Social networking essay

will_vr_change_the_processes_of_animation_in_the_next_ten_years_by_dan_sanders_v2

Above is the first edited version of my essay, by using the draft as a guide I was able to improve upon the feedback notes. Furthermore using the feedback I got from the draft, I was able to make the necessary adjustments to make the essay better. So the improvements I have made is; adding some more book references using the Sherlock webpage.

Furthermore I have been able to develop some of the points I made in the draft, as  by looking at the feedback notes I realised some of the points have not been explained properly and that some of the points are in need of changing as they do not make sense or are in need of refining.

will_vr_change_the_processes_of_animation_in_the_next_ten_years_by_dan_sanders_v3

This version of the essay is a developed more refined essay with the feed forward sheet and front sheet to have those additional necessary features. Reading through the essay I have made some improvements to make a essay that has correct punctuation and grammar. Plus I have some additional points with book references to help provide some valid references that back up my points.

Smart research notes

Smart research

Know what you don’t know 

  • Listing out the gaps

Know whats worth knowing…. that you don’t know

  • Prioritise these gaps

Know where to look and where not to look for what you don’t know

  • Going outside film, animation, art
  • E.g. poses look at fashion or photography
  • Going beyond scope of the project

Know when you’re got to know it by

  • Do it (processes)
  • Clock the hours, try different things, not the same.
  • E.g. instead of just doing digital painting, try traditional painting.

Know the best way to learn it

  • Principles- Software
  • Know principles (principles of animation) then apply them to the software.

List of things that I do not know 

  • Lighting in drawings and in 2D animation
  • Ideas for the other production themes (narratives)
  • Effects in Maya
  • Full understanding of using the camera in Toon boom harmony
  • Applying colour in Toon boom

These are just a few of the ideas I can think of that I need to go out a research to help me learn and improve on.

Point to point dialogue script

script-point-to-point-dialogue-group

Using the notes from peoples conversations in the previous post and the 16 principles for point to point dialogue I was able to come up with a basic script. Using the dialogue as a group I was able to combine some parts of different conversations and make them into one unique idea. So the basic backstory of this idea is there are two friends, one is a human Jarrod and a alien called Limer, who are travelling on a large space station on there way to investigate different planets. At this point in the script they are in the cantina getting something to eat from the counter. The two are having a basic conversation involving some of the points from my notes in the previous notes.

I think this script is a good because it contains some of the principles of dialogue and is a natural conversation. However I think some of the dialogue could be adjusted to suit the characters, to make it sound more like two different people, helping the audience to distinguish a difference between the character’s personalities.

Point to point dialogue

In this lesson we where tasked as a group to go out into the town for an hour and listen to people having various conversations. This is to get some ideas on how conversations go naturally, as some of our scripts where a bit unnatural and more robotic. Me, Sophie, Anthony and Joe.S went out as a group and went to Starbucks to get some notes from other peoples conversations, some of the ideas where from walking through the town as well.

Here are some of the notes I came up with:

  • Jacket potato
  • Did you ever want to be a lollipop as your going to f*cking be one
  • Thank you, wait at the end
  • Did you want mid caf or dark caf
  • write baby foetus
  • I play drums, so what can you play?, I can play drums
  • So you don’t play songs?
  • No I play originals
  • I got photo booth stuff and more for £13
  • You doing this boy
  • Why can’t one person talk at once
  • Uggh it’s all sticky
  • Why is Aaron…
  • You got whipped cream?
  • Got to take a selfie, I don’t trust you otherwise
  • I got like the extra caffeinated one
  • Dank meme… Dank Mermaid?
  • Do you even know fashion?
  • Just put it away
  • Snap the end off
  • Are you going to be the one to lick him?
  • Can I smell your sauce?

These various and random conversations relate to different ideas for point to point dialogue including (point to point dialogue worksheet notes);

Real people say random things

  • As writers, we want our characters to talk about things central to our plot, but humans are weird. They don’t talk about important things. More often than not, they talk about mundane things like the weather.

Real people bicker

  • Bickering rarely turns into full arguments. It’s more like a constant buzz of tension.

Real people don’t have long monologues

  • The feel uncomfortable when they’re the only one talking for a long time.

Real people don’t always hear you

  • Real people are hard of hearing. Real people have lawnmowers go by them in the middle of their conversations. Real people say, “What’s that? Huh? What did you say? Come again? Sorry, what?”

Real people refuse to repeat themselves

  • Sometimes, when the other person can’t hear and says “Huh? What did you say?” real people don’t repeat themselves. They say, “Nothing. It’s not important. Never mind, I’ll tell you later. Forget it.” Sometimes, this leads to bickering.

Real people don’t always reply

  • Sometimes, someone will say something like, “Man, it’s a beautiful day,” and then wait for the other person to respond. Usually, the other person says, “Yeah, gorgeous, right?” But sometimes the other person doesn’t say anything. They just grunt or roll their eyes or stare out the window.

Real people use nicknames

  • No one calls you by your first name, middle and last name. So don’t use whole names in your dialogue.

Real people swear

  • Some people are very sensitive to swear words

Real people speak in tangents

Real people lose track of time and their surroundings when they talk

  • Don’t intersperse your dialogue wit a lot of description or action. Your characters aren’t noticing what they’re doing or what they’re seeing. They’re paying attention to the conversation.

Real people exaggerate

  • Real people don’t tell the whole truth and noticing but the truth. They don’t exactly lie either. They just leave things out and exaggerate to make themselves look better. It might be morally questionable, but it’s very human.

Real people tell stories

  • The only time you can write long speeches is when your character is telling a story. People love to tell stories, especially stories about themselves. Sometimes, people will even listen to them.

Real people have accents

Real people talk when no one is listening

  • Even when people don’t reply, real people keep talking anyway. This is great way to show annoyance, if your character’s lecturing someone, or insecurity, if he can’t stand the sound of silence, or even social awkwardness, if he can’t pick up on social cues.

Real people don’t talk at all

  • Sometimes, real people are too mad or too nervous or too sullen or too much of a teenager to talk. Don’t make your characters talk if they don’t want it.

Real people say less than they feel

  • In the end, dialogue isn’t the best tool for developing a plot because real people are unpredictable. They rarely speak about the things closest to them. They rarely speak about their vulnerabilities. They often talk about the most superficial, irrelevant subjects. Real people say less they feel, which makes it very difficult to get emotion, sentiment, and transformation across through dialogue.

The key is to get your characters into a situation where they’re so broken, so destitute, so screwed up that they’ll say anything. And perhaps that’s why we read fiction anyway, to hear people say exactly what’s on their mind.

 

 

 

 

Storyboards for Jump parkour animation

storyboard_jump_parkour_storyboard_jump_parkour_2

During the production of my animation for the jump, parkour animation in the previous post I made a animation for understanding body mechanics. These drawings demonstrate the key poses in my animation that will be interpreted into the blocking stage of the animation. However I did make these after I made the animation, realising that I have already made the key poses by going through the video frame by frame. But these drawings could help me to adjust the poses to look more like the drawings or even to help me pose the character more naturally in the animation. Therefore next time I shall make sure that I draw these poses before I start animating to help me get a more interesting pose to pose blocking for the animation. Plus it will help me to get a reference for the camera in Maya to help design an appealing animation.

Rotoscope notes in Maya

  • Go into after effects
  • Import footage
  • Create new composition by dragging into scene or file>import
  • frame rate 24 fps
  • Move footage to where it starts (move to the left of timeline)
  • Blue outline on footage
  • Composition> add to render queue
  • Change input to Img
  • Change output to .
  • Create camera in Maya
  • Attribute editor> environment
  • Create image plane
  • Image sequence> attach image sequence to image plane with folder

These notes will help to have your reference footage behind the animation in a image plane. This will allow me to have my reference footage in Maya, allowing me to look at the footage without going back and forth from looking at the reference in quicktime player. Plus it will help to get the timing right for the animation as the footage will play when you move across the timeline, allowing me to pose the character to match the footage rather than scrolling through the footage and counting the frames. Next I am going to make another body mechanics animation using the key pose drawings first and the rotoscope method to see if that improves my way of creating a animation and to help improve my understanding of animating body mechanics.