Thursday, June 23, 2011

AM Tutoring Tips and Tricks part 8 - Contact

Making a great sense of contact is part of creating believable animation. Everything in CG is just geometry with texture, to make it "looks like" real objects. Unless you have a kick-ass TD to write those magic auto contacts, making believable contact usually requires a lot of time to polish.

Let's say we have a character holding a cup, you might ask, do people always look at the face first? Then why do I need to spend extra time on polishing the hand, which nobody is going to see? I'd say, yes and no. It is true that most of the audience will pay attention to the face, but we "feel" the hand holding a cup. If there is a finger penetrating the geometry, even though we might not see it, we will feel it. "Fingers shouldn't go through cups" is the so-called common sense, when we are aware of the Kitty-Pryde-ish fingers, which is against the library we have built, then that is the deal breaker for believability.

Even though sometimes we polish every contact, it is still not strong enough to make the audience feel it. So we need to emphasize the contact. It's the same concept as the classic principle: Exaggeration. If your rig allows, try to scale the geometry, for 1 or 2 frames, depending on how exaggerated the style is. You might be surprised that our eyes can't catch this while the video is playing. Instead of seeing it, we feel it. I usually try to push this until it is too much, and then pull it back.

Here are a few example from 2 of my favorite movies, Ratatouille and Horton Hears a Who!.

For the Remi Clap, you can tell that his hands are almost scaled up 2 or 3 times bigger, and because this goes very fast, we can't catch the scale, but we can not miss the clapping hands.
BEFORE
AFTER

The same thing happens when Mayor slams his arm into the wall to wake it up, we can't see the scale, but the contact is clearly registered in our minds.
BEFORE
AFTER
It's always great fun for me if I can hide my craziness in one frame or two, and nobody catch’s it. Play with it, until your boss asks you "You having enough fun yet?", or the smile is gone from your clients face. Other than that, keep playing! :)

Article created by Erik Lee, refined by Joseph Taylor.

Friday, June 17, 2011

Should I Work for Free?

Interesting post by Jessica Hische, hopefully this could find you an answer.

Monday, June 13, 2011

Golden Dragon Boy!


Congrats to the gold winners of student academy award, Bernardo Warman, Shaofu Zhang and Lisa Allen.

Don't miss their site: DragonBoyTheMovie.com

Tuesday, June 07, 2011

End of term.

Can't believe this week is actually the last QA for spring 2011!

I had great time to host a QA section this term, and everyone who stopped by, for me, that was the biggest support ever! In fact, I learn a lot by the process of how to make myself clear, and also inspired by every shots you showed.

I wish my jabber here didn't confused you too much, and if they weren't too bad, then I'll apply for another section for next term. (If they stink, please let me know,nicely, please:P )

Time for a little break, go outside and get some life, will be nice to see you come back with full battery charged.

Cheers!

P.S. I'll still try to post sometime during break, so please stop by if you have free time.

Sunday, June 05, 2011

AM Tutoring Tips and Tricks part 7 - Body Language

Having strong, clear poses could help our animation getting more appealing. However, we need to not only design great graphically poses, but also tell the story and show the emotion.

Unless it's an extrem close up shot, character's body occur the biggest space in the scene. Even most of time we look at eyes first, we feel body language as well. So usually I'll work on the body first, make sure the pose itself (without facial expression) is good enough to tell the story, then move on to facial animation. Eventually, body and face need to work together, for me it's easier to get the idea how to pose face if I already had body communicates well.

I found a book which is very helpful for study body language, it wrote by an ex-FBI Joe Navarro. He wrote this book basic on his own experience, and analyse body language in very scientific way. It doesn't really relate to animation, but it's fascinating to know what's behind the poses. This is a fun book to read, and plus, after read this, you might be able to tell if people really mean it when saying "good job". :)
There is an example from the book, the book mention that when we feel upset, or try to escape, we'll try to block ourself from outside. This could be as subtle as by covering the neck or buttoning up jacket. Here we go...
Thanks to Tony Chau for sending me a great mail about topics.