Tuesday 17 June 2014

Planning, creating and evaluating my trailer (P2-4,M2-4,D2-4)

Planning and creation 
The first decisions I had to make when creating my trailer, were to lay down the basic specifications for some of the more technical aspects of the trailer. I also roughed out some basic ideas for the trailer, then going on to pad out a few of the ideas further. these are explained in further detail in the blog post below:
Technical decisions and basic ideas (blog)
I then decided upon a final idea, and created a storyboard, character development and dope sheet to explain exactly what I had in mind, as well as help me create it.
Storyboard (PDF)
Characters and backgrounds (PDF)
Dope sheets part one (PDF)
Dope sheets part two (PDF)
Pre-production list (PDF)
To create the trailer, I then had to improve my skills in after effects. This process is shown on the blog page below, with the intermediate stages of the creation of my trailer also being shown:
After effects improvement and examples (blog)
I then used GIMP and adobe after effects to create my trailer, which can be seen below:

 

Review and evaluation
Post - Production list and evaluation (PDF)
Once I had fully completed and uploaded the trailer, I then asked my peers to view it, and give their feedback on what they did & did not like about it, as well as answering other specific questions about the trailer. This form can be seen below:
Once I had gained enough feedback from the form, I then collated all of the data I had received into a spread sheet, and used that data to help me create an analytical report on what the responses meant, as well as if it was an issue with either the form or the trailer. This report can be seen below:
Form responses report (PDF)

Action plan
receiving responses from the feedback form gave me some interesting new viewpoints on exactly what the general public opinion was of my trailer. I found it useful to consider what other people might consider the best and worst parts of my short animation, and figure out what lead them to that opinion. Generally, I found that there weren't a great deal of parts in my trailer that the responders found massively distasteful, but there were some issues with the animation.

The first of these was that the viewers generally believed that there could of been more footage of the gameplay. I only included around 3-5 seconds of gameplay in my trailer, which I can understand might be a little less than the average gamer would like to see. I believe that if I was to amend the trailer, I would add another 5-10 seconds of gameplay, some potentially ambient in the background so that if the viewers wanted to focus on it, they would be able to.

The next issue that some of the viewers seemed to have, was that they weren't quite understanding that the game was about a fight between the massive robot and a massive pigeon. I feel that I could ease this issue by adding some more shots to the trailer, extending its runtime with some footage of the robot and the pigeon actually fighting. I think that this would make the narrative of the game explicitly clear.

An action that I would take out of personal and subjective tastes, would be to add in more varied camera shots. This would be so that the animation seems more flowing. If possible I would add in a shot that scrolls across the city, while mega mecha runs toward the pigeon. This would be next to the shot where it is a first person view of the crew inside the head of mega mecha

The final potential amendment to my trailer that I could make would be that the visual style is somewhat inconsistent, as I switch between mid detail cel shaded shots, and low detail silhouette shots. I think (as well as the form responses showing) that it would be both more visually pleasing as well as more accepted by the audience to just stick to one shot style.

I believe that after these amendments, audiences would both enjoy the trailer more, as well as finding it more informative. This is because the visual style will be more solid, with the audience being able to grasp the core concepts with less effort (obvious shots of fighting between the robot and the pigeon, for example).

Planning, creating and evaluating my banner (P2-4,M2-4,D2-4)

Firstly, I started out with basic ideas for the banner, then further story boarding these ideas until I was left with one final design. This process is shown on the blog page below:
Banner development

To create the banner, I then had to improve my skills in after effects. This process is shown on the blog page below:
After effects improvement


Once I had fully completed and uploaded the banner onto my site, I then asked my peers to view it, and give their feedback on what they did & did not like about it, as well as answering other specific questions about the trailer. This form can be seen below:
Feedback form

Once I had gained enough feedback from the form, I then collated all of the data I had received into a spreadsheet, and used that data to help me create an analytical report on what the responses meant, as well as if it was an issue with either the form or the banner. This report can be seen below:
Feedback response report

I had to time frame the aspects I was going to create for the banner. I used estimates, which as shown in the evaluation were pretty spot on. The lists can be seen below:
Pre and post production lists (including short evaluation) (PDF)


Action plan 
As is described in my feedback response form, I felt that audiences generally understood and appreciated the aesthetics of the banner. If I was, however, to change the banner, there are a couple of aspects of it that I would look at.

Firstly, the speed at which the banner runs (not in terms of frame rate, but how quickly the mega mecha head raises and lowers, as well as the fire movement speed) is much too fast. This was because I was new to using particle effect fires at that point, and did not understand how to lower the velocity of the flame. I would go back into the banner, extending the run time to ten seconds. This would give more than enough time for the head to come into shot, stay for a few seconds, and then slowly leave. 

I would also improve the actual head drawing, as I used an early version of the logo for it. having completed my trailer, I could simply switch out the two images, and re-render the banner, making it look much more professional and solid.

Monday 12 May 2014

Technical choices and basic ideas

File Format
When creating my trailer, I need to use a file format that has a high video and audio quality, as well as being a format that can be edited easily (so supported by the programs and resources I will be using to create it). Previously I have been working with QuickTime movies, which have been perfect for my usages, so I will continue to use QuickTime as my file format during working on the trailer (as well as rendering the finished product into a .Mov). I could of gone for other formats (such as .wav or .mp4, but they aren't as widely used in the suites I would be using, so I decided to go with .mov.

Animation technique
to create the animation for the trailer, I will be using live shot video, gameplay shots and motion graphics all mixed together. This all be put into Adobe after effects for animating, where I will use various effects and techniques to create the specific look I am going for (80's retrofuturism). I could of used other software studios and animation techniques (such as stop motion animation), but I'm less technically able with those processes, and so the end quality would be worse than my chosen ones.

Framerate
The trailer will run at 30 frames per second. This is a smooth framerate, and won't give any noticeable playback stuttering during viewing. It also allows me to go into a reasonable depth when pulling apart the footage to work on individual frames. I could of designed this trailer to run at 15 frames per second, but unless there's a specific or artistic reason for it, the trailer would just look choppy. It would also be possible for the trailer to run at 60 frames per second, but it would just create more work for what would essentially be the same viewing experience (it's important to remember the timescale in which I have to create the trailer).

Audio
I will render the audio at 44,100kz, as this will give a full sound range for any audio which will be in my trailer. I forgot to raise the audio sample rate (leaving It at around 8000kz) during one of my previous renders, and the sound quality was drastically reduced. To stop this issue I will use a reasonably high sample rate for my audio.

Audience
The intended audience for my trailer will be those who viewed it at Fareham byte, although it will be aimed at anyone who looks on my site. This could be younger audiences, so I don't think that the trailer should include gratuitous violence, or sexual scenes. Generally, I believe that my audience by and at large will be of a mixed gender, and of the ages between 11-60. They will also be viewing the trailer in the context of somewhat knowing what my site/game is about (having already been to my games landing page).

I want the trailer to have deep, vibrant colours, and I believe that this will attract the sort of people who would be interested in my game. I also want the sound to have a deep, progressive sound (dubstep or house perhaps) which will be aimed at the sort of audience who would view my game.

Basic ideas:

  • Mega mecha fights pidgeo, city explodes
  • Mega mecha fights pidgeo, city is saved
  • Woman logs into mega mecha systems
  • Woman reads mega mecha computer files
  • Citizens running from mega fight
  • Soldiers shooting at pidgeo
  • Mega mecha comes out of darkness
  • Mega mecha gameplay in someones eye
  • Fight between mecha and pidgeo in someone's eye
  • Mega flying toward pidgeo
  • Explosion in city with mega mecha behind
  • Mega mecha slam dunks pidgeo into a basketball hoop
  • Mega's fist hitting pidgeo
  • A slow, boring look trailer which then goes "ONLY JOKING!" and goes into different awesome shots of mega mecha punching things and gameplay (Uses dead island trailer music) (3)
Further ideas:
  • Woman logs into "Mega Mecha Corp" system, views important files about the design of Mega Mecha (1)
  • Camera slowly zooms up to the head of Mega Mecha in the darkness, flashes of gameplay and other shots while it zooms, finishes with mega mechas head in close up.
  • Camera spins around a 3D model of mega Mecha, gameplay and shots of the design of mega Mecha flash in at pre-determined points in the clip.
  • Shot begins black, parts of mega mecha begin to fade in from the darkness (as if being taken pictures of with flash photography) before spinning outwards to reveal the whole mega mecha model. The face then switches to a feed of the gameplay. (2)
  • Mega mecha gameplay in the reflection of someones eye, then switching to mega mechas perspective flying towards the pidgeon, then ends with a shot of mega mecha smacking the pidgeon, with the name of the game in the sky.
  • Shots of the inside of mega mecha and his electronics, then flying across the chip board, out of his head, and zooming out from his face (which intermittently buzzes and shows the gameplay)
 Further explained ideas:

  •  (1) This idea would include a starting shot of the login screen (probably an old and fuzzy looking monitor, with the bright login screen taking up most of the screen. This would then go to a shot of the woman's eye, performing an iris login sequence. The third shot would then be the login screen accepting the authorisation, going to the files on the design of mega mecha. These shots would then be made up of the same monitor/screen combination of the other shots, but show renders of the makeup of Mega Mechas defensive skin and a 3D spinning render of him.
  • (2) This trailer idea would begin with a shot of just black. The shot after this would be as if someone had taken a flash photo of mega mechas rusted leg in the dark. It would include high detail on some of the interesting aspects of mega mecha (his jetpack thruster foot etc, high def rust effects). It would then have another flash shot of his fists, firstly lowed and in the next flash shot raised. It would then scroll upwards from his feet to his face (as he faded in from the darkness) to show his glowing face/ eye. This eye would then flicker to show gameplay footage. The final shot would include mega mechas head pulling back slightly, before flying into the screen and leaving an imprint of his before flying off. This imprint would then stay on the screen while the words "Mega Mecha Throwdown" slowly zoomed onto the screen.
  • (3) The trailer begins with some shots similar to the loading screens in grand theft auto two (using my art and parallax viewing). with the music from dead island two starting softly, there will be a few shots of Tokyo city on fire, with people running away (light screaming sounds). It will make out that the game is slow and depressing, before the words "JUST JOKING" fly into the shot and smack against the screen. The next shot with be live action and animation shots of mega mecha punching pidgeo repeatedly, as well as explosions and other interesting stuff.



Thursday 8 May 2014

Timeline of 2D animation (P1,M1,D1)

A timeline of 2D animation in terms of development, pioneers and techniques:
(PDF): https://drive.google.com/file/d/0BzkcEokJmqAoU2dlNjdVRmdweUk/edit?usp=sharing
(PUB): https://drive.google.com/file/d/0BzkcEokJmqAoaUJBVTZnSzdPMjg/edit?usp=sharing


Links to the youtube videos inside the PDF:


















If there are issues with the files, the bulk of the information (minus the actual timeline and images) is below:


Flip books - 1868

Patented in the September of 1868 by “John Barnes Linnett as a “kineograph“. It used a set number of pages with images that would be “flipped” or “flicked” through (much as the namesake hints towards). The quick succession of changing images would, as with most animation, create the illusion that the images were in fact, moving. This technology was of course limited by how thick the flip book could be, as past a certain point it becomes impossible to flick it with the correct speed. It is interesting to note that the illusion could be sped up and slowed down dependant on how fast the user flicked between pages.


Mutoscope - 1894
A man named “Herman Casier” made use of flickbook technology to create a machine named the “Mutoscope”, in 1894. The images, rather than on paper, were attached to a circular drum inside of a machine, which would then spin. The viewer would look through a viewing hole to see  the moving image. These machines are well known for coin operated “peep shows” and small comedy reels., found in English arcades up until the 1970’s, when the English currency system changed, leaving many machines only taking old currency. They were also unfortunately limited by the amount of images the drum could hold (around 850), meaning that the total run time of any of the images was around the minute mark.


Cel animation - 1914

What is a "Cel" and how does it work?
Cel stands for "Celluloid", which was the first widely used thermoplastic (Meaning a plastic that becomes more bendable and moveable when heated to a certain temperature, which when cooled, will return to a more solid state. In terms of celluloids, this is a softening temperature of 60-97 degrees (Celsius) and a melting point of around 160C). Sheets of celluloid would then be created to be drawn on, or put into strips for usage in a projector.

An interesting and mildly humorous note, is how well documented the celluloid film strips were for exploding during usage in front of the burning hot projector beams during their early usage days. The video link below shows just how easily the material burnt and decomposed.


How does a "Cel" become an animation?
In terms of creating 2D animation, the cels were transparent sheets onto which the objects (any image which was to be animated, or even static backgrounds) were painted directly. This process was created in 1914, by a man named "Earl hurd". Usually, one background image will be drawn for a scene, and then used repeatedly on cells to increase efficiency and lower the amount of time the production of the scene will take.

When painting an image onto a cell, the outline of the cell (which would be in black) would be painted on the front, while the colour would be painted on the flipside of the cell.This meant that the colour looked cleaner (in terms of not having lots of brushstroke marks, as they could be hidden by the outline). It also allowed for the colour to be added after the outlines for the shot were finished, if required.

Once all of the aspects of the frame are created, they are then placed on top of each other. In this example, lets use a two separate birds flying in the sky. There will be a frame for the background, and a frame for each separate bird. The frames for the birds will be placed on top of the background, and then a sheet of glass is placed on top of the frames to flatten it correctly. The composite image of the birds and background will then be photographed by a specialized piece of equipment, called a "Rostrum camera" to create a frame.

The "Rostrum Camera" Late 1920's
This camera differs from a traditional one in that it works more like a microscope, with the image to be filmed being placed on a platform being viewed by the camera. It allows for a few interesting visual effects to be done quite easily; zooming, wiping and scroll across the frame. This process happens with every frame to create the animation, so it isn't hard to imagine how much just how much hard work is needed to create an animation of any serious length.

Why isn't cel animation as popular in modern times?
As has been previously explained, It's a time consuming and complex process, and has simply been mainly phased out by other, more efficient, methods of generating animation. computer cel shading can create an affect similar to that of actual cel animation.

Examples of popular cel animated works:
  • The lion, the witch and the wardrobe (1979): A very colorful example of traditional animation, with a somewhat surrealistic visual style.
  • The little mermaid (1989): The final disney film to predominantly make use of traditional cel animation was the popular classic, "The little mermaid", although a couple of shots used CGI to test their efficiency for future usage.
  • Pokemon (1998): As the show has progressed, more shots have been created by using digital production methods.

Drawn on film animation - 1910
This technique is comparatively (in reference to cel animation) simple. The artist begins with a reel of blank film, onto which he creates the images. This process allows him to do virtually anything to the footage, be it draw, paint, or even attach 2D objects to the film. The blank film used can be any size from 8-70MM, though the larger film tends to be easier to work with (due to the larger surface area to work on).

One of the pioneers of this animation technique was a man named "Len Lye", who used an interesting variety of tools to create his works, including stamps and even some surgical utensils. He was a master of experimental film, manipulating techniques to make surrealistic works. In his animation "Free radicals", he carved into black stock film to create abstract patterns and movements.

Another pioneer in the field of drawn on film animation was "Norman McLaren". Much akin to Len, he was a more abstract artist, and used this technique on his first works, as he didn't actually have access to a camera to shoot footage with. His first film "Seven Till Five" (made in 1933) used the drawn on film technique.

Still photography - 1810
while not an animation technique in itself, still photography can still aid in the production of 2D animations.  For example, stop motion animation can be created from multiple still images. Stop motion tends to be 3D, due to the materials that are commonly used in stop motion animation being clay and other similar materials. There are exceptions to this however, and the pilot episode for "south park" was created in part by using stop motion 2D images.

Another use for still photography in terms of 2D animation, is to create promotional shots for the film or short. often, these shots will be taken from the actual footage of the animation (as the quality of the image will be high enough due to it being for a feature release). These images can then be edited in other software to create a final promotional image, or even poster.

Digital animation

Rotoscoping - 1915

A process originally coined by Max and Dave Fleischer for a series of animated shorts named "Out of the inkwell", rotoscoping involves what is essentially tracing round the images in frames to create another image (which could be edges or the fill of the object being traced), for use in compositing into live action shots (taken with a video camera) or for creating animation with.

In popular media, rotoscoping is commonly used to enlarge contiguous regions of colour in a shot, or to create a more stylised look to the scene. rotoscoping is an extremely useful technique in terms of visual effects also, allowing for a parts of a scene to be copied, edited, and then placed back into the shot.

One example of a film which makes heavy use of rotoscopic techniques is the film "A scanner darkly" (2006). The film was shot using digital cameras (into a digital format, as opposed to being printed onto film which is then cut/edited). Using a specialist software called "Rotoshop" specifically designed for the task of adding rotoscope techniques to films, all of the scenes were run through the program by teams of animators. Rotoshop is an interesting piece of software because it uses vector keyframes for animations, and then creates the movement between the keyframes automatically, dramatically increasing the efficiency in the rotoscopic process.


Graphics types in relation to 2D animation (bitmap and vector)
Vector - seen in the 1960's
Using points and equations to create the lines and shapes that make up the image, vector graphics don't loose quality when scaled up or down. This has obvious advantages when creating 2D animation. Using an example from my own works, the eye VFX (shown below), used a vector image of a circle outline, which I was able to work on quite a large scale, before downsizing the image to be placed inside the eye to create the effect. This meant that I was able to perfect the image before placing it into the final composition.

One of the main downsides to using vector graphics in 2D animation, however, is that it's not possible to convert the live action raster images into vector graphics without a significant loss in colour quality and render speed. This is because on a vector image, a line from one side of the image to another would be one instruction, whereas on a raster image, every single pixel on that line would be a separate instruction

Bitmap - seen in the 1960's
The namesake of the image type being given due to the fact that this image type is a map of pixels/ bit information, this file type suffers from image quality loss when scaled (which can be dramatic, dependent on the beginning resolution of the image, and how much it's scaled). Going back to the 2D animation I created, the stock footage I used was bitmap type.

The real advantage (in comparison to vector) that bitmap has, is that it isn't dependent on any mathematical equations, and so the image can be as complex as needed (hundreds of intricate curves, millions of colours). Hypothetically, you wouldn't be able to create a photorealistic animation with vector images within a reasonable timescale, whereas with enough you could with bitmap images.


Application software for creating 2D animation
Flash - 1996
Originally created by a company called "Macromedia", which was then purchased and the software tuned by adobe, With a focus on application development firstly, for animation, flash is predominantly a vector based software for creating traditional looking drawn animations, flash allowed for the first online animations to be distributed via the SWF file format. It allows for audio in the animation, also, leading to flash becoming a popular program for creating anything from web banners, to fully fledged youtube animated shorts. Due to the way the images are created in flash, the name "Flash" has often become the name given to any animation with the distinct visual style that comes from animations created in flash.

After Effects - 1993
Another software created by adobe, it specialises in the editing of footage and the creation of moving graphics, often for overlaying on that footage. It uses a track system, which works much akin to layers in photoshop (with each object, effect, adjustment layer) occupying its own space in the timeline. This allows for very complex fine tuning of every aspect of the composition being created.

Popular usages in the hobbyist and youtube community for after effects in terms of 2D animation include adding visual effects to live action footage, and creating motion graphics (such as computer terminals, adding adjustment layers).

Anime Studio - 1999
Like flash, this software is vector based, and primarily for 2D animation, and much akin to both after effects in the fact that it uses a layer based system. What makes it different from other simple animation softwares, is that it has many features to allow for more efficiency when designing and creating animation. It includes a physics engine to help simulate the effects of gravity and other natural forces, as well as bone tools to help animate realistic looking human models.

Toon Boom Studio - 1995
less aimed at being used for programming and moreso for purely animation, Toon Boom studio is a solid software for the creation of 2D cartoon animations. Although the user interface appears a bit simple, it is arguably one of the most powerful programs for traditional looking animations, with even more recent films (The Simpsons movie - 2007) having been created with it.

PowerPoint - 1990
This program is predominantly used to display information in easy to read slides and bullet points, useful for lectures and explaining concepts in bite size chunks.Although it would be laughable (at best) for any serious animation to be created in Microsoft power point software, the program does have some useful features in terms of 2D animations. Users are able to create movement paths for any objects on the page (which can include images, text boxes), as well as using transformation and transition tools to apply certain animations to them

Developers
Walt Disney - 1901 (Disney animation studios -1923)
a man infamously known for creating one of the largest animation based companies in the world, he actually began his career creating advertisements after nobody wanted to employ him as a comic strip artist. he first began using cutout animation techniques while working as an advertisement creator, then moving onto cel animations which he showed at his local theater, known as "Laugh-O-Grams".


After saving enough money to set up shop in Hollywood, Disney brothers studios was created, and so was "Alice comedies" (a 1920's series with an animated girl and cat having adventures). A few slightly less popular ventures later, steamboat willie was created, a cartoon with synchronized sound, which was a hit. This lead to Mickey Mouse becoming an iconic character in the 1930's.

With the release of "Snow white and the seven dwarves" in 1938 (Taking in an equivalent to today of around 130 million dollars), Disney was able to further expand continuing to create animations such as fantasia, bambi and Pinocchio in the next few years. During the war (up until 1945), Disney was commissioned to create military training and morale boosting videos, creating many humorous parodies of Hitler and Nazi Germany

Past his death in 1966, Disney had a dry period in terms of animation, before coming back with films such as "The little mermaid" in 1989 and "Beauty and the beast" in 1991. In the year 2000, the traditional art department of Disney was closed, due to the rise of computer generated imagery, and a stream of traditionally created films which failed financially. Luckily, however, that department was reopened in 2009 with the success of "The princess and the frog". Since then, Disney studios produces both traditional and computer generated films.


Hannah Barbera - 1957
Now a part of "Cartoon network", HB was a company created in 1957 from an amalgamation of the names of the creators (William Hanna and Joseph Barbera). This animation studio is known for producing series such as the flinstones, and scooby doo. They used traditional animation methods throughout the lifetime of the company, eventually utilising digital animation techniques also.

One of the most interesting processes they used at the studio was that of limited animation. They would keep the bodies of characters on one cel, and then draw all of the movable parts of the image onto seperate cells. This reduced the amount of images created in a ten minute short from around 26,000 to just 1,200. In terms of efficiency boosts, this is incredible to say the least. they also design character walk and run cycles to be copied to save time, as well as simplifying backgrounds.

One of Hannah Barberas most well known visual style giveaways was the looping background. This was done to save time and money on making new background shots, but ended up being retained as a styleistic choice, and is often parodied by newer cartoons as a homeage to this.

In 1992, "Cartoon network" was opened, with Hannah Barbera cartoons being one of the main contributers to the channel. Over the years, Hannah barbera logos started being replaced by those of cartoon network, and nowadays it is only a part of the company.

Warner Bros - 1923
A company started by brothers who bought a projector, and started showing films in ohio. Their contribution to 2D animation really began in 1940, with the introduction of the well known "Bugs bunny". A year before, however, they had created the first ever "Loony toon", which was named "Sinkin' in the bathtub". Their animation division didn't really take off, and was thusly closed until "The bugs bunny/ road runner movie" in 1979, which was such a success that they started producing original animations again.

In 1996, Warner bro's cartoons division created "Space jam", a mix between live action sequences and the traditional cartoon, much alike "who framed roger rabbit". in 1998. This is a really interesting way of producing somewhat surrealistic scenes, with live action actors interacting with cartoon characters. Some of the animation for this film was actually done using cels, as well as CGI being used for some of the shots. "Osmosis Jones" in 2001 was another live action and animation mix, though didn't sell very well. There was then a series (which was fully animated) which ran from 2002-2004.

contemporary work
Monty Python - 1969
This comedy sketch group made heavy use of animation techniques to help create their humourus, somewhat surrealistic scenes. Their sketch, "The miracle of flight" utilised cutout animation techniques (animating with images cut out of a material which are then moved), and their feature film "The holy grail" used some cel animation for shots.
Yellow Submarine - 1968
This film was a massive collaboration of work from over 200 artists, lead by George Dunning, including various animation techniques (such as rotoscoping, for the "Lucy in the sky with diamonds" track). The film also made use of "limited animation", which meant that as many frames were re-used as possible, to cut down on shot creation times. this required a lot of skill from the artists of the shot, as they had to give the impression of motion, even while nothing in the frame was changing.
Persepolis - 2007
Attempting to emulate the black and white visual novels that housed the original story, This film  makes use of removing colour at key points and also using shadows to create a dramatic effect while reducing the amount of animation required for the shot. This film uses traditional animation techniques.

genres and forms
cinema - 1892
Many feature films are partially or entirely animated. The animation in films seen in the cinema tend to have a much higher visual quality than any hobbyist cartoons because of the software used to create them, the timescale and the amount of skilled professionals that work on them. There aren't many films nowadays that don't have at least some animation in them.
advertising - 1899
2D animation can be a relatively cheap way to create and bring fantasy mascots and logos to life. This is useful when, for example, the mascot for your breakfast cereal is a dancing bee, as it's not really something that can be shot live action.
children’s television - 1957
Much akin to advertising, 2D animation is used a fair amount in childrens television, because it can bring fantasy characters to life. Many children shows are basic 2D cartoons, as children aren't as fixated on the visual finesse as older audiences might be. This means that the cartoons can be created quickly, and assets can often be reused.
music videos - 1985
The 2D animation for music videos tends to be a little more abstract than feature films, sometimes making use of experimental film techniques that wouldn't be viable in a feature film.
computer games - 1983
2D animation has been a huge factor in the way that video games have developed. from the beginnings of 8 bit pixel graphics, all the way to the almost photo-realistic scenes we play in today. computer games have tended to stick to digital creation mediums to create the games, but some games include scenes that have been drawn or filmed, and then placed into the game. 2D animation is used heavily in games in terms of user interface. Every single time you've had to reload because the interface says you're out of ammo? you've been watching a 2D animation overlayed on your game.
Mobile phones 1990's
while traditional animation isn't really a factor in terms of mobile phones, they use alot of 2D motion graphics on their operating systems. An example of this would be when a user clicks an icon, that icon might expand or transform to take the user to their intended destination. 
Websites - 1990's
Similarly to mobile phones, they make use of motion graphics. This can range from rollover buttons that highlight when selected, to animated web banners. Websites such as youtube or other content driven sites will also have 2D animations stored on the site to be viewed by interested users.





Tuesday 29 April 2014

After effects tests and examples




I have been following tutorials as well as experimenting with adobe after effects, to create interesting visual effects over short pre-recorded film clips. I used the "Eye VFX" youtube tutorial to help guide me through creating a demonic eye for education minister "Micheal Gove". I also used the tutorial to create a "login blink" type effect for the video footage provided in the tutorial. In both of these clips, I used motion tracking, raster animation and masking to help create the effect.
 
To go further with this shot, I added some sound effects, music, and a from scratch sci-fi computer visualisation to create a more stylised scene. This can be seen below.


The video above is the second, in which I spliced a couple of other shots I had made, and redid the sound effects to be less obvious.





The video above is the first cut of the shots I did. I was unhappy with the sound effects I had added in this version, as I hadn't normalised the audio levels very well.

As can't be seen as well in the moving picture (due to it being a close up, rather than an extreme close up) is that I added a fire effect to the eye, creating an eye similar to "The eye of sauron" from "Lord of the rings". I designed the pupil to be horizontal, as I thought it would add a further feeling of being "unnatural". I also used a goats eye as reference, as I've personally always noted their eyes to be odd. The final result of the tutorial is good, but there are some slight issues with the pupil not tracking perfectly. I could fix this by going into the animation and moving the eye to the correct placement frame by frame.

































Website banner design and development

Final banner (with audio) in various formats
SWF: https://drive.google.com/file/d/0BzkcEokJmqAoOFp3WGptQjJzR2M/edit?usp=sharing
FLV: https://drive.google.com/file/d/0BzkcEokJmqAoLW9LMFI0NFNQcm8/edit?usp=sharing
HTML: https://drive.google.com/file/d/0BzkcEokJmqAoSENvNHNoNDNqVWM/edit?usp=sharing

 Development process
For my website to stand out and attract user attention, it is necessary to create an animated  banner. Firstly, I began with a set of a few different ideas I had for my banner.
The first idea I had was a simple one. The background would be fire (or a city on fire if there was more time to construct it). There would then be a flag waving in the wind, with the name of the game emblazoned on it. there would also be a stationary Mega Mecha head, which may include realistic lighting effects.

The second idea was this: a pidgeon at the very right hand side of the banner, waiting for about a second before a fist comes flying into the view. This fist would then hit the pidgeon, knocking them both out of view. The name of the game would then appear on the background.

The final idea is the Mega Mecha name shortened to "MM", which stands as if it was a human looking up at a kaiju. The head of Mega Mecha would then come into view, until it was in the center of the banner, looking at the user.

I reviewed all the aspects of the banner designs I had made, and settled on a final design. It would be a city in flames, with the mega mega logo coming into shot, stopping next to the name of the game (which would be in front of the flames). I have created a storyboard to show this process.