Character animation


Character Animation


Researching a character...

 

Character I am focusing on is the main character Scooby Doo to do some research. My choice for researching this character is down to the fact that Scooby Doo was a massive part of my childhood growing up. It is a cartoon animation that has made films and games.

One of the examples I am going to use researching this character is Scooby Doo and the cyber chase, released for ps1 and Gameboy advance. The game was published in October 1, 2001 the publisher is THQ. The original Scooby Doo, where are you? Series was created for Hannah Barbera Productions in 19969.

Information reference from;
https://en.wikipedia.org/wiki/Scooby-Doo


Analysing the shape in our character...


Scooby Doo is quite rounded in shape and with some imagination the shape could be made up of circles and oval like shapes. The reasoning for the round smooth edges on Scooby, is because he is a good guy. He is caring and always helps out his pals despite his fears of ghosts and ghouls. If we look at a circle represents softness, caring, something welcomeing as it has no sharp edges.





Psychological effects of shapes...


The circle represents youth, innocence, energy and femininity. 

The square represents maturity, stability, balance and stubbornness.



The triangle represents aggression, masculinity and force.



Shapes in our characters...




This quick rough 2D digital sketch done on photoshop shows what a more triangular shape character. He has a narrow pointy head, pointy beady eyes and sharpe edges in his hairs. The assosiation of a triangle is aggression, masculinity and force. I feel this would be a good representation as it shows the shape, although it needs more developmental work done to it to potray the image i would be happir with.


This quick rough 2D digital sketch done on photoshop shows what a more circular shape character. The circular shape shows innocence, youth, energy, feminimity. This is shown in her round head, the round shape in her figure of her body.



This quick rough 2D digital sketch done on photoshop shows what a more square shape character. The square shape represents maturity, stability, balance and stubborness. Which is showed in his square like figure and head.


Character types research...
Vladimir Propp's theory of characters...

 The villain
Is the evil character within a movie or game that throughout creates struggles for the hero when trying to overthrow and take over the good or peace in the movie or game.

The dispatcher
Is the character who gives purpose and guides and sends the hero of into their quest

The helper
Is a character or entity that helps the hero through out their quest

The heroine/prize
Is the character the hero stereotypical loves, but due to the consequences of their quest caused by the villain are not able to pursue their romantic interest or marry. Stereotypical is normally married in the end when the villain has been taken down.

The donor
Is a character the prepares the hero by teaching them or giving them a useful prop.

The hero
The character who reacts to the scenario created by the villain, takes the villain down and saves the princess. 

The false hero
A character that will take credit for the hero's actions, this person will seem to be on the hero's side but is stereotypical working with the villain.





Mind mapping character types... 



These are 3 ideas of character types mind mapped on A3 paper that I could potentially design. I have narrowed down to three potential characters. A hero, a villain and a sidekick (helper). I branched of each character type discussing their shape, objective/purpose, personality, their movement (characters gait), art style/colour for each potential character. The purpose of doing this is to help inspire the imagination, construction and thought as to what is needed to distinguish the character type they are. When I go to narrowing down which character type creation I will create I will further elaborate ideas as to whether they have powers or magical abilities.



 Rotoscoping...




Rotoscoping is a technique that involves tracing over lives action to create an animation. The method involved to do this is either a live film cut down into frames to trace over, or is done with photos taken of each movement. Then each frame is traced over. Once each frame is done, they are put together in order to create the animation.

What are the pros and cons?

The pros;
  • It allows the creation of more realistic movement.
  • It allows the realisation of foreshortening which is a pose within a character which may look larger in proportion to the rest of the body making it look abstract. This happens due to the perspective of the frame the trace has come frame.
  • It eases the harder to draw movements like turning corners.
  • It can help the animation become more smoother.
The cons;
  • It takes a long period of time to complete.
  • It can create a boiling effect, this is when the trace or drawing isn't constant throughout creating a clitchy look.
  • If too realistic it can create what is called uncanny valley, where it is too realistic it can become weird or scary as we know it is animated and not real which can create a negative reaction to the viewer.

Examples;




The image above is a secondary resource. The image is a great example of foreshortening in rotoscoping, where the image was traced over and not re scaled which makes it look abstract as the hand is not in with proportion with the rest of the body and is larger than his head. In reality this would not be the case.



This is an example of how the blue creature was created in avatar. The bottom left shows the person acting out the scene being fimled. To create the animation the recording would be broken down into still frame images that would be then traced over, this enables the movement of the avatars to more more realistic when all still frames are traced and put together in the film.









My practice GIF



Once all the photos of myself was uploaded to photoshop, a common form was found which was the bottom of the wall. Lowered the transparency of each image and lined up the bottom wall in each image so that the GIF animation went smoothly.



This is now the production of the GIF itself. Changing the settings to motion from essentials, the bar on the lower screen came up. Opened up a new slide and clicked on the selected one layer to be visible, per new slide. Doing this with each layer of photos, and then changing the settings to forever to it continuously repeats.




To create the above GIF file, clicked on 'File' and scrolled down to 'export' and scrolled to 'Save for web (legacy)' then go to click on save and choose a selected folder to save it in. Once done, opened the GIF file and checked it was saved correctly. 






 This GIF here is the complete same process to create as the above. Except for this GIF I traced the outline for each photo layer on a separate layer using a black paint tool for the outline. Then proceeding with the exact same previous steps to create each slide for the GIF before saving this GIF separately. 



My next step to improving my GIF is to add colour to each different layer with shading. To do this I created separate layers to colour in over the outline layers to prevent messing us the outline layers. Then using the paint brush tool to paint within each different section and add shading a creases to the clothing. This is going to be done for each 8 layers using the same colours and shading techniques. To add the creases in the clothing, I view only the outline layer and photo layer and lightly draw the lines over the areas I needed as guidance to shade differently to create the creasing and shading in the clothes.


Walk cycle

The walk cycle is the different motions being acted within each frame, contact is when both feet have contact with the floor. Low is when the first movement made when taking a step, where the foot is about to come of the ground. Passing is when both legs pass each other in a step. High is after the passing stage in a walk cycle where the last part of the step is made, normally when the limb is at its highest. 



Muybridge



Eadweard Muybridge
"The human figure in motion"
Eadweard Muybridge was the first person to take a series of images of different people and animals in motion. Muybridge's first start in photography 1861. In 1877 and 1878, Muybridge used multiple cameras to capture motion in stop motion photographs. A device called a zoopraxiscope was used to project the motion images.



The above image, is an example of Eadweard Muybridge's work. Showing different frames of a female person in motion. 

Life Drawings
Why are these relevant to my project? It is relevant because it allows me to further develop my skills within drawing by either sketching or calligraphic drawing. I have to be observant to get all the detail within the persons body language and structure, also ripples within the clothes and to try capture movement when drawing. How this relates to my project is because I am designing a character that requires my attention to detail and the correct scale proportion though out. The life drawings are part of my research into body postures, different drawing techniques and the use of different appliances to draw with, for example a pen or graphite. It also helps me with practising my shading techniques which will only help detail my character more.


This was drawn with a HB pencil. In pairs we had to stand opposing each other and sketch the face. The catch was is that when sketching the board with the paper had to be on your chest which meant that I was drawing upside down. The time to do this was 10-15 minutes.

Drawn in HB pencil.

Drawn in two different colour pencils that was taped together this is a calligraphic drawing.


Drawn in pen, this is a calligraphic drawing


Drawn in HB these are 3 minute per calligraphic drawings.

Drawn in HB a 7 minute calligraphic drawing.


Drawn in HB pencil a 15 minute calligraphic drawing whilst using an easel.


Drawn in pen a 20 minute calligraphic drawing.






Using axis and transform in Photoshop


Cartoon Man
I obtained a simple character outline off google, saved the file and opened it in Photoshop. I cropped the image down to only show the figure. Using the lasso tool, with a wacom tablet and pen, I draw round the arm to select it then clicked Ctrl and T on the keyboard to transform it. I adjusted the pivot point to the top of the arm/shoulder, and adjusted from the corner moving the arm slightly. My reason for this is so the arm doesn't jump when I put all my frames together in motion. After adjusting the arm I click enter on the keyboard then Ctrl and J on the keyboard to delete the marching ants. I repeated this step 10 more times. I then duplicated the body layer and used the eraser to remove the arm and then duplicate this layer under each arm layer to give it a body. Once done I merged each arm with its own body layer.
To make the GIF I had to change settings from essentials to motion. Then click making a clip with frames, making a new layer for each layer with the arm pivoted in different angles. Once done, I adjusted the second delay to 0.1 seconds, changed the settings to forever so it continues playing. I then have to save the file. To do this i scroll through file and go to "export" then "Save for web (legacy)" changed the percent to 50% clicked save and selected my save slot.
I am happy with how this has turned out as it is fairly smooth, my only critique would be to do 12 frames to make it completely smooth movement.


Character Design mind map..


The mind map is to evaluate ideas and things that need considering when designing my character.



Character design story board...

The storyboard is to help with planning my animation and how it is going to play out.



Caption reads "Character walking, looking like they are floating."

Caption reads " Hand reaches out to grasp a prop (candle)"

Caption reads "Characters head turns slowly towards the viewer whilst hiding face"

Caption reads "Characters head faces up slowly"

Caption reads "Character opens eyes and shows a sinister smile"



Character Design

Inspiration came for my character design came from Harry Potter's Death Eaters and Satan combined. Using the dark cloaked look as well as horns to create a creepy evil character. Another perspective on my character is a more sinister horned relation to Charon who takes the dead souls across the river of Styx.

Satan

Death Eaters

Charon


My character design is going to be created on Photoshop using motion to create a 2D animation. My character is going to be evil. The way I intend to portray this is to give my character triangular shapes and dark sinister colouring.

Part one
Sketching my 2D character on photoshop on a layer named rough outline. Using a black paintbrush I roughly sketched the outline using a wacom tablet and pen. The paint brush was on 100% opacity. I am happy with the outcome of my rough sketch, the character to me looks sinister and evil.  


Part two
Filling in the basic colour of the character using a wacom tablet and pen, I selected the paintbrush tool and changed the opacity to 50%. I did this to experiment with what shade and contrast I wanted for my character. I wanted my character to mostly have a dark contrast with some brightly saturated colour to represent danger, which is why I used the colour red as it represents blood and lust, a lust for pain and evil intentions. 


Part 3
Testing my frames so far. To create my 2D frames I created a new layer and the sketched over the layer underneath to maintain as much as the original shape as possible whilst making progressive changes to give the imitation of movement. The animation runs fairly smoothly and the movement is fairly clear. Some of the lines are not very smooth but if I have the time I will detail and tidy up the line work and add colour to give it more detail, tidying the line work will give it less boiling effect around the edges.

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Plan - 3 - 4 weeks
This week - Finish up sketches by using paint brush and the transform tool to re-size and re-scale my sketches for later frames. If frames are finished start adding paint colour to the character.
Next week - Continue painting character and start background
Week after (3) - Paint background
Last week -  Tidy up any details in character animation and check blog is updated.

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Part 4
Changing perspective. I decided to change the perspective partway through my animation as it shows different character dynamic but also to make my animation more immersive by making it look as if the character is approaching the viewer. To make my new frame I created a new layer and labelled it sketch then number#. Using a size 5 paint brush at 100% opacity I sketched a face on view of my character using a reference image of Charon (image seen to the upper right) to give me a better perspective of how to sketch the body. 

Part 5
Testing frames part 2, after doing some frames of my character in a different perspective I decided to see how well it run. Conducting my analysis it isn't very smooth and a bit jumpy. After doing two frames of a different perspective to try be efficient and time productive I used the rectangular marquee tool selected over one of my frames and hit Ctrl and T on the keyboard, resized the image then clicked enter then Ctrl J to delete the marching ants. Doing this allows me to use the same sketch but re position and re-size my sketch so in the animation it makes the character look like it is approaching. It is a good technique but I will need to be more careful on how much I scale up my character each time so the animation runs smoothly.

Part 6
Uploading my files to Adobe Premiere, To upload my files I clicked on media browser which can be found in the lower left box menu and surfed through my files then selected all my frames and dragged them onto the timeline. I had to do this with two separate folders as I was saving 20 frames per folder. I have been labelling each frame 'ani.part.001' then ""002 and increasing the last digits. This allows the program and computer to keep all my frames in the correct order which allows me more time to use setting up my animation on Adobe Premiere.



Part 7
Adjusting the time scale, TO adjust the time scale of all the frames simultaneously I clicked on one frame scrolled to the bottom then held alt and clicked on the last frame. That selected all my frames. Then I right click to get a little menu up and click on 'speed/duration' and used the slider to adjust my frames to 0.1 seconds each. I then select all my by clicking on the first one, then scrolling down, then hold alt and click the last one to select them all. I click on the frames and drag them over to the box on the right which is where my frames are automatically put into the correct order ready for me to click play. 



Finished product
In Premiere to render the animation you go on file, export and media. A settings box will come up and should be on defult which is 'Format, AVI' and 'Preset, Custom'. Tick the maximum render quality. I then press Queue which is lit up blue. Wait for the software to process it. Click on the file and then the grean arrow, this starts the rendering process and you wait a little bit until it says done next to the file. The animation is complete.





Evaluation

Researching about animation.
During the research I learned about character types and how shape can influence our perception of character. During research I also learned various techniques within animation and how to do them myself, for example; Rotoscoping. 
I learned there are many ways in which an animation can be done and learnt that some methods are more easier than others.
I conclude that my research was effective and was a great insight towards animation. I enjoyed learning the different character types and also different ways to create an animation.

Doing my character design.
Once resources was sought after, I started sketching and painting on Photoshop and produced about 26-28 frames roughly.
Looking back I found that is was some what time consuming and very repetitive. The quality isn't to the highest standard due to time running out to complete this project which meant the painting was rushed; This has slightly disheartened me. The animation does not have a smooth flow which again lowers the quality within the animation.
As i whole I conclude the timescale was poorly judged which makes me feel this animation is complete and far from the highest and best standard that could of been achieved and there is defiantly room to improve and continue practising techniques.

Rendering my animation in Premiere.
The frames where uploaded and checked to make sure they was in order, a few trial runs was done to see what the best length for each frame to before finalising and rendering out the animation. 
Looking back this was very quick simple and easy, the frames uploaded very quickly and due to already being numbered they was in order which saved much time to adjust the settings and length and maybe even add any effects if desired. I found this not at all stressful and the workflow was steady and productive during this stage. 
As a whole I conclude rendering my animation in premiere to be very effective and went very well. The workflow was good and I feel happy with the outcome with working on premiere. I wouldn't say any improvements would be needed for this stage.



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