Monday 7 April 2014

Final Major Project - Progress

So, I am considerably well in to my FMP, although I don't seem to have too much to show as Rotoscoping is quite mean like that.....weeks of work and dead fingers and when you render what you have, you have to make sure you don't blink, or you will miss it.

So my idea is based on the 50's Film Noir style, fully rotoscoped highly contrast white on black, with strategically placed colour throughout. Inspired by Sin City (heavily) style wise, but also inspired the Jack Reacher (Lee Child) books and TV series 24 for that 'kick ass' detective type character that always seems to save the day living on the edge of life. Two steps ahead of everybody else.

I was originally going to have a short 30 second - 1 minute story with a narrative spoken over the top. Then I decided to make a trailer, but have short clips from different movies (recent and old) put together to look as though they are all part of the same story. Trick is, that even though there will be scenes from Sin City, Casablanca, Pulp Fiction and Resevoir Dogs (so far).....when its finished, it will (hopefully) look like it fits with my monologue and not just clips from movies.

So I have finished rotoscoping a few scenes and for all the hours and weeks it took me, I still have over half way to go.  Here is one of the scenes:


 

This next one in particular took me longer than the others and I seemed to be working on it for EVER.....again...don't blink:

 

The plan is to exhibit this on a monitor inside a purpose built mini-movie theatre. It will be blacked out like a cinema with two seats and headphones (so no-one misses any of the monologue) and not to mention a red carpet by the entrance :)

I plan to have this running and 30 seconds minimum, and up to a minute. Although what i have so far is approximately 30 seconds and i'm not half way through yet so once all the editing takes place, no more than a minute. I think this will be just ok for people to sit through for a minute......

I have a musician/sound tech professional to work on the music for me, as I will need a Film Noir sound and the music cannot be taken from another film due to copyright.

I will keep the blog up to date with the FMP and hopefully it will turn out OK....and be quite striking :)


Sunday 23 February 2014

7,000 years to render 'gravity' on one CPU...

Another Gravity post, and no I still haven't seen this film yet, but what caught my eye was a short article by






Monday 3 February 2014

Animation's Dirty Little Secret?

I found this article while doing some research and I thought I would post it as I found it quite interesting, about Rotoscoping. The link for the article, seen on ASIFA website, is at the bottom of this post.



Animation's Dirty Little Secret? copyright 1995 by David Thrasher

It's often been treated with scorn, often viewed with suspicion. To many it is "mere rotoscoping", a crutch that no "true animator" would ever stoop to use. If Walt Disney were alive today he might hear, "You used rotoscoping? ...Wait! Say it isn't so!" One can almost imagine "Rotoscopers Anonymous" groups springing up to purge the industry of this malady. The cause of all this is a technique where one takes live action footage and uses it to create animation by copying, usually by tracing, the moving images, frame-by-frame, onto animation paper. These hand-drawn images are usually altered to create the final animated images.
Rotoscoping was invented around 1915 by Max Fleischer, who would eventually own the studio that would bring Betty Boop and Popeye to life. While working as an art editor at Popular Science Monthly, he had begun to wonder if it might be possible to use mechanics in the process of making animated cartoons. Along with his brothers, Joe and Dave, he conducted an experiment to see if his theories were correct. Joe, a wizard at machinery, built the devices necessary for the new process of 'rotoscoping' and Dave posed in a clown suit for the creation of the live action reference footage. The cartoon character that came out of this was at first known simply as the 'clown' but later was given the name of "Koko the Clown" and the cartoon series was called "Out of the Inkwell." The cartoons were immediately popular. The realistic movement added a whole new dimension but it was the clever stories and gags that sustained the series. A reviewer for the New York Times wrote in 1919, "After a deluge of pen-and-ink 'comedies' in which figures move with mechanical jerks with little or no wit to guide them, it is a treat to watch the smooth action of Mr. Fleischer's figure and enjoy the cleverness that animates it."
For much of its history rotoscoping has been used in only its most basic form -- carefully tracing every frame or every other frame of the live action film footage of the desired moving images. This has been done not only for character animation but also for moving backgrounds, for moving inanimate objects, and for many things moving in perspective in order to precisely capture the action.
Disney's "Snow White" went well beyond the normal methods. Although it has been significantly downplayed by historians since its 1939 release date, rotoscoping was extensively used as the basis for the movements of the least cartoon-like characters in the picture (Snow White, the Wicked Queen, the Woodsman, and the Prince). Publicity releases of the time spoke of using reference footage. The term "reference footage" -- material to be referred to where and when appropriate -- is much closer to the methodology that was used than the usual approach of always closely following the action. Much of the live action footage was used only to create extremes (the beginnings or endings of actions) for creating "Key" drawings which would then be in-betweened in the usual manner. This left it more up to the animator to decide the timing of the movement.
To create the reference footage for the character of Snow White, Disney hired a Los Angeles dancer named Marjorie Belcher. She gained fame later as a dancer in film musicals under the name "Marge Champion". It would not be too much of a speculation to say that her movements must have been very carefully planned and choreographed in advance. This would prevent wasted movement and having the action purposely 'overplayed' would make Snow White's character blend in more easily with the traditionally freehand animated characters. "Snow White" being the first feature length animated film, was a huge financial and artistic risk where the usual two-dimensional cartoon characterizations would not work. It is not surprising that Disney Studio would rely on rotoscoping to get the film done within as reasonable period of time as possible and within as tight a budget as possible. What is remarkable is that the practice of rotoscoping was not used in a slavish way, but rather with imagination and great selectivity.
Rotoscoping has not been limited to the production of animated films. It has also been used as a way to learn the art of animation. Use of it for this purpose began in the silent era and it became known as "action analysis". In Leonard Maltin's book, Of Mice and Magic, Walter Lantz recalls, "I would take the old Charlie Chaplin films and project them one frame at a time, make a drawing over Chaplin's action, and flip the drawings to see how he moved. That's how most of us learned to animate." Action analysis later became a cornerstone of Disney's in-house studio art courses.
"It's a mechanical process and looks that way on the screen." In truth, rotoscoped footage looks only as mechanical as the animator makes it. If this comment were interpreted broadly one could say that animation (and with it film) itself is a mechanical process.
"Using rotoscoping (not to mention computers) is being lazy." Animation form the beginning has been a very labor intensive process and methods and tools have been developed since its inception to save work. To not use these labor saving methods and tools would take us back to the days when acetate cels weren't invented and you had not only to animate every frame but had to redraw the background every time as well.
"Rotoscoping footage stands out like a sore thumb." True, if it isn't done with care. In order to be successful, rotoscoped elements must not clash with the rest of the animation in a scene and have to look appropriate. How loosely of tightly the rotoscoping is done as well as how realistic the element being created is can make a lot of difference.
"Animation has a magic that rotoscoping does not." The effect of rotoscoping all depends on what the animator adds to it. Rotoscoped footage created by only tracing and little else adds very little to the finished film. But if movements have been carefully choreographed beforehand, proper care was given to the design of a character, and the animator's skills were used at the proper points to add just the right amount of exaggeration to movement and facial expressions, then this sort of footage can have all the magic that footage created strictly from an animator's head and with their hand can have.
Rotoscoping, when used as a learning tool, can enhance traditional freehand animation. Although it has been used mostly as a time-saving device, rotoscoping can actually improve an animator's skill. However, the opportunity must be taken to study what is happening in the frame.
An experienced freehand animator can enhance the look of rotoscoped footage if their expertise is used to determine which details to exaggerate. Small details in live action film which are often too subtle to translate well during rotoscoping can be exaggerated to "read" better. For instance, a smile or some other change in expression that might be rather difficult to see otherwise can not only be made to "read" but can add much to the scene if an animator uses their skills well. An animator can also use their skills to enhance movement using such concepts as "squash and stretch" or spacing patterns to make a heavy character (such as if an actor is portraying an elephant) show more weight or to make a dancer seem to float in the air. This can make rotoscoped footage looked more lively and "animated". Lack of these important qualities is what is commonly criticized about rotoscoped action and is what most of the time gives rotoscoping its bad reputation.
The practice of rotoscoping can cover a whole range of approaches. In its most basic form every frame or every other frame is traced and used mostly "as-is" and altered very little. A looser approach is to use only the extremes and to fill in all the frames between by freehand means. This still saves work and gives the animator more freedom in the timing of the action. (Of course, in the more usual approach, drawings can be added or deleted to do the same thing.) An alternative approach to either of these is to very loosely draw over the original figures. This gives a much more spontaneous appearance and for certain kinds of films is the sort of asset that rotoscoping in its strictest form would not normally be able to provide.
Frames from the live action footage do not even have to be traced. An animator can look at a frame of the referenced film on a viewer and draw freehand -- either the image as it exists on the original film or draw their character in the same exact pose as the actor. This approach solves a lot of problems if your cartoon character does not happen to have the same proportions as a natural human figure. This very likely how Snow White was drawn. (Snow White stood five heads high while a natural human figure stands around six heads high. This would have presented problems had the footage been directly rotoscoped.)
Rotoscoped and freehand animation can exist side-by-side if both are used intelligently together. Both have their place and their purpose. Rotoscoping, by no means, eliminates the need to develop animation skills and knowledge. These things are still necessary if you wish to use it effectively. The fairly recent introduction of computers is blurring many boundaries and turning many cherished beliefs about animation upside down. The very notion of animation is being changed by something called "performance animation" (a process where the movements of an actor directly affect the movement of an on-screen character in real time). Even with that new way of doing things the basic understandings of movement and action still affect the success of the project -- knowledge that is (or should be) part of an animator's basic set of knowledge -- things animators take for granted like "squash and stretch" and concepts like "anticipation". There will always be a need for animators in one form or another.
What really matters is not how a project was created but the magic that is hopefully created when the work is finished. A film still has to be entertaining, no matter how beautifully animated it is or what methods were used in its making. To believably create that other world up on the screen (no matter what kind of screen it may be), it's up to animators to use ALL their tools wisely and effectively and with imagination.


http://www.asifa.org/archive/secret.php


About ASIFA Central
ASIFA Central is the Midwest USA Chapter of ASIFA, the International Animation Association (l'Association Internationale du Film d'Animation). Founded in France by a group of professional animators and chartered by UNESCO in 1960, ASIFA's goal is to encourage the art of animation and further international understanding and goodwill through the medium of the animated film. There are about 4500 members and 30 chapters world-wide including eight in the USA. ASIFA Central was begun in Chicago, Illinois, in 1975 and has involved many of the professional and independent animators in the Midwest.

Tuesday 28 January 2014

animation or tracing? the art of rotoscoping...

I have recently become familiar with, what I call, the 'Marmite' of animation; rotoscoping. You either love it or hate it. Many people I speak to are of a mixed opinion but there are a few that feel it is a 'no brain activity needed' method and find it 'boring'.

I have never experimented with this technique before although I am very aware of it and mostly love the effects it can produce. There is a strong argument though from the purists of animation to say that it does not fall under the category of animation as it is just merely 'tracing' an image. Although it is created frame by frame. I am not sure if it is a sign or a coincidence but even when i type the work rotoscope...the built-in dictionary for Mac does not recognise it.....instead it is lit up with the silly red line underneath that shouts TYPO!  (Mind you it also didn't recognise the word Marmite, so there is hope yet).

I actually really enjoyed using this technique, and apart form most things I found it relaxing and almost therapeutic. It gave me time to think while 'tediously' drawing each frame, and I felt it allowed my mind to be more creative and free.

The first test I did was literally for about 2 seconds, I had less than 40 odd frames and at 24fps it seemed to take so long for so little in return, time wise of course. The effect i actually really liked. As I was testing out the technique I drew each frame very loose and stayed away from being OCD on detail, and to my delight the results were actually quite nice.



These three images are taken from the rotoscoping test. When I came towards the end of the rotoscoping, it is clear that my drawing technique had loosened up more, and gave the image an even more hand-drawn sketchy feel.

The Rotoscoped footage in Photoshop CS6

The rendered clip as .mov


I have moved on from this and as I enjoyed the technique, even though is takes a painfully long time and causes my little finger to seize up from overuse, I decided to use rotoscoping for my Final Major Project. I will post images as soon as I have some animation (yes I called it animation) to show.

Friday 10 January 2014

gravity - "How to light a Space Movie"

Against a black screen, these words appear first.

“At 600 km above planet Earth, the temperature fluctuates between +258 and -148 degrees Fahrenheit. There is nothing to carry sound. No air pressure. No oxygen. Life in space is impossible.” 


The screen disappears.

The planet—this planet, in three dimensions—appears.


Gravity...I have yet to see this film but am looking forward to it for many reasons; I like Space movies, I think Sandra Bullock is an underated actress and I am intrigued at the visual effects and new techniques used by director Alfonso Cuarón to create such stunning visuals.

Ever since I first saw the trailer for this movie, I was hooked on the visuals, the sense of reality and how powerful it felt to watch; on one hand the serene and silence of space, to the suddenness of the astronaut catapulted into emptiness and....'Space'.

It is no surprise or shock that everything is CGI and obviously to watch it we know it is not really taking place in Space, but it is the type of CGI that would have me question whether it is real or not.Even the actors looked like they were actually in Space, outside of the force field of the Earth, and just based on the trailer at this point, Sandra Bullock's performance seems as powerful as the visuals surrounding her. In an article on space.com, writer Dave Brody comments:

"Watching the film, it's quite clear that astronauts — who have been there and done that — advised the filmmakers. The behavior of masses handled by intelligent gloved hands on an EVA is hard to fake. When that mass is a space-suited astronaut, "torqued" around by the movement of a much more massive spacecraft, only someone who has experienced it can describe the feeling.

What happens when a tethered astronaut is accelerated — or two spacewalkers, tethered together, jerk one another around — has emotional consequences that can only be felt by an audience if the filmmakers get the physics absolutely right."

During the film's previs process, art director Emmanuel Lubezki knew there would be technical issues as "In space, light comes from the sun and bounces off everything else, most prominently the dayside of Earth".
They began preparing for a shoot  “And then very soon we find out that the film was not going to be achievable with the existing technology,” Cuarón said.


In a further article by Dan P. Lee for Vulture.com, discussing the technical dilemmas for recreating the weightlessness, convincingly, he explains that they used a specially fitted airplane, infamously known as 'vomit comet', that flies in 'steep parabolic arcs to include brief spans of weightlessness inside the open fuselage', and this worked well and had great effects in Apollo 13 (Ron Howard, 1995). Lee explains that Cuarón found this method impractical and said “You’ve got a window of twenty seconds if you’re lucky, and you’re limited by the space of a 727.”

The filmakers considered using motion capture and creating a "CG Sandra", but  Cuarón was concerned with creating the 'uncanny valley' effect and after consulting with directors James Cameron (Avatar) and David Fincher, they both gave the same advice: "Wait for the technology".

Lubezki's answer was to invent something new under the sun: A "Light Box," made of 196 panels, each containing 4096 LEDs. Actors and set pieces could be placed inside. Panels could move to accommodate cameras and props. Visual effects technicians piloting software could instantaneous change any individual LED.
The whole rig was more than 20 feet (6 meters) tall and over 10 feet (3 m) wide.


The rig that would rarely tip past 45 degrees – here seen during line up with a stand-in.
 
The light box LED panels, here showing the interior of the space station providing the correct lighting around the actor.





The visual effects and techniques used for this movie are incredibly complex and cannot imagine where an Editor and post production team would start to render and edit these scenes. I have only just started in the field of editing really and on low budget movies, and when I read these articles it is really awe inspiring and seems on a complete different plane. I would obviously love to be able to work on movies like this but at the moment it is just a dream. Reading another article by Mike Seymour for fxguide.com, it becomes apparent how complex the post production process actually was:

"Bullock was also shot on occasion in a bicycle seat rig, named because she was essentially sitting on a bicycle seat. Here, though, one of her legs was heavily strapped in for safety so Framestore would be required to replace her leg in CG (with full body replacements and some full body and full-CG face shots forming part of the movie).
One issue with the light box approach is that there is no way to use green screen and so the actors had to be roto’d out of each light box shot. Speaking of Bullock, Webber says “she’s basically rotoscoped out of the environment and we had to do certain things with whatever was behind her to make it work cleanly, but essentially she was rotoscoped out. There was no way we could use greenscreen because you would get the green backing. Because of the camera moves and everything moving around her and everywhere, you would get green spill all over her, and you just wouldn’t get the lighting you need at all.”

Reading the articles has made me realise how big a journey I am on and how far technology can actually go to create these stunning movies.

Although I still have my concerns for overuse of CGI in certain movies and where it is unnecessary, this film just goes to show where it is used well and where it IS necessary.  I am glad the filmakers didn't go along with creating CG models of the actors as this would have completely taken the emotion from the film and left us with an empty shell of a character displaying no human emotion at all.

It is great to see and inspiring to know that even with all of the new technologies out there already, and just when we think they cannot create anything new, someone comes up with an idea that sparks the creation of a pioneering technique.

Now I need to see this film!

I will review again and add a post once I have experienced 'Gravity'.



space.com - Dave Brody, Space, Science and Culture Writer
http://www.space.com/23073-gravity-movie-weightlessness-alfonso-cuaron.html
vulture.com - Stan P. Lee
http://www.vulture.com/2013/09/director-alfonso-cuaron-on-making-gravity.html
fxguide.com - Mike Seymour
https://www.fxguide.com/featured/gravity/









Thursday 9 January 2014

Beowulf - Uncanny coincidence?



So, linking back a little to a previous post of mine back in December about the Uncanny Valley theory, I found it really interesting when coming across some articles concerning Beowlulf and how well the film was received, or not, at the Oscar nominations.

There was a lot of conterversy surrounding the Oscar nominations in 2007 and it was debatable by the Academy, if Beowulf  actually qualified as an animation for the Best Animated feature category. As most of the movie was animation, and the realism being captured by the live action of the actors with motion capture sensors and then rendered, it was touch and go whether it could be entered at all and especially in the animation category.

In an article in the Los Angeles Times written by Tom O'Neil he states:

"According to Rule Seven, "movement and characters' performances (must be) created using a frame-by-frame technique." In the past, some films that used digital animation to enhance live-action footage didn't qualify. However, now that the technique is a routine part of the production of mainstream animated pix, the Oscars risked being accused of not keeping step with modern times if "Beowulf" had been snubbed."




Although Beowulf  was eventually accepted into the Oscars, it does seem a little strange and almost as though the Academy wanted to make a point, because the film was not nominated in any category at all 80th Academy Awards, especially for Best Animated feature. It seems as though from my point of view that the Academy must have had to succumb to public pressure and allow this film to be entered as an animation, but in doing so, gave it no credit whatsoever in nominations.

Bit uncanny, but just a thought.