I figured that the movement I was looking for wasn't basic. But still after researching I couldn't find the name of the camera movement I was looking for, however I did come across "VideoMaker", which was a website made to help people make and improve videos. And although this also didn't have the camera movement I was looking for, it did mention "Handheld Shooting" and so when seeing this, I felt that the movement I was looking was something that would be classed as hand held shooting.
With that in mind, I just called the movement I wanted, "Circling". However, later in the day I brought the question of, what kind of camera movement I was looking for, to my friend and he was able to find the actual name in seconds and the movement was called an "Arc Shot" and when I looked at an example of an arc shot, I knew it was the shot I was looking for.
Character List and Visual Description: 31/03/20
After finishing off the last of my script today, I thought it would be a good idea to create character descriptions for the noticeable characters within my animation so it'll be me much easier to draw them out in their character sheets since I'll have a description I can refer back to. However, when creating these sheets, I only roughly knew what Romans would wear and so I went to multiple different sites regarding the different types of attire for different types of people. For example, a female could wear a long-sleeved, ankle length tunic under their stola, which covered their body from neck to ankle and fastened at the shoulders; a male could wear a short-sleeved, knee length tunic and wear a toga over the top of it, which was a large woollen material that was cut in a semi-circle and draped around the body and one shoulder.The results of my research regarding roman clothing allowed for me to create much more contextually accurate descriptions for the roman character in my animation, such as the gladiators, citizens, soldier and generals