Wednesday, 20 May 2015

Animation



"From the beginning, I kept saying it's not the technology that's going to entertain audiences, it's the story. When you go and see a really great live-action film, you don't walk out and say 'that new Panavision camera was staggering, it made the film so good'. The computer is a tool, and it's in the service of the story." —John Lasseter, Co-Founder of Pixar

  1. FoundedFebruary 3, 1986
  2. FoundersEdwin Catmull,Steve Jobs,John Lasseter and Alvy Ray Smith 

The Pixar production logo is a sequence that appears at the beginning and end of most Pixar productions movies,and features a playful desk lamp.The 1986 short film Luxo,Jr. is the source of the small hopping desk lamp included in Pixar's logo 

Most successful and beloved animated films of all time.Pixar has so far produced fourteen films: 

Pixar Animation Studios is a computer animation film studio based in Emeryville, California. The studio is best known for its CGI-animated feature films created with Photorealistic RenderMan, its own implementation of the industry-standard RenderMan image-rendering application programming interface used to generate high-quality images. Pixar began in 1979 as the Graphics Group, part of the computer division of Lucasfilm before its spin-out as a corporation in 1986 with funding by Apple Inc. co-founder Steve Jobs, who became its majority shareholder. The Walt Disney Company bought Pixar in 2006 at a valuation of $7.4 billion, a transaction which made Jobs Disney's largest shareholder.

 I will be talking about the methods and techniques used by Pixar to create the film Wall-E. At first a story idea is pitched, A Pixar employee pitches his/her idea to other members of the development team in a way that's reminiscent of a sales pitch. This is very effective because you get different ideas from different people and from this you can build up to a final decision. 

The text treatment is written. A treatment is a short document the summarizes the main idea of the story. This is very effective because this will help everyone to understand what this idea is about.

Storyboards are drawn. Storyboards are like a hand-drawn comic version of the movie and serve as the blueprint for the action and dialogue. Each storyboard artist receives script pages and/or a "beat outline", a map of the characters' emotional changes that need to be seen through actions. Using these as guidelines, the artists envision their assigned sequences, draw them out and then "pitch" their work to the director. This is also very effective because the director gets on overall version of the idea and what’s going to happen in the animation.


Voice talent begins recording. Pixar artists for the storyboard reels record first, temporary “scratch” voices. Later, when the story and dialogue are further along, professional actors begin recording the character voices, reading from script and improvising. Actors must record lines several different ways, and the best reading is eventually animated. Sometimes, scratch voices are so good, they are not replaced. This is very effective because from this you get different voices to use and the more you record the better it gets, so therefore this is very effective.


Editorial begins making reels; this is also called an animatic. A reel is videotape that allows the cleaned-up storyboard sequence to stand alone, without a pitch person to tell the story. A pitch can be successful because the storyteller is strong, so reels are an essential step to validate the sequence and are the first instance that the "timing" of the sequence is understood. Editorial uses the information to fix the length and other elements of each shot in a sequence.
The art department creates the look and feel Based on the initial text treatment, storyboards and their own creative brainstorming and development work, the art department creates inspirational art illustrating the world and the characters. It also designs sets, props, visual looks for surfaces and colours and "colour scripts" for lighting, which are impressionistic pastel illustrations that emphasize the light in screens.
Models are sculpted and articulated Using the art department's model packet - a set of informational drawings- the characters, sets and props are either sculpted by hand and then scanned in three dimensionally or modelled in 3-D directly in the computer. They are then give "avers", or hinges, which the animator will use to make the object or character move. (Woody has 100 avers in his face alone).



The sets are dressed after the sets are built in 3-d they must be dressed with prop models. Such as chairs, curtains, and toys, to create a believable world. Set dressers work closely with the director to ensure that the director's vision for the environment is being realized. This is also very effective because if anything that isn’t supposed to be there, then you can change it before the actual animation happens and there won’t be any trouble.
The shot is animated, Pixar's animators neither draw nor paint the shots, as is required in traditional animation. Because the characters, models, dialogue and sound are already set up, animators are like actors or puppeteers. Using Pixar's animation software, they choreograph the movements and facial expressions in each scene. They do this by using computer controls and the character's avers to define key poses. The computer then creates the "in-between" frames, which the animator adjusts as necessary.
Sets and character are shaded the shade is separate from the surface to which it is attached. In other words, the shape is determined by the model, while the surface colour and texture is determined by the shader. The shading process is done with "shaders", software programs that allow for complex variations in the colour or colour shaping.

Lighting completes the look using "digital light", every scene is lit in much the same manner as stage lighting. Key, fill and bounce lights and room ambience are all defined and used to enhance the mood and emotion of each scene. Lighting takes its inspiration from the moody colour scripts created by the art department. This is effective because this give an overall look.

 THE COMPUTER DATA IS "RENDERED" Rendering is the act of translating all of the information in the files that make up the shot - sets, colours, character movement, etc.- into a single frame of film. Pixar's Render farm is a huge computer system that interprets the data and incorporates motion blur. each frame represent 1/24 of a second of screen time and takes about six hours to render, though some frames have taken as many as ninety hours.

 FINAL TOUCHES ARE ADDED Editorial oversees the completion and addition of the musical score and the other sound effects. Effect animation adds special effects. And the photo science department records the digital frame to film or to a form appropriate for digital production. This is very effective because this is done right at the end to add the finishing touches, which make the whole animation effective by adding effects.


Time management is very important in this process because if someone misses the deadline the other steps will be delayed as well. Companies like Pixar will hire someone else, who will do the work on time and this will save money because the employ is being paid to do certain job for couple of hours. From the experiences I have learnt that missing a deadline is the last thing you want to do.

 By looking at Pixar I have learnt that they always work as a team and help each others. Once you start working for Pixar you become their family and also they will treat like a family whereas, if you are in some other company they might not care about you as much. The success of Pixar is that they don’t give up, if they fail, they learn from it and do it again, and a normal person may just give up. I think Pixar should've stayed alone and not agreed to Disney taking over the company for $7.4 billion because the kinds of animation Pixar makes are world class. By seeing how much each movies are making in my opinion they would make $7 billion in 7 years and they could be a totally independent studio.  

Bibliography 
Roos, Dave. 'The Computer-Animation Process - Howstuffworks'. HowStuffWorks. N.p., 2015. Web. 20 May 2015.
Pixar.com,. 'Pixar'. N.p., 2015. Web. 20 May 2015.
Angelfire.com,. 'Pixar's Animation Process'. N.p., 2015. Web. 20 May 2015.
'Life Of A Shot - Deconstructing The Pixar Process (WALL•E Special Features)'. N.p., 2015. Web. 20 May 2015.


Wednesday, 6 May 2015

report

Double negative 

I have visited to the double negative studio to learn and see how the people work in a real studio.

Double negative started in 1998 with a team of 30. It opened in Singapore in 2009 and in Vancouver 2014.
During the production of Godzilla and interstellar the studio worked with scientists. I really never thought that a studio would get real scientist to work with them on these two films. From this the team will experience how it feels like to work with scientist 
Thor was massive for them because they meant to do only 300 shots but they ended up doing more than 1000 shots 

These are things that I learnt from the visit:
In production now
In Terminator-they made Arnold Schwarzenegger look younger and its a big film for them 
Avengers 
Ant man
Batman vs Superman
Specter 

Running positions currently at Double Negative 
Roto-computer
Match-move- generalist
Production assistant- producer 
Editorial assistant-Editor 
Pipeline td-programmer 
2d artist -roto 
3d artist- match-move
Through training you will gain understanding of taking part in the processes used in the studio.

 How to apply to Double Negative
Covering letter 
CV
Link to your show reel 
Show reel breakdown 
Apply at www.dneg.com

Key points for showreel
Length-no more than 2 mins
Breakdown-show us how you did it
Type of work-don't over complicate put strongest work 
2d-show some roto
3d-show some match-move

Double Negatives ethos & what they care about
Their people 
Focus on career development for artist 
Dedicated 2d and 3d trainers 
Non-departmentalized
Work life balance 

Life at dneg
Beer and pizza
Monthlies 
DnFEST
Football team 

Film club 



By visiting Double Negative I have learnt and saw with my own eyes how people work in a real animation company. I have also learnt that how friendly their staff are. The problem with Double negative is that the rooms are too small and I think it’s really hard to work and focus. The main reason why I didn't like Double negative because no matter what you are and what your good at first you have to a runner. I think that's really bad because you can't do what you really want to do. Being a runner is okay but not for the people who are really good because as a runner your going to waste at least 3 to 4 years and you will get less paid I would rather work on some other company where I can do my role and also show my skills. From this I will learn and get so much experience. By visiting the studio I really didn't learn anything because we were not allowed to see the people working. I was very nervous when I was inside the studio because I had no idea what they do. I think it would be better to get an internship in a studio to gain valuable experience.









Blue-Zoo is an award winning UK based computer animation studio. Founded in 2000 by Tom Box, Oli Hyatt, Adam Shaw and Nic Sims, it mainly produces content for TV broadcast. It is most well known for creating the children's animation series Blue Cow as part of the BBC series.


My visit to Blue-Zoo was fantastic and I really enjoyed every seconds I spent there because I learnt so much things that I didn't know prior to the visit. Blue Cow is a cartoon cow created by Blue-Zoo. She appears on the BBC children's television series The Story Maker. At first when I watched Blue cow I thought it's 2D but then when I went Blue-Zoo I found out that it was 3D. Blue-Zoo uses Maya a lot for their projects. For this they have used image plane and that's why it looks more like 2D.














When I was inside the studio I really felt that I was welcomed because the founder of Blue-Zoo was showing us everything and explaining the things that we don't know. This shows how much he cares about the studio and the people. The founder of Blue-Zoo was introducing us to every member who works there and we could ask the real animators any questions we have. All the people were friendly and nice I really felt like I would love to be able to work for them.

Miffy is a small female rabbit in a series of picture books/drawn and written by Dutch artist Dick Bruna.
The first Miffy book was produced in 1955, and almost 30 others have followed. In total they have sold over 85 million copies, and led to two separate television series as well as items such as clothes and toys featuring the character.
Blue-Zoo are working on a series Miffy at the moment. When I was inside the studio I saw one guy was storyboarding Miffy using a graphic tablet on Photoshop. By watching him storyboarding I have learnt and noticed that he was drawing quickly then after he was putting more details. The point of this is that you get the basic right then you can do the hard parts after. It was good to see that we are learning industry standard software that is widely used in the industry and they even use graphic tablets that we use. It was helpful to see everything within a studio-based context.