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1.2 Design for Animation, Narrative Structures and Film Language

Week 4: The Auteur and Animation

The auteur theory, traditionally associated with film, states arguments about who is considered the author of a piece of work. In animation, this theory takes on unique dimensions due to the collaborative and multi-disciplinary nature of the medium. While Paul Wells argues in ‘Animation : Genre and Authorship’ that animation may be consdered the most auteurist of all film formats.

On the contrary, there is a challenge in attributing singular authorship within animation due to its collaborative framework. Wells mentions that recognizing an auteur in animation often involves analyzing their recurring themes, visual aesthetics, and storytelling approaches across multiple works. Very specific themes and genres are observed in the works of animation directors like Hayao Miyazaki and Junji Ito, making them the ‘auteurs’ even with the huge production team and studios involved in their works.

Wells further explains the auteur theory through the case of Disney of whether he can be considered an aurteur or not. While Walt Disney was barely involeved artistically in major Disney works, he shaped the studio’s brand and vision. Many directors of Disney studio downplayed their contributions to promote the ‘Disney’ name. This complicates the auteur theory as it aligns with a ‘studio-driven authorship’ model. It is not always the director who is considered the auteur, rather any producer or visionary leader that guides the production team in a specific style, genre, or theme.

Through his analysis, Paul Wells raises points for further discussions about authorship in animation, which is often a less regarded field of film practices. Animated film can be collaborative at larger scale and individualistic at smaller scale, making it complicated to define the true auteur of a piece.

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1.1 3D Computer Animation Fundamental Animation (Maya)

Week 4: Ball with Tail – Spline

The task this week was to fix the errors in blocking and create spline animation.

The first try was not right, particularly the ball motion was easing at each bounce and following asymmetric arcs. To fix that I went back to clean up the ball first and revised the tail accordingly.

Ball with Tail – revised
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1.1 3D Computer Animation Fundamental Immersion (UE5)

Week 4: Materials

This week was for learning material and texturing in Unreal. As having worked with node based materials in Blender, this was relatively easier for me to understand.

I created a master material. I added the following controls as parameters to modify for different instances-

  • Texture Position, Rotation and Scale
  • Albedo
  • Specular
  • Ambient Occlusion, Roughness and Mettalic
  • Normal
  • Surface Imperfections
  • Emission
  • Textures
Master Material

Using this master material, I created multiple instances changing the parameters and getting materials for different surfaces.

4 different Material Instances using the same Master Material
Categories
1.2 Design for Animation, Narrative Structures and Film Language

Week 3: The Avant Garde – Experimental, abstract constructs and analysis

I picked the music video “The Wolf” by Siames, directed by Fer Suniga & RUDO Co. Analysing it within the 4 criterias, it was evident that the animaiton is a ofrm of conceptual abstraction, representing the lyrical theme of music.

Above : stills from The Wolf music video, SIAMES (2017). SIAMÉS ‘The Wolf’ [Official Animated Music Video]YouTube. Available at: https://www.youtube.com/watch?v=lX44CAz-JhU

1. Categorization

The music video is a narrative-driven conceptual abstraction. The animation has a unique storytelling style using minimal designs of characters and visually appealing transitions which complement the musical rhythm. It tells a loose story involving a group of characters haunted by a wolf-like manifestation of their internal fears or desires. The tone is dark and suspenseful, blending noir and thriller elements.

2. Form and Function

The video’s objective is to visually amplify the song’s themes using stylized animation and metaphorical storytelling. The animation functions to complement the music’s rhythm and lyrics, emphasizing tension and release. The limitations are inherent in its abstract approach, which leaves much open to interpretation, allowing each viewer to derive their own meaning.

3. Process

The director uses 2D animation with a graphic novel aesthetic, marked by sharp contrasts, bold lines, and minimal character designs. The animation uses dynamic camera angles and flowing transitions to intensify the music’s emotion. The ‘wolf’ is represented in a free form, with multiple limbs and solid black color with red eyes. Its movement is stylized to represent an uncontrolable impulse or rage, creating a direct relation the lyrics of the music.

4. Formal Elements

The use of space and composition is cinematic, creating tension through tight framing and dramatic perspectives. The color palette relies on high contrast, dominated by blacks, whites, and reds, reinforcing the ominous tone. Movement is fluid and energetic, mirroring the music’s rhythm, with pacing that syncs perfectly to the song’s beats. Transitions are sharp yet cohesive, matching the shifts in tone and energy. The audio and visuals are tightly integrated, each enhancing the other’s impact.

This music video exemplifies experimental animation through its conceptual storytelling, stylized aesthetics, and effective fusion of sound and image.

Categories
1.2 Design for Animation, Narrative Structures and Film Language

Week 2: Animation and Visual Language

‘Animation’ has a broad meaning which has evolved over the years. As mentioned by Paul Wells in ‘Understanding Animation’, 1998 the term to animate is derived from the Latin verb animare, which means ‘to give life to’. Translating this to the context of 3D computer animation, the act of moving inanimate objects in a virtual space to create an illusion of life is animation.

Some artists changed the methods through their experiments with different mediums, while technology acted as a catalyst to rapidly transform the techniques and styles in animation. The oldest device of Phenakistiscope, using a series of images on a circular disk or the Praxinoscope, using a cylinder and mirrors, was rotated at fast speed to create the illusion of movement. These were the earliest bricks for the massive structure that animation has become.

The avant-garde movement embraced animation as a medium for experimenting with abstract shapes, space, and time, offering more freedom than traditional painting. Many artists transitioned from painting to animation to break away from classical art rules. Movements like Futurism used animation to explore political and ideological themes, paving the way for Dada and Surrealism, which adopted film as an artistic form, strengthening the connection between art and cinema. Ultimately, avant-garde artists used animation to push creative boundaries and challenge traditional artistic conventions. Now, animation includes frame-by-frame animation, flip books, stop motion, claymation, motion graphics even virtual reality and visual projections. While some people refer to animation as ‘cartoons’, and the Japanese animations are called ‘anime’. They are all included in the broad umbrella of animation.

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1.1 3D Computer Animation Fundamental Animation (Maya)

Week 3: Ball with Tail

The exercise for this week was to learn anticipation, and more enhanced use of overlapping actions, using a ball with a tail.

Bill Tytla – “Any animation consists of anticipation, action and reaction”

Going through the Animator’s Survival Kit, I tried to understand the overlapping action for this exercise.

p 231
p 301

The task was to work on the blocking only, with movements on each bone for every keyframe. This was slightly complicated to fix timing of the animation. It took multiple revisions to get right. I tried to add anticipations for each jump to relate to the jump height and distance as well.

Categories
1.1 3D Computer Animation Fundamental Immersion (UE5)

Week 3: Production Sequencer

For this week, we worked on sequencers and cameras. Within my project file, I created cameras for the required shots and placed them in sequence of the script. Then animated the camera movements using transform keyframes on the sequencer and editing the graphs to get desired motion.

To break down the scenes, I created a main Sequencer and 3 Sub-sequences for each scene.

This is a draft export of the camera cuts from the main Level Sequence.

Within the subsequences, I added the character and levels that I wanted to be hidden. Each asset was coverted to spawnable and turned on or off where required. Below is a subsequence where I turned off the ‘City’ Level to have just the terrain and fort visible.

Categories
1.1 3D Computer Animation Fundamental Animation (Maya)

Week 2: Pendulum

The 12 principles of animation were introduced in class. While each principle is important, I feel they can be re-arranged in a sequential manner for a step-by-step approach.

So re-organizing the 12 principles according to my understanding –

  1. Straight Ahead & Pose-to-Pose : deciding what action requires which method should be the 1st step.
  2. Staging : Individual key-frames should be composed well.
  3. Timing and Motion : Pose spacing and timing of the primary object should be fixed next.
  4. Ease-in and out : To add a sense of acceleration and deceleration at the ends of the actions.
  5. Arcs : While fixing the motion path, arcs or straight lines should be decided according to the action.
  6. Squash and Stretch : This adds physical characteristic to the object.
  7. Anticipation : Every action needs an opposite action before starting to prepare the audience.
  8. Follow Through and Overlap : Parts like hair, cloth or tails keep moving after the main body stops and catch up afterwards.
  9. Secondary Action : A reaction (similar to a tail) of other objects from the primary objects action.
  10. Exaggeration and Appeal : The two can be merged as both are used to give a personality to the action.
  11. Solid Drawing : As a 3D animator, it can be considered as the models and textures should be clean.

The second exercise was to learn Follow-through and overlapping principle through a pendulum.

After deciding the main disc timing, I did the keyframes straight ahead for the each pendulum arm with a diminishing amplitudes. Then editing the graphs of each arm to offset slightly from the previous one gave the desired result.

Categories
1.1 3D Computer Animation Fundamental Animation (Maya)

Week 1: Bouncing Ball

The Bouncing ball animation was the first exercise. With the aim to understand spacing and timing while applying squash and stretch principle.

Final Animation

I planned it using a guideline to denote the exponentially losing energy of the ball, both in height and distance. Once the planning was complete, I moved on to create key frames and edit the graph editor to achieve the desired interpolation.

After the location and rotation in place, I added squash and stretch to the ball for the impacts.

Categories
1.1 3D Computer Animation Fundamental Immersion (UE5)

Week 1-2: Unreal Engine Introduction

The first and second week we focused on installing and getting used to the interface of Unreal engine 5.4.

Unreal Engine workspace

Unreal has an intuitive interface where basic navigation is done through LMB+WASD and QE. A project Outliner on the right and a Content Drawer at bottom to organize assets. And the properties panel of left bottom to edit those assets. The toolbar on top has different selection modes and options to add objects or levels into the project. Under that are the shading and viewing options, along with tools for translation and modification with options for snapping.

Having worked for films and in Blender, this is a good analogy for me to understand the workflow in Unreal.

Within the project there are Levels with Sub Levels within them which are like sets for a film. And

For my project, I started by creating folders for Environment Assets, Levels and Extras for Lights and cameras. I added a new Level to create a terrain for the scene. Then I added basic light setup using Env. Light Mixer.

Environment Lighting

My scene is set in a desert landscape, so I edited the env. light colors and added a custom stylized Cloud texture, to get the desired aesthetic for the environment.

Landscape Sculpt

Using the Landscape tool, I created a rough terrain to place my built mass and applied a sand material to the landscape mesh.

Blocking

Using the Modelling tool within Unreal, I created a blocking of the fort for the scene.