Thursday, 14 February 2013

Run Cycle all Animated


I made sure the body is leaning forwards to suggest momentum, and added secondary animation in the bobbing of the head. Lifting the whole body away from the ground when the feet are apart turned out to be important - when running a person 'jumps' forwards between each step.

I could add in more rotation to the body as the feet reach forwards and backwards, at the moment the body is a bit stiff.

Monday, 11 February 2013

My own Run Analysised

Now we come to the 'run cycle', the second of the three animation cycles I will be making using Moom. I've already recorded my own run using the same technique I used for my walk.




I marked points at similar intervals to the walk - 4 frames per cycle. Each cycle will need to be faster than the walk for obvious reasons.

Extracting these points as still images has proved more tricky than with the walk. This is probably because the run is faster and the feet are both off the ground at two points in the cycle. I've made a gif to check my reference frames are accurate. It pops slightly at the end but I do still think it will give me a good enough reference to begin animating from. At any rate, I'd quite like to have a crack at it and see what happens! There are 8 frames in this, I found I needed to add in 4 more frames between the first 4 to capture the motion of my legs moving.



Walk Cycle Complete!

Well I say complete, but animation is probably all about the minor tweaks/details!



I'm pretty happy with this, I think the hardest part of animation is acquiring an understanding of how the body moves. Walking is an action we do not have to consciously think about as we do it, but as we de-construct the many smaller movements that make up a walk we begin to see how complicated it is. I'm glad I started by analysing my own walk, I feel that I understand the mechanics of the process of walking better now.

Along with the obvious movement of the legs and arms, I added a 'bobbing' of the upper body (drawn from my frame-by-frame analysis). As the feet are farther apart, the legs are less perpendicular to the ground, causing the distance between the waist and ground to decrease at points 3 and 4. I also added a slight bobbing of the head to suggest that the momentum of each step travels up the body. This is an example of 'secondary animation' emphasising primary animation.

If I were to add to or remake this walk cycle, I would add in secondary movement to the wrists and fingers as the arms swing back and forth, and perhaps record myself walking from the front, to greater capture the angle of my feet. I suspect in this animation the feet face forwards more than is realistic - people's feet normal bow out the side, away from their torso slightly.

Thursday, 7 February 2013

Analysing my own Walk

The most obvious thing to do to help me with creating a walk cycle is to record my own walk as reference.


Isolated out, confined to move on the spot and turned into a gif, and we have this:


I'll be using these images as a guide when I animate Moom:





Tuesday, 5 February 2013

Women in Games?

I recently had the pleasure of attending a talk by David Smith, founder of Women in Games Jobs, a not-for-profit company which describes itself as working to "recruit, retain and support the progression of women in the games industry by positively and actively promoting female role models and giving encouragement and information to those women seeking to work in games".

Ignoring the incongruity of a man establishing an organisation for the promotion of women, David made some interesting points.

According to David, of the 9,000 highly skilled workers supported by the Games Industry in the UK, only 1 in 15 is female; a staggering ratio, even for an industry that has traditionally been associated with young males.
 
But is this association valid? According to a report by the Entertainment Software Association in 2008, the ratio between male and female ‘gamers’ is around 40:60, with almost half of players between the ages of 18 and 49, and the average age of gamers 35 years old. Although this was a survey conducted in the US, it is logical to expect similar results in the UK. While this ratio is not consistent across all game genres (web and phone based games feature the highest proportion of female players) overall it is impossible to ignore the fact that women are a sizeable majority of gamers.

So how do we account for this discrepancy? According to David Smith, the history of video games has been that of ‘boys making games for boys’. If we look at who ‘blockbuster’ games are aimed at, this certainly seems true. The almost universally poor portrayal of female characters in games shows exactly who developers assume their biggest market is: sexually frustrated male teenagers. 

Game director Hideki Kamiya claimed that the core theme of the game Bayonetta was intended to be ‘sexiness’.

However, the statistics show this is quite clearly not the case: games are not just the pursuit of young men. In catering only for an elusive, stereotypical market developers will ultimately fail to find their audience; they risk alienating the very people whose business they need to continue. In such a hit-driven industry, where companies fail regularly, developers cannot afford such a mistake. Commercially it makes little sense, so why is such unchecked sexism especially prevalent in the medium of video games?


The character Samara from Mass Effect 2 must get cold while walking about in space.

The most obvious answer is that with so few women involved in creating games, the patriarchal attitudes and male sexual fetishes we see are left unchecked. Without the voice of women (or even non-straight males), is it really surprising that female characters are primarily used as window dressing? Something pretty to drape around the DVD case. 
 
It is also worth highlighting that minority groups have a worryingly small presence in the games industry. As David Smith noted, around 3% of those working in the industry in the UK are members of an ethnic minority. So perhaps a more accurate analysis of the history of games is that of ‘white boys making games for other white boys’.

Certainly the ingrained sexism seen in the artistic direction of video games must be challenged, from all sides, but primarily from within the industry itself. I believe video games have the potential to become the medium of our generation, but for this to happen we must see a radical shift in the people who make them. We must see more women and members of minority groups making the creative decisions in games companies, in order for the medium to adapt and ultimately to survive.

Monday, 4 February 2013

2d Walk cycle


Informed by the photographs of Eadweard Muybridge (below) I have made my very own homemade 2D walk cycle.



First of we have the steps planned out. I've chosen to use four 'frames' over the course of 1 second.



If I animate this walking past it looks pretty legit. Obviously there's only one foot, but it does look like it's walking.



For the purposes of video game animation, I will be animating the walk cycles on the spot - Moom will not move around forwards in Maya. So first let's show this in my 2D animation:



Yep, definitely looks like a single leg on a treadmill. If I add in a second leg behind the first (greyed out to distinguish it) I have the whole set.


Just to check this still looks right when moving, I've moved the legs forward each time:


Well this looks pretty good to me. now I know where the feet will be at every quarter of a second I can transpose that into Maya and hopefully let the computer fill in the majority of the movement for me.


A Different Kind of Animation

I thought I'd throw this into the blog, since it counts as 'animtion'. I fancied having a go at redesigning the ident I made for Jack Brindelli's Youtube channel.

Original:


I made this one about over a year ago using Flash. Although I was happy with it at the time, I felt I could do a better version now.

New (WIP): 

 

Using After Effects instead of Flash means I can go crazy with the blur. Gotta love some of that blur. In seriousness though, it does make fade transitions more convincing.

I'm going to go back over this later on and probably change the timing so it syncs up with the audio better.

Walk cycle - First Attempt.


Using the 'Moom' character rig (http://www.creativecrash.com/maya/downloads/character-rigs/c/moom-v4-0-3-by-ramtin). This cycle is 40 (39) frames long.

To be frank, this is pretty rubbish, but that's to be expected considering it's my first attempt animating a 3D character. I think I have the basics of how to actually move the rig about sorted in my head now, the trouble I've been having has been knowing which parts to move, and how.

For instance, in this cycle the legs raise far higher than they should do while moving forwards. I tried to emulate the secondary motion (movement of the head/hips/etc) but this has come out rather exaggerated. In my future attempts I need to be more subtle.

I'm going to reduce the cycle down in  4 frames, and draw them out in 2 dimensions first, then take that into Maya.

Sunday, 3 February 2013

Bouncing Ball II: Bounce Harder

So the next step is to make this cheeky little ball bounce forwards as well as up and down (this is the part where it gets complicated).


I improved on the earlier ball animation in a number of ways: the ball actually rotates as it falls, and the point from which the squash and stretch occurs rotates with the ball. There is also I more subtle amount of squash and stretch. Maya can loop the animation with values offset, meaning the up/down motion is repeated while the ball moves forwards continually. I couldn't find a way of reducing the height of each bounce each time without changing the keyframes manually, so in this animation the balls heighest point remains consistent. Also (although barely noticeable) the rotation is not offset with each repetition, meaning the ball rotates back to its original value directly after each bounce. But I only noticed that after I exported this lovely .avi.

Bouncing Ball - Part 1

So the first thing you're going to be doing in any process of animation is making a ball bounce (I certainly did it in 2D years ago). I present: my first attempt at making things move about in Maya.


At the time I recorded this I had no idea how to export video in Maya, hence the cameraphone video.

There's probably a bit too much squashing going on here (although that depends on what type of ball this is I suppose!).

Life Drawing - 16/01/13





Slides from Presentation on Gametesting

















The 12 Animtion Principles


The 12 ‘basic principles of animation’ originate in the book ‘The Illusion of Life: Disney Animation’, written by Disney’s Ollie Johnston and Frank Thomas in 1981. Although Johnston and Thomas drew what they animated, the principles they outlined are still useful and relevant my practice, and indeed that of any kind of animation. In this project, I will be looking at digital animation – animating characters and objects for use in a game world.

Squash and Stretch

The first of Johnston and Thomas’ principles refers to the way objects change their shape in motion, without changing their overall volume. A bouncing ball, for instance, will be squashed as it hits the ground but will be stretched in other directions to accommodate its volume. If exaggerated, we can induce a comical, slapstick effect. In animation designed to resemble the real world the principle is still important; an arm must remain the same length while moving around, and muscles squash and stretch under the skin as body parts move. Johnston and Thomas believed this to be the most important principle, and arguably it is: animated elements must convey a consistent form to the viewer.

Anticipation

Objects cannot move out instantly, they must often be ‘set-up’ beforehand. For example: a figure cannot jump up before their knees are bent, or throw a ball before first moving their arm backward.
In games this principle is frequently ignored. Players need to see a result ingame that corresponds to their button press, any delay will make gameplay feel unresponsive and ultimately unsatisfying. In ‘Deadspace’ (2008) the player character will go from a relaxed posture to that of aiming a weapon instantly, with no frames in between. This jars particularly if the player chooses to aim behind the player character, an 180 degree turn will occur instantly. The earlier example of a humanoid figure needing to bend their legs before a jump is another example where this principle is regularly broken in video games.
Other situations can warrant a similar purposeful lack of anticipation: a sudden unexpected movement from a character can be amusing in a similar way to an exaggerated squash-and-stretch. In the animated film Wreck It Ralph, some characters based on NPCs move instantly in order to emulate the low frame-rate of early arcade machine games.Lip-synching is still animated at a conventional framerate, however.

Staging
  
Much like in theatre or film, the audience’s attention must be directed to the most important part of a scene. As an animation principle, staging is defined as ‘the presentation of an idea in way that makes it unmistakably clear’. Placement of elements and the position of the ‘camera’ are important here. Johnston and Thomas stressed the importance of minimising unnecessary detail.

Straight ahead action vs pose to pose
There are two distinct approaches to the actual drawing process. We can draw each frame at a time, in succession, or plot out the key frames first and fill in the remaining frames later. When working for Disney, all frames would have had to have been drawn out by hand, however, in digital animation intervening frames can be created automatically, rendering the technique of ‘straight ahead action’ unnecessary. In fact just about all animation software relies on a system of defining keyframes, with movement between them calculated automatically. Fortunately for this project, I do have experience in 2D digital animation, and so ‘pose to pose’ keyframe’ based animating is something I already understand to a degree.

Follow Through and Overlapping Action

This principle refers to two closely related techniques design to show movement more realistically. If a character stops walking their arms or clothes may sway for a few frames longer than the rest of the body, they ‘follow through’ with the rest of the movement. This principle of drag must be applied to all changes in motion. Similarly, different parts of the body move at different speeds/rates/rhythms: a human will breathe at a different rate to the movement of their legs, and their eyes will blink independently of both. Animation should reflect this to appear lifelike.

In Red Dead Redemption (2010) Rockstar San Diego we can see a good example of ‘follow through’. The player character’s coat sways as he walks and upon moving forwards from a stationary position, the tails of the coat will remain stationary for a few frames.

Mass Effect 3 uses a series of ‘cinemagraphs’ (subtley animated looping images) to mask loading screens. A clever tactic, it replicates the feel of an establishing shot in filmmaking. The animations themselves are very short, however, and as the entire image loops it is easy to detect the joins after a few rotations. By making the loops longer and animating different features in an overlapping fashion, this would have been more difficult to spot.

Slow In and Slow Out

Moving objects do not immediately stop, unless being done so by an external force. A figure running from stationary will take time to get to full speed, and will need to lose momentum before becoming stationary again of their own accord. In the commonly used bouncing ball example, the ball will hang in the air as it transitions between moving up and falling back down.

As with many of these principles, ‘slow in’/’slow out’ is important even in comparatively simple animation. In good kinetic typographic animations the characters will ease into and out of motion. Although subtle and barely perceptible, this will give the letters the illusion of weight, and combined with motion blur mimics the movement of objects in real-life, giving a simple text animation a slick professional feel.

Arcs

Non-mechanical motion normally follows an arc, be it the movement of an arm in its socket or the trajectory of a flying ball. ‘Ragdoll physics rely on this to give bodies a structure that is consistent even when the body is limp.

If these arcs are ignored the limbs will ‘clip’ through other parts of the body, and will not move convincingly. Taken to its extreme, a body part that does not follow a logical arc may change in size dramatically.

Secondary Action

Johnston and Thomas noted that secondary details can breathe life into a character, and should not be forgotten. They should, however not detract from the ‘primary’ animation (framing). Secondary action (be it a character’s expression, the flutter of their clothes in the wind) should emphasize rather than draw attention from the primary action.

Taken into the context of video games, ‘idle animations’ are a example of this. Even if the player character is not moving around they should still be doing something – no human stands perfectly still (not for very long at least). People shift their weight from side to side, fidget and look around when standing on the spot. Idle animations can be the best place to bring out the personality of a character, to present their inner thoughts on a situation through body language.

In Final Fantasy XIII (2009) characters will shift into an idle posture after a few seconds of inactivity, mirroring the way a real person would shift their weight into a more comfortable pose after standing still for a few seconds.

Another example of secondary action applied to video games could be seen in a modern first-person shooter that animate minor details into the ever present weapons.

Timing

Timing is obviously important in all animation if we are to replicate the way that physical objects move. An unintended delay in a video game can be particularly problematic if it causes the gameplay to feel unresponsive.

Exaggeration

For Johnston and Thomas exaggeration was ever present in their work. The Disney ‘house’ style was to ‘remain true to reality, just presenting it in a wilder, more extreme form’. This ethos is followed today in just about every animated film. Games vary in their style greatly, however; many try to emulate real life as accurately as they can.

Solid Drawing

If we are to animate a figure, we must first understand their anatomy. Life drawing is arguably important within all artistic pursuits, but especially in animation.  Although Johnston and Thomas would have insisted every animator be a skilled draughtsman, this is no longer as important within digital animation. An understanding of the mechanical composition of a body (or other object, for that matter) is still crucial.

In Spec Ops: The Line (2012), the player character is not rigged convincingly, leading the bottom of the skull to bend far higher than it should.

Appeal

The final principle of the 12 states that characters must ‘appeal’ to the audience, be they villains or heros. This principle is difficult to define, as appeal is not always synonymous with likeability, villains are often the characters with the most appeal.

An equivalent term used in acting would ‘charsima’.

BA2 - Term 2 2013.

This term I will be looking at animation, specifically that of 3D objects for eventually use in a game engine. I will also be exploring 'roles' within the game industry.