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Presentation to the class

Powerpoint from my presentation

Evaluation

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in the first phase of this project I chose to work on an animation as this area of VFX really appeals to me; in my previous project I had used mostly hand drawn animation frame by frame to create a sequence but I wanted to stretch myself and use more software to enhance my initial designs. I first looked into a clothing brand called RIPNDIP who are known for their pop culture branding and bright animated characters which appear across their merchandise. I soon found that the brand already had similar animations to the ones I wanted to create and chose to go in a different direction with my work.

I then went on to look at cartoon animations that I particularly enjoyed the style of, having watched episodes of Adventure Time in the past and having only recently discovered The Midnight Gospel on Netflix (Pendleton Ward shows) I wanted to try and create my own fan animation. I loved the idea of combining pre-recorded audio with animated visuals and as someone who daydreams frequently I find it relatively easy to come up with ideas when listening to podcasts/audiobooks. In order to combine my chosen aesthetic with audio I looked into the kind of podcasts that might compliment an animated sequence.

One podcast that stood out to me, which started in 2020, was called Sweet Boys (YouTube and Spotify) starring independent content creators Andrew Siwicki and Garrett Watts. I was already aware of their previous work on YouTube and they had a significant fan following so I decided to watch all the available episodes and note down points in them where animations would work well. The channel already made jokes around going off on tangents and creating funny imaginary situations, using sound effects and clips of stock footage to enhance humorous moment, so thinking of stories to go alongside and compliment the audio came fairly easily to me. 

My initial plan was to clip sections of audio from different episodes and use them to create a story that I could animate, but one of the main things I wanted to keep was the natural flow of conversation as this is something enjoying about podcasts, so I decided to narrow down my search to a single clip that was long enough and had enough interesting elements to hold the viewer's attention. The channel trailer suited this perfectly and summarises the feel of the podcast, including sound effects, tangents and funny moments that could all be animated in some way without chopping up the audio. 

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Now that I had a set time for my animation (dictated by the length of the trailer) I was able to put together a more cohesive storyboard and list of assets needed. I did research a couple of other animated podcasts on YouTube but they differed in animation style and content quite significantly, these included the animated Ricky Gervais Show clips and animated Joe Rogan Podcast clips. Most of them looked as if they were created in After Effects or similar software and none were hand drawn. I couldn't find anything similar for the Sweet boys Podcast, partially due to the fact that it had only been out for a few months when the project began. I re-watched episodes of Adventure Time and Midnight Gospel with a critical eye to note anything else useful about how the characters could have been animated, as well as tracking down YouTube clips from cartoon network's behind the scenes of Adventure Time showing animators at work. I gathered that after creating a pre-visualization of an episode with the main shots/sequences as static storyboards, the animators were able to understand how characters needed to be drawn throughout the scene, the perspectives and colours to create the right atmosphere, and how markers needed to be hit with the right timing to make a moment more humorous. 

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After creating a final set of storyboards I was able to import the podcast audio track (which I'd separated from the video in Premier Pro) to my main After Effects composition. I then added the png storyboards to create my own previsualization that I could refer back to when working out timings for animated elements and how many backgrounds I needed to create. I spent a long time refining my character designs, painting backgrounds on my i-pad and exporting the finished hand drawn files to my PC. I spent a while trying to decide whether to use Adobe Character Animator or hand drawn frame by frame animation for Garrett and Andrew's characters, I was not as confident with Character Animator because I'd only tried the built in tutorials so far and only knew the basics controls of other Adobe software but I'm happy how they turned out. I still managed to hand draw both the characters but I used a blank puppet from Animator as a skeleton for my character's structures as this was pretty complicated.

 

I found that the bounding boxes around each part of the character were too large and were causing the Animator rigging system to incorrectly label layers/behaviors. After correcting this and starting again it seemed to respond better, fortunately the Photoshop file automatically updates to Character Animator which makes rigging and testing a much quicker process. I created swap sets of mouths for the characters to replace the generic default mouth shapes, this again took quite a long time and is something I'd improve my consistency with next time (some were more accurate than others) but overall I'm pleased I made the decision to do this over using the standard mouth sets. I was able to learn about the settings for lip-syncs in Character Animate and correctly sync the audio to my characters, instead of clipping the audio like a script for each character to lip-sync to, I manually edited the visemes to reflect who was speaking, I was able to slow down the audio playback temporarily to make sure I was accurate with this.

I used my webcam to record facial expression movements and blinking separately afterwards; the limb behaviors still needed work but due to time constraints and my lack of understanding of IK chains/programmed movements in Animate meant I had to improvise. I made sure the feet were pinned and then made the arms draggable so I was able to achieve some movement in time. now that I am more confident in this software I will spend more time learning the behavior functions, physics and other important functions. Although I used a background for the scene I exported my puppets without it in order to better stage them in the After Effects composition, this is an option when exporting (Media Encoder with Alpha).

I'd hand drawn all the backgrounds I needed and hand animated a few sequences (highlighted in my project log) to go alongside the main trailer elements, I think that the combination of hand drawn elements with digital animation worked well in this case as it allowed me to use my artistic side as well as learn a lot of new software skills that will be useful in future projects.

I just had time to animate some of the background elements before exporting the sequence as a final product, if I had structured my time slightly better I would have spent it learning more After Effects controls and effects that could have enhanced my work. I wanted to include bubbles in the underwater scene that appeared when the characters talked, import my other giant spider walk cycles used in the treetops scene and successfully animate them, add a hand drawn flame effect to the rocket ship/space scene and added other small finishing touches to the backgrounds/extra creature characters. I was more disciplined towards the middle/end of the project as I had a clearer idea of which software I wanted to use and how I could overcome a few technical hurdles. I did look into using Blender Grease Pencil but I felt that After Effects and the other Adobe software was worth trying to work with as all the programs can easily communicate, I also relied on Creative Cloud to transfer documents a lot which meant that I could import/export anything I needed instantly.

I will definitely be learning more animation techniques on After Effects in my free time to use in my future projects and will hopefully help me to progress to a career in the VFX industry. Although I haven't yet received any feedback from the Sweet Boys Podcast as of yet I think posting in the channel comments or interacting with fans prior to my project would have been interesting, however I will post the finished animation online and gather some feedback from other podcast fans, I was able to present my animation to the class who laughed in all the right places!(Thankfully) and offered helpful feedback which I can take with me into my future projects. 

I was asked in my presentation what I would hope the podcast would say about my animation but I explained that I'm pretty biased and would be happy with anything they said, but hoped that they'd recognize the little details I'd added as a fan.

I don't think the lack of primary research impacted the project too deeply although I recognize it's an important element of the research and development stage; I got feedback throughout the project from the rest of my class, friends who listen to the podcast and my partner which helped me to refine my character designs and develop my software knowledge. I did use a planning schedule for this project but next time will better understand the length of time it takes to complete each task and how to better organize my time.

I got feedback that the art style I'd used was consistent which was a huge relief as that was a big focus for me throughout the project, especially when combining the digital and hand animated elements. I got feedback that the animation had many parts and jumped around but as it was a trailer I feel like it still worked well, but recognized that for a full episode I would be focusing on key locations with a full story. I was also asked where I was thinking of going with what I'd learnt so far, I have definitely had some progress on using Photoshop, After Effects and Character Animator as well as learning a few more tools on Pro-Create and Flipaclip so will be continuing to develop these skills and try to create more of my own animations - I would also like to make some other small improvements to my animation which I can upload to my personal portfolio.

With modern technology and platforms like YouTube available to anyone, more unique independent content creators are going to be able to share their work and collaborate to entertain others. Companies are able to view online portfolios and channels to scout for new talented artists, performers and visual effects creators as well as the independent creators be rewarded by the platforms they use with ad revenue, fans and new career opportunities (dependent on the content type and platform).

Older media like television and radio are also interested in recruiting people who are passionate about media and are keen to have an online presence so opportunities to progress are opening up to more people within the digital media production industry. This is great for audiences who now stream content more than ever, with so many streaming platforms to choose from, Netflix, Disney+ and Amazon Prime are all fighting to put out the most talked about drama/comedy/thriller that is yet to go viral online.

 

With more advancements in visual effects and technology, professional PC setups and digital art equipment can now be bought by anyone with access to it (and an internet connection) and create their own content to be published and viewed by anyone else in the world. On a much smaller scale, I have the option to draw frame by frame on acetates and hand animate my work, much like older animated cartoons, Studio Ghibli or Walt Disney; or I am able to digitally draw, animate and compose an animation using software and visual effects. For the minute I am keen to do a mixture of both!

Next time I will make sure to keep to my time plans, organize my docs/files during the project better and gather more research/feedback on my work and ideas.

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