*Loud groaning*
1. What I learned this week:
We mostly worked on explosions this week, with the two shadowing days in between, and documentary work.
2. What I want to learn:
Better blending in After Effects
3. Something that frustrated me this week:
My chest and back have been killing me this week, and while my back as gotten better, my chest still hurts a decent amount.
4. Something that made me happy:
Saw Moana this weekend! It was really good, and I highly recommend it!
Got into the Honors program at Villa, another plus.
And pie, there's pie being made in this house right now.
5. Video of the week!
https://www.youtube.com/watch?v=LxOg2G1yQpE&t=1578s
This is a video talking about some really cool technology that could be implemented into Disney parks soon, including animatronics that may be able to read your eyes and see you, check it out!
Sunday, December 18, 2016
Friday, December 16, 2016
5 Different Meanings You Can Evoke with Framing Response
When it comes to conveying a films message, framing can be a vital tool that can get across a deeper feeling. This is more commonly used to get across the feelings of the character on screen and the conflicts they face. Framing can also set up some foreshadowing that can fool the audience, and then deliver the twist later on.
With the video essay, the speaker talks about five ways that filmmakers used frame in 2015. The first is the example of the family in Force Majeure, where the film starts with the family taking the perfect picture of a perfect family, but when the pictures arrive we've seen everything is not so perfect. When the speaker talks about Mad Max: Fury Road, she notes that as the film reaches it's climax, the framing is more organized then it perviously was. She notes that this is almost paradoxical in a way, because even if the rebels won, there is still somewhat an order even in the end. In her example using Mommy, the speaker explains the use of a frame to represent the feeling of being trapped, and that this helps us understand the character better because we can see their struggles. This also helps when a character pushes away the feeling of being trapped, the frame expands, and gives the feeling of freedom. In the film Girlhood, the speaker explains that when the main character makes the chose to stop being pushed around, the frame expands, but we are brought back to reality of the cruelty displayed in the film. In the end, the only option is to leave it behind, which is shown with the main character walking off frame. With Inside out however, explores inside the frame, and this adds to the movies message about being together.
The article goes on to talk about how all of these examples are a part of juxtaposition. Juxtaposition is commonly used to connect two images together to create one main idea. The other examples given explain the elements of juxtaposition, the Kuleshov effect and Einstein's Strike, show how the two elements show together can create a deeper message all together.
This was actually very interesting to see how a frame can be used to show so many different ideas, and help to convey the idea better. The juxtaposition inclusion was great as well, and ties in to the overall article. I will defiantly try and use these skills in the future.
With the video essay, the speaker talks about five ways that filmmakers used frame in 2015. The first is the example of the family in Force Majeure, where the film starts with the family taking the perfect picture of a perfect family, but when the pictures arrive we've seen everything is not so perfect. When the speaker talks about Mad Max: Fury Road, she notes that as the film reaches it's climax, the framing is more organized then it perviously was. She notes that this is almost paradoxical in a way, because even if the rebels won, there is still somewhat an order even in the end. In her example using Mommy, the speaker explains the use of a frame to represent the feeling of being trapped, and that this helps us understand the character better because we can see their struggles. This also helps when a character pushes away the feeling of being trapped, the frame expands, and gives the feeling of freedom. In the film Girlhood, the speaker explains that when the main character makes the chose to stop being pushed around, the frame expands, but we are brought back to reality of the cruelty displayed in the film. In the end, the only option is to leave it behind, which is shown with the main character walking off frame. With Inside out however, explores inside the frame, and this adds to the movies message about being together.
The article goes on to talk about how all of these examples are a part of juxtaposition. Juxtaposition is commonly used to connect two images together to create one main idea. The other examples given explain the elements of juxtaposition, the Kuleshov effect and Einstein's Strike, show how the two elements show together can create a deeper message all together.
This was actually very interesting to see how a frame can be used to show so many different ideas, and help to convey the idea better. The juxtaposition inclusion was great as well, and ties in to the overall article. I will defiantly try and use these skills in the future.
Sunday, December 11, 2016
Why (weekly comments)
So, this week in BOCES, we learned about how to make explosions. All in all, the only feeling I have about this week is that it managed to piss me off pretty much. Drama is just way to emotionally draining, and really, I'm just glad it may be over. On the bright side, Buff State hockey team won against the top team in their division Oswego 5-1, so that's a good thing.
Video link:
https://www.youtube.com/watch?v=AmrUQCzTnYU
Going to post some FreshBakedDisney this week, it's a really great vlog going around the Disney parks!
Video link:
https://www.youtube.com/watch?v=AmrUQCzTnYU
Going to post some FreshBakedDisney this week, it's a really great vlog going around the Disney parks!
Wednesday, December 7, 2016
The Hitchcock Rule and how to use it
When it comes to setting up a scene, the shot used are a huge part of telling your story to the viewer. Shots and how their used can really make a great film, conveying messages without much dialogue, and cluing the viewer in on the type of story taking place. For this reason, the Hitchcock Rule is one of the most referred rules in the art of filming.
The basic rules of the Hitchcock Rule are simple, the size of the objects shown on screen should be proportional to it's importance in the story. This means that a shot that is focused on, lets say a pepper, is conveying that the pepper is important to the story being told. If an object is not the focus of the story, but still gets a close up shot, this can confuse the audience and as a result is unneeded.
The rule also gives a purpose for each shot, and why it should be used in a story. For example, a wide shot is normally connected the the environment, and is used to set the scene and give the viewer a sense of where the story is taking place. A medium shot is used to establish a relationship, mostly with a person and an object, and may help to convey the intent of the character to the viewer. A close up is to establish detail in a shot. This can be an object that will come into play later, or is related to the story at hand.
The shots used in a film really help to tell a story, and as a result, need to be used right as to not confuse the viewer. This is the mistake amateur film makers make when filming their shots, and over use shots like close up for something that didn't need the focus. This points out the Hitchcock Rule, and explains it so that is easier to understand for beginning film makers to improve.
This video was really helpful to understanding when shots should be used, and why they are used in the first place. The examples that are used are also really simple and easy to apply to other works and help to improve the storytelling. I will defiantly be keeping this in mind when filming, and hopefully will be able apply these correctly.
The basic rules of the Hitchcock Rule are simple, the size of the objects shown on screen should be proportional to it's importance in the story. This means that a shot that is focused on, lets say a pepper, is conveying that the pepper is important to the story being told. If an object is not the focus of the story, but still gets a close up shot, this can confuse the audience and as a result is unneeded.
The rule also gives a purpose for each shot, and why it should be used in a story. For example, a wide shot is normally connected the the environment, and is used to set the scene and give the viewer a sense of where the story is taking place. A medium shot is used to establish a relationship, mostly with a person and an object, and may help to convey the intent of the character to the viewer. A close up is to establish detail in a shot. This can be an object that will come into play later, or is related to the story at hand.
The shots used in a film really help to tell a story, and as a result, need to be used right as to not confuse the viewer. This is the mistake amateur film makers make when filming their shots, and over use shots like close up for something that didn't need the focus. This points out the Hitchcock Rule, and explains it so that is easier to understand for beginning film makers to improve.
This video was really helpful to understanding when shots should be used, and why they are used in the first place. The examples that are used are also really simple and easy to apply to other works and help to improve the storytelling. I will defiantly be keeping this in mind when filming, and hopefully will be able apply these correctly.
Sunday, December 4, 2016
Nature man (Weekly comments #7)
Listening to nature documentaries is really fun, especially about Orcas! (No, this isn't sarcasm by the way, I love Orcas man)
1. What I learned this week:
We mostly worked on the kinetic type project, as well as talked with shadowers, which wasn't as bad as I thought it would be honestly.
2. What I want to learn:
More effects in After effects
3. Something that frustrated me this week:
I basically had to retake the SAT for no reason, not a fun way to spend a Saturday.
4. Something that made me happy:
Buff State hockey team won both games this weekend, and I got some art done today, just got to finish a secret santa for a group I'm in, then I can focus on some personal art I've wanted to finish.
5. Video of the week!
https://www.youtube.com/watch?v=v-gtaon0iKM&t=0s
This video talks about the nominations for the Annie Awards in February, I suggest giving it a listen!
1. What I learned this week:
We mostly worked on the kinetic type project, as well as talked with shadowers, which wasn't as bad as I thought it would be honestly.
2. What I want to learn:
More effects in After effects
3. Something that frustrated me this week:
I basically had to retake the SAT for no reason, not a fun way to spend a Saturday.
4. Something that made me happy:
Buff State hockey team won both games this weekend, and I got some art done today, just got to finish a secret santa for a group I'm in, then I can focus on some personal art I've wanted to finish.
5. Video of the week!
https://www.youtube.com/watch?v=v-gtaon0iKM&t=0s
This video talks about the nominations for the Annie Awards in February, I suggest giving it a listen!
OK GO One Moment response
OK GO is a band who strive to create amazing and different music videos that do something new that hasn't been done, or at least to the level they do it. In the video for their song "One Moment", they convey the message of their song with a clever use of slow motion. Doing this, they turned a 4.2 second video into a 4 minute music video.
Using slow motion to their advantage, OK GO shows what is possible with careful planning and vision. First, they show the 4.2 second video of the chain reactions they create up to the exploding guitars, all in real time. Then the slow motion comes in and shows an amazing video that the band wanted you to see, and with the slow motion in affect, all the actions you saw beforehand come together. This sequence includes two shots with lip sync in one way or another, and it is done in 4.2 seconds.
The idea for the video comes from the message of the song "One Moment". Basically, the song talks about the moment where you feel amazing, exhilarated, or any other truly joyful emotions. So it's only right that the video is shot to reflect this one moment, as well as only taking that much time. After tons of tests and careful planning including a spreadsheet, they start shooting. The video is broken up into chunks, because there is not robot that can shot fast enough for the entire video to be one take, but each chunk is still done in one shot.
This is honestly an amazing idea for a music video, and it really conveys the songs message really well. The precise planning that's needed for this to work is really interesting, seeing the spreadsheet being used only makes me think how long it took to plan the video out. The effects used are really interesting, and work really together in the slow motion shots.
Using slow motion to their advantage, OK GO shows what is possible with careful planning and vision. First, they show the 4.2 second video of the chain reactions they create up to the exploding guitars, all in real time. Then the slow motion comes in and shows an amazing video that the band wanted you to see, and with the slow motion in affect, all the actions you saw beforehand come together. This sequence includes two shots with lip sync in one way or another, and it is done in 4.2 seconds.
The idea for the video comes from the message of the song "One Moment". Basically, the song talks about the moment where you feel amazing, exhilarated, or any other truly joyful emotions. So it's only right that the video is shot to reflect this one moment, as well as only taking that much time. After tons of tests and careful planning including a spreadsheet, they start shooting. The video is broken up into chunks, because there is not robot that can shot fast enough for the entire video to be one take, but each chunk is still done in one shot.
This is honestly an amazing idea for a music video, and it really conveys the songs message really well. The precise planning that's needed for this to work is really interesting, seeing the spreadsheet being used only makes me think how long it took to plan the video out. The effects used are really interesting, and work really together in the slow motion shots.
Sunday, November 20, 2016
Sleepy (Weekly comments #6)
Yeah, pretty sleepy, but I do have cheesecake!
1. What I learned this week:
We learned tons in After Effects, and got crushed with tutorials
2. What I want to learn:
Explosions, but we're getting to that
3. Something that frustrated me this week:
With the holiday seasons comes the crowds of the stupidest people in existence, as well as the rudest, and I wanted to scream at a few people because of that.
4. Something that made me happy:
Getting accepted into Villa was the highlight of my week by far, but Friday in general was a great day!
5. Video of the week!
https://www.youtube.com/watch?v=-rwecTE0fnY
I love this vlogging channel, so I'm going to leave this link here because they do some pretty good camera work.
1. What I learned this week:
We learned tons in After Effects, and got crushed with tutorials
2. What I want to learn:
Explosions, but we're getting to that
3. Something that frustrated me this week:
With the holiday seasons comes the crowds of the stupidest people in existence, as well as the rudest, and I wanted to scream at a few people because of that.
4. Something that made me happy:
Getting accepted into Villa was the highlight of my week by far, but Friday in general was a great day!
5. Video of the week!
https://www.youtube.com/watch?v=-rwecTE0fnY
I love this vlogging channel, so I'm going to leave this link here because they do some pretty good camera work.
A Beginner's Guide to Using Lav Mics
When it comes to filmmaking, audio is one of the most important pieces to telling your story, so you can't afford to mess it up. Now you can't always just use a normal mic to pick up audio, and this is where the lav mic comes in. The lav mic allows you to hide the mic when recording audio and still having good quality audio, that is, if you know who to se it properly.
First off, you need to be able to properly hide the lav mic, but also avoid the sound of the mic rubbing against the fabric where it is hidden. Where the mic is hidden depends on the article of clothing worn. For example, if the actor is dressed in a suit, the mic is commonly hidden inside the collar out of view but still close to the actor's mouth. One of the ways to concur the rubbing audio issue is to use the same tape that would be used to attach the mic to the piece of clothing, and tape the outward facing side, this still allows for clear audio but without the clothe rubbing noise.
Next, you should always be listening to your audio so you can monitor the quality and detect early issues. Finding audio issues early allows time to figure out a solution and to retake quickly while you still can. You really do not want to find issues later and be unable to re record.
Lastly, don't ever try and rig up a lav mic on someone else without asking or knowing how to set it up. The way a lav mic needs to be set up requires the mic wire being run up the inside of the actor's shirt, and doing this without permission or experience can be pretty awkward for all parties. Have the actor get the mic to a comfortable point or at least get permission to do it beforehand.
These tips are very important basics for operating one of these lav mics, and if followed, will help the overall quality of audio recorded from one of these mics. Though some of these tips should be clear, not everyone has used these mics, and this is a great instruction on the basics.
If I get the chance to use this type of mic, I will keep this article in mind. The tips are really helpful and easy to implement in future productions.
First off, you need to be able to properly hide the lav mic, but also avoid the sound of the mic rubbing against the fabric where it is hidden. Where the mic is hidden depends on the article of clothing worn. For example, if the actor is dressed in a suit, the mic is commonly hidden inside the collar out of view but still close to the actor's mouth. One of the ways to concur the rubbing audio issue is to use the same tape that would be used to attach the mic to the piece of clothing, and tape the outward facing side, this still allows for clear audio but without the clothe rubbing noise.
Next, you should always be listening to your audio so you can monitor the quality and detect early issues. Finding audio issues early allows time to figure out a solution and to retake quickly while you still can. You really do not want to find issues later and be unable to re record.
Lastly, don't ever try and rig up a lav mic on someone else without asking or knowing how to set it up. The way a lav mic needs to be set up requires the mic wire being run up the inside of the actor's shirt, and doing this without permission or experience can be pretty awkward for all parties. Have the actor get the mic to a comfortable point or at least get permission to do it beforehand.
These tips are very important basics for operating one of these lav mics, and if followed, will help the overall quality of audio recorded from one of these mics. Though some of these tips should be clear, not everyone has used these mics, and this is a great instruction on the basics.
If I get the chance to use this type of mic, I will keep this article in mind. The tips are really helpful and easy to implement in future productions.
Sunday, November 6, 2016
Bleh bleh bleh (Weekly comments #5)
I'm ready to dig myself a hole and hide in it.
1. What I learned this week:
We finished the shot scavenger hunt and the horror project, and had them critiqued.
2. What I want to learn:
Better sound editing
3. Something that frustrated me this week:
Hahahahaha...
I really don't want to get into it, some personal stuff in all...
4. Something that made me happy:
Animal Crossing New Leaf got an update, so I started playing that again.
5. Video of the week!
https://www.youtube.com/watch?v=M25-6XRKAaQ
A really cool fandom MAP that came out recently, I personally can't stop watching it
1. What I learned this week:
We finished the shot scavenger hunt and the horror project, and had them critiqued.
2. What I want to learn:
Better sound editing
3. Something that frustrated me this week:
Hahahahaha...
I really don't want to get into it, some personal stuff in all...
4. Something that made me happy:
Animal Crossing New Leaf got an update, so I started playing that again.
5. Video of the week!
https://www.youtube.com/watch?v=M25-6XRKAaQ
A really cool fandom MAP that came out recently, I personally can't stop watching it
4 Reasons to Use Match Cuts (and Why You Might Avoid Them) Response
Match cuts are based on using similar elements in a scene to transition to the next scene, and in many cases, is used to express a point the film is trying to make. The reasons behind certain match cuts can range depending on what the scene and transition need to convey. As a result, there are 4 primary reasons for the use of match cuts.
The first type is a symbolic leaps, which is used to express importance within a time leap. For example, in 2001: A Space Odyssey, the time jump serves to show a significant jump in time. We see a primitive ape man throwing a bone club into the air, and as it spins through the air, a match cut changes the bone into a spaceship, symbolizing the jump from today to tomorrow.
The second type is storytelling transitions, which helps to further the narrative by visually showing a major narrative change without flat out telling the viewer. The example present in this article shows us the main character swimming in a pool before jumping out and landing on the women he's having an affair with, visually showing the transition through the narrative.
The third type is wordless commentary, this is also used to show something to the viewers without stating it outright, but is commonly used to convey message rather then further the narrative. In Close Encounters of the Third Kind, the young protagonist Silvia Neary is watching a TV broadcasting the alien events going on, and then using the image on the TV, we cut to her father Roy watching the same thing, showing the common interest in the alien activities.
The last type is pure imaginative explosions, where two similar images, like an eye being cut and a thin cloud passing by the moon, and put them in a cut together. This makes the brain search for connections between the two clips they just saw, and makes it into a logical connection.
Match cuts really add a strange, but welcomed change to the simple transition, most of the time making these scenes flow smoothly. However, like other cuts, they are best when used in moderation. Overusing any type of transitions can make a film boring to the audience, and leave a bad impression of your film.
This article really brings up some great examples of different match cuts and when they are used. With these tips in mind, this will be helpful for future projects.
The first type is a symbolic leaps, which is used to express importance within a time leap. For example, in 2001: A Space Odyssey, the time jump serves to show a significant jump in time. We see a primitive ape man throwing a bone club into the air, and as it spins through the air, a match cut changes the bone into a spaceship, symbolizing the jump from today to tomorrow.
The second type is storytelling transitions, which helps to further the narrative by visually showing a major narrative change without flat out telling the viewer. The example present in this article shows us the main character swimming in a pool before jumping out and landing on the women he's having an affair with, visually showing the transition through the narrative.
The third type is wordless commentary, this is also used to show something to the viewers without stating it outright, but is commonly used to convey message rather then further the narrative. In Close Encounters of the Third Kind, the young protagonist Silvia Neary is watching a TV broadcasting the alien events going on, and then using the image on the TV, we cut to her father Roy watching the same thing, showing the common interest in the alien activities.
The last type is pure imaginative explosions, where two similar images, like an eye being cut and a thin cloud passing by the moon, and put them in a cut together. This makes the brain search for connections between the two clips they just saw, and makes it into a logical connection.
Match cuts really add a strange, but welcomed change to the simple transition, most of the time making these scenes flow smoothly. However, like other cuts, they are best when used in moderation. Overusing any type of transitions can make a film boring to the audience, and leave a bad impression of your film.
This article really brings up some great examples of different match cuts and when they are used. With these tips in mind, this will be helpful for future projects.
Sunday, October 30, 2016
Wooooo~! (Weekly comments #4)
I am so tired man~
1. What I learned this week:
This week, we learned about cameras and how to shot stuff, as well as the different types of shots that are common in film.
2. What I want to learn:
Adding effects to video
3. Something that frustrated me this week:
Okay, while I don't hate the editing project, it certainly does get slightly annoying with the mistakes made in the footage itself.
4. Something that made me happy:
Guess who's a licensed driver now~ That's right me!
Also because I have no more driving lessons or SAT prep course, I am 100% free~ yay!
5. Video of the week!
https://www.youtube.com/watch?v=ym_EvUsLHAo&index=5&list=LLfWAZ8mWDTXRgHkDhJKUl_A
I was looking into some animations on Youtube and found this amazing animation! I would totally suggest exploring this channel, there are some amazing animations!
1. What I learned this week:
This week, we learned about cameras and how to shot stuff, as well as the different types of shots that are common in film.
2. What I want to learn:
Adding effects to video
3. Something that frustrated me this week:
Okay, while I don't hate the editing project, it certainly does get slightly annoying with the mistakes made in the footage itself.
4. Something that made me happy:
Guess who's a licensed driver now~ That's right me!
Also because I have no more driving lessons or SAT prep course, I am 100% free~ yay!
5. Video of the week!
https://www.youtube.com/watch?v=ym_EvUsLHAo&index=5&list=LLfWAZ8mWDTXRgHkDhJKUl_A
I was looking into some animations on Youtube and found this amazing animation! I would totally suggest exploring this channel, there are some amazing animations!
5 Acting Tips That Will Help You Give (And Get) Better Performances
Acting is really one of the fundamentals in film making that brings a director's vision to life, and as a result the acting has to be done to the best of the actor's abilities. While acting may not seem hard initially, some actors make simple mistakes that can make a clip unusable. This video goes over 5 tips that can improve the acting in your film.
First off, knowing your lines is a super important element for an actor to do well. While this may seem simple and a no brainer, actors fall into habits that make this hard, and cause unneeded frustrations. The biggest issue is an actor using an inflection when memorizing their lines, which would be fine, if scripts are set in stone. If a line that an actor memorizes changes, they have more a chance of remembering the lines if they just memorized the lines without an inflection.
Next, an actor managing their time really helps the production. Not wasting time between shots helps to move the production move along at a steady pace, and as a result more things can get done, instead of a day being wasted due to unfocused actors.
Filling the scene and continuity work hand in hand with each other to improve a scene and the overall production. With filling the scene, this tip really helps make a shot more interesting, instead of just having an action done. Having an actor express an emotion in their actions strengthens the shot, and draws the viewer in. With continuity, this helps the scenes flow properly, and reduces confusion for the audience. An actor needs to remember which props they were using at what point, and work their actions around that.
Taking directions may be the most important tip for an actor, and will help everyone in the long run. Not every director is able to properly convey what they want the actor to do, so it is important that actors ask questions when they don't understand, and make production smooth.
This article really has some great tips that every actor should think about, and try to incorporate them the next time they are in a production.
First off, knowing your lines is a super important element for an actor to do well. While this may seem simple and a no brainer, actors fall into habits that make this hard, and cause unneeded frustrations. The biggest issue is an actor using an inflection when memorizing their lines, which would be fine, if scripts are set in stone. If a line that an actor memorizes changes, they have more a chance of remembering the lines if they just memorized the lines without an inflection.
Next, an actor managing their time really helps the production. Not wasting time between shots helps to move the production move along at a steady pace, and as a result more things can get done, instead of a day being wasted due to unfocused actors.
Filling the scene and continuity work hand in hand with each other to improve a scene and the overall production. With filling the scene, this tip really helps make a shot more interesting, instead of just having an action done. Having an actor express an emotion in their actions strengthens the shot, and draws the viewer in. With continuity, this helps the scenes flow properly, and reduces confusion for the audience. An actor needs to remember which props they were using at what point, and work their actions around that.
Taking directions may be the most important tip for an actor, and will help everyone in the long run. Not every director is able to properly convey what they want the actor to do, so it is important that actors ask questions when they don't understand, and make production smooth.
This article really has some great tips that every actor should think about, and try to incorporate them the next time they are in a production.
Sunday, October 23, 2016
Just finished rembling about stuff I shouldn't know about~ (Weekly comments #3)
Time to do weekly comments!
1. What I learned this week:
We spent this week learning more about Premiere and had tutorials to go with them
2. What I want to learn:
Learning some better audio techniques, one of my sounds for the sound project was kind of weak
3. Something that frustrated me this week:
While not really stemming from this class, I've been a stressed, anxiety filled mess lately, and it's been seeping into this class. I spent 10 minutes trying to put the same title already present in one of the tutorials and getting frustrated that it wasn't changing to what was in the packet.
4. Something that made me happy:
Still ahead of the workload, thank goodness for that. Also I've been pretty proud of my work lately, I made a few great drawings and my computer arts project is looking amazing so far!
5. Video of the week!
https://www.youtube.com/watch?v=xodTESNe3vk
Another Cinema Snob video this week, only because it goes (slightly) with the blog this week. I would of linked the first Halloween review, but it is pretty buried in the general playlist, seeing as it doesn't have a playlist devoted to these reviews like the Friday the 13th review (which are also pretty great, here's the playlist for those :
https://www.youtube.com/playlist?list=PLuI7ruqihRHxrgljozAXFQSGg2h1V2knH ) there are also two Nightmare on Elm street reviews at the time of writing this, but it has the same issue as the Halloween reviews. I still highly suggest finding them though, they're all great and I tend to have them going as background noise when I work.
(I get super excited about these things, can you tell?)
1. What I learned this week:
We spent this week learning more about Premiere and had tutorials to go with them
2. What I want to learn:
Learning some better audio techniques, one of my sounds for the sound project was kind of weak
3. Something that frustrated me this week:
While not really stemming from this class, I've been a stressed, anxiety filled mess lately, and it's been seeping into this class. I spent 10 minutes trying to put the same title already present in one of the tutorials and getting frustrated that it wasn't changing to what was in the packet.
4. Something that made me happy:
Still ahead of the workload, thank goodness for that. Also I've been pretty proud of my work lately, I made a few great drawings and my computer arts project is looking amazing so far!
5. Video of the week!
https://www.youtube.com/watch?v=xodTESNe3vk
Another Cinema Snob video this week, only because it goes (slightly) with the blog this week. I would of linked the first Halloween review, but it is pretty buried in the general playlist, seeing as it doesn't have a playlist devoted to these reviews like the Friday the 13th review (which are also pretty great, here's the playlist for those :
https://www.youtube.com/playlist?list=PLuI7ruqihRHxrgljozAXFQSGg2h1V2knH ) there are also two Nightmare on Elm street reviews at the time of writing this, but it has the same issue as the Halloween reviews. I still highly suggest finding them though, they're all great and I tend to have them going as background noise when I work.
(I get super excited about these things, can you tell?)
Sounds bring the scares
When it comes to the world of horror, sounds are a help what set that spooky tone, and helps to build upon the mounting tension in the air. These sounds come in many forms, and will differ based on factors like surroundings, proximity, and the type of killer involved. Each film uses these principles to their advantage to bring on their famous scares.
(Are you ready for a ton of examples? I hope you are...)
Sounds indicating surroundings are super important, as these sounds immerse the viewer into the world of the film, which can cleverly be used in the scare. Let's use Friday the 13th's Crystal Lake for example. During the introduction of your characters to this environment, the ambient noises of the woods around the lake are exactly what most expect, and can make the viewer feel temporarily safe while the sun is up. After the sun goes down however, and the killings begin, the same sounds can unnerve the viewer now that they know what waits silently in the same woods they found earlier comfort in. Another example is Haddenfield in the Halloween films, having a slightly different feel from a normal town due to the Halloween season being in full swing, as well as seeing a few residence, mostly our protagonists, getting nervous for the night to come.
Proximity is an important element in horror to emphasis the danger of the situation a character is in, and heightening the tension the scene. These type of sounds differ from movie to movie, and can range from footsteps from a silent killer, to actual dialog from a vocal killer. The former is more common, as most killers are silent and never have dialog for reasons sometimes explained, and even footsteps aren't always used to heighten the tension of the situation. The sounds that are present however, the scraping of a weapon or spoken dialog most commonly, are some of the sounds you hear for proximity.
Speaking of sounds, sounds are the biggest identifier for the type of killer, besides showing actual visuals that is. The non vocal vs. vocal still applies of course, if a killer is in the vocal category, it's easier to tell their intent through mostly dialog alone. As most writers make exposition through a supporting character's dialog, sometimes even through the killer themselves if they have the ability to, it becomes easier to figure out motives and even back stories if you're luck. Said examples would be the fact that Jason Voorhees's story is told at the front of almost every Friday the 13th film, or Freddy telling the viewer his back story at the beginning of Freddy vs. Jason, each gives us the killer's intent and starts to weave together with the visuals we are given of the killer. Some are more mysterious and unknown, keeping a viewer in the dark, adding to the scare factor. The original Halloween is like this, only dropping a few dialog hints in the way of true intent. Halloween 2 then proceeds to, with exposition being as obvious as a bullet train hitting a brick wall, outright ruins the mystery while setting up the future films conflicts.
Really, all of these elements are what build a proper horror film, and have created a format that all types of horror follow. The sound effects in these movies help to add to the experience, cleverly constructing the sounds that will unnerve and build up the fear of the viewers. Paired with the right visuals, sound is truly the scariest element in horror.
Wow, I rambled a whole lot in this response, but I couldn't help myself! Anytime I get to spill out some of my weird knowledge is an opportunity I can't pass up, so it came out as an information dump really. The video was really a great way of explaining how important sounds are, and how they can set the tone of a scene. The best part about this video is the fact that this doesn't just apply to horror, all types of films use these elements for effective scenes.
(Are you ready for a ton of examples? I hope you are...)
Sounds indicating surroundings are super important, as these sounds immerse the viewer into the world of the film, which can cleverly be used in the scare. Let's use Friday the 13th's Crystal Lake for example. During the introduction of your characters to this environment, the ambient noises of the woods around the lake are exactly what most expect, and can make the viewer feel temporarily safe while the sun is up. After the sun goes down however, and the killings begin, the same sounds can unnerve the viewer now that they know what waits silently in the same woods they found earlier comfort in. Another example is Haddenfield in the Halloween films, having a slightly different feel from a normal town due to the Halloween season being in full swing, as well as seeing a few residence, mostly our protagonists, getting nervous for the night to come.
Proximity is an important element in horror to emphasis the danger of the situation a character is in, and heightening the tension the scene. These type of sounds differ from movie to movie, and can range from footsteps from a silent killer, to actual dialog from a vocal killer. The former is more common, as most killers are silent and never have dialog for reasons sometimes explained, and even footsteps aren't always used to heighten the tension of the situation. The sounds that are present however, the scraping of a weapon or spoken dialog most commonly, are some of the sounds you hear for proximity.
Speaking of sounds, sounds are the biggest identifier for the type of killer, besides showing actual visuals that is. The non vocal vs. vocal still applies of course, if a killer is in the vocal category, it's easier to tell their intent through mostly dialog alone. As most writers make exposition through a supporting character's dialog, sometimes even through the killer themselves if they have the ability to, it becomes easier to figure out motives and even back stories if you're luck. Said examples would be the fact that Jason Voorhees's story is told at the front of almost every Friday the 13th film, or Freddy telling the viewer his back story at the beginning of Freddy vs. Jason, each gives us the killer's intent and starts to weave together with the visuals we are given of the killer. Some are more mysterious and unknown, keeping a viewer in the dark, adding to the scare factor. The original Halloween is like this, only dropping a few dialog hints in the way of true intent. Halloween 2 then proceeds to, with exposition being as obvious as a bullet train hitting a brick wall, outright ruins the mystery while setting up the future films conflicts.
Really, all of these elements are what build a proper horror film, and have created a format that all types of horror follow. The sound effects in these movies help to add to the experience, cleverly constructing the sounds that will unnerve and build up the fear of the viewers. Paired with the right visuals, sound is truly the scariest element in horror.
Wow, I rambled a whole lot in this response, but I couldn't help myself! Anytime I get to spill out some of my weird knowledge is an opportunity I can't pass up, so it came out as an information dump really. The video was really a great way of explaining how important sounds are, and how they can set the tone of a scene. The best part about this video is the fact that this doesn't just apply to horror, all types of films use these elements for effective scenes.
Friday, October 14, 2016
It begins again... (Weekly comments #2)
That moment when your friends convince you to play a mobile dating sim and you end up liking it.
1. What I learned this week:
Editing audio in Audacity and Garageband
The basics of Premiere
2. What I want to learn:
Effects in Premiere
Audio to video syncing
3. Something that frustrated me this week:
My computer crashing constantly was such a pain in the butt, especially with the sound project, thankfully that issue is fixed though!
4. Something that made me happy:
I've been able to stay ahead of the work load, a pleasant change from last year, and that makes me very happy.
5. Video of the week!
https://www.youtube.com/watch?v=AcmZ4UhJjmA
So I did a more video oriented pick this week, with the Nostalgia Critic's review of Sharknado featuring the Cinema Snob (Both channels I highly recommend)
1. What I learned this week:
Editing audio in Audacity and Garageband
The basics of Premiere
2. What I want to learn:
Effects in Premiere
Audio to video syncing
3. Something that frustrated me this week:
My computer crashing constantly was such a pain in the butt, especially with the sound project, thankfully that issue is fixed though!
4. Something that made me happy:
I've been able to stay ahead of the work load, a pleasant change from last year, and that makes me very happy.
5. Video of the week!
https://www.youtube.com/watch?v=AcmZ4UhJjmA
So I did a more video oriented pick this week, with the Nostalgia Critic's review of Sharknado featuring the Cinema Snob (Both channels I highly recommend)
Tuesday, October 11, 2016
Geometric shapes in cinematography
When it comes to shapes in cinematography, the shapes used can make a big difference in both scenes and characters. Shapes, just like color, can convay a certain mood or idea based on how they are used. Cinematographers use these shapes to their advantage when telling their stories to their audience.
The first commonly used shape is the circle. A circle is mostly used as a more gentle feature, sometimes convaying youthfulness or life. Many protagonist, especially children protagonists, are made primarily through circles due to their more innocent nature. For example, many Disney heros can be created with circles primarily. The circle and also convay longevity, after all the infinity sign is made with two circles, and circles are well know for representing something never ending.
The second shape is a square. Squares are most commonly used to represent a space that is cramped or uncomfortable, sometimes even cage like with the proper use of vertical or horizontal lines, and can create a feeling of discomfort or loneliness for the viewer. Squares are also used to combat the feeling of nature with something more industrial. Let's say for example that we have a moving overhead shot of a forest as we move through it, then suddenly the camera pans ahead of the forest and we see a city made up of you guessed it, squares and rectangles. The contrast of these shapes really is stark, which is why it is such a good and often used comparison.
Finally, we have the most known shape, the triangle. Triangles are commonly used for their sharp and menacing look to construct a villain design or to add menace to a scene or area. While certainly a triangle doesn't have to be menacing, like when it is used to create mountains, the sharpness of the shape has given this shape the reputation of bringing unease to a viewing audience. For example, when you see characters walking through a dark cave with tons of pointy stalagmites and stalactites, you feel as though something dangerous might be just around the corner.
Now do all instances with these shapes in use always play by the rules? Certainly not, and that is what's fascinating about these shapes. Not all main protagonists have to be made with strictly circles, and not all villains have to have the sharp look the triangle provides, after all things would get stale and boring if this were true. Like with every technique, once you have a firm grasp on the concept, you can bend the rules how you see fit. Plus, you know, plot twists are fun trick to pull using these shape element principles.
The first commonly used shape is the circle. A circle is mostly used as a more gentle feature, sometimes convaying youthfulness or life. Many protagonist, especially children protagonists, are made primarily through circles due to their more innocent nature. For example, many Disney heros can be created with circles primarily. The circle and also convay longevity, after all the infinity sign is made with two circles, and circles are well know for representing something never ending.
The second shape is a square. Squares are most commonly used to represent a space that is cramped or uncomfortable, sometimes even cage like with the proper use of vertical or horizontal lines, and can create a feeling of discomfort or loneliness for the viewer. Squares are also used to combat the feeling of nature with something more industrial. Let's say for example that we have a moving overhead shot of a forest as we move through it, then suddenly the camera pans ahead of the forest and we see a city made up of you guessed it, squares and rectangles. The contrast of these shapes really is stark, which is why it is such a good and often used comparison.
Finally, we have the most known shape, the triangle. Triangles are commonly used for their sharp and menacing look to construct a villain design or to add menace to a scene or area. While certainly a triangle doesn't have to be menacing, like when it is used to create mountains, the sharpness of the shape has given this shape the reputation of bringing unease to a viewing audience. For example, when you see characters walking through a dark cave with tons of pointy stalagmites and stalactites, you feel as though something dangerous might be just around the corner.
Now do all instances with these shapes in use always play by the rules? Certainly not, and that is what's fascinating about these shapes. Not all main protagonists have to be made with strictly circles, and not all villains have to have the sharp look the triangle provides, after all things would get stale and boring if this were true. Like with every technique, once you have a firm grasp on the concept, you can bend the rules how you see fit. Plus, you know, plot twists are fun trick to pull using these shape element principles.
Sunday, October 2, 2016
I've come to terms (Weekly comments #1)
I'm way to easily obsessed with things, recent obsession, Pocket Mortys.
1. What I learned this week:
We started to implement the things we've learned about Phototshop into multiple projects.
2. What I want to learn:
How to better implement effects.
3. Something that frustrated me this week:
I'm going to be honest, I'm stumped on the self portrait montage, I have no ideas that really satisfy what I want to do.
4. Something that made me happy:
My animal morphs turned out really good!
5. Video of the week!
https://www.youtube.com/watch?v=ObH-f6iRzAI
I was watching more from the channel with the theme video, and found it rather enjoyable, I even subscribed. So here is a Story structure analysis of Mulan.
1. What I learned this week:
We started to implement the things we've learned about Phototshop into multiple projects.
2. What I want to learn:
How to better implement effects.
3. Something that frustrated me this week:
I'm going to be honest, I'm stumped on the self portrait montage, I have no ideas that really satisfy what I want to do.
4. Something that made me happy:
My animal morphs turned out really good!
5. Video of the week!
https://www.youtube.com/watch?v=ObH-f6iRzAI
I was watching more from the channel with the theme video, and found it rather enjoyable, I even subscribed. So here is a Story structure analysis of Mulan.
Theme response
Ah theme, really it is one of the essential parts of storytelling. A theme is basically a driving point in a story, as well as teaching a lesson at the end, so the story feels complete. Many beginning filmmakers fall into the trap of boring or underwhelming themes, and this video goes in depth about such.
First off, you can have either a simple of complex theme, depending on the vision. While a complex theme can lead to a deep and fulfilling experience, a simple theme can also lead to this reaction. A complex theme for example can be layered, full of multiple themes of varying types. A simple theme is mostly one concrete theme the film strives to follow.
Secondly, theme is a tough thing to master, because theme is very subjective. One person can watch a film and think that it represents one theme, while another person argues for a different theme. Because of this, a filmmaker's vision may not transfer the same way to their audience. Some filmmakers even leave a film with an open ending so fans can fill in their own interpretation.
Lastly, themes should naturally come to a filmmaker as they build their story, and not the other way around. Trying to shoehorn a theme into a film that doesn't need it, or pushing the theme onto the audience, normally will bore an audience and turn them off from the film entirely. The opposite also holds true, hiding the theme can make a film that confuses the audience on what they just watched, and very rarely in a good way.
Really, this video brings up brilliant points for people who are new to themes and how to implement them into their work. It doesn't just tell you what you shouldn't do, but also explains how to fix these common mistakes. This will be something I will keep in mind going forward.
First off, you can have either a simple of complex theme, depending on the vision. While a complex theme can lead to a deep and fulfilling experience, a simple theme can also lead to this reaction. A complex theme for example can be layered, full of multiple themes of varying types. A simple theme is mostly one concrete theme the film strives to follow.
Secondly, theme is a tough thing to master, because theme is very subjective. One person can watch a film and think that it represents one theme, while another person argues for a different theme. Because of this, a filmmaker's vision may not transfer the same way to their audience. Some filmmakers even leave a film with an open ending so fans can fill in their own interpretation.
Lastly, themes should naturally come to a filmmaker as they build their story, and not the other way around. Trying to shoehorn a theme into a film that doesn't need it, or pushing the theme onto the audience, normally will bore an audience and turn them off from the film entirely. The opposite also holds true, hiding the theme can make a film that confuses the audience on what they just watched, and very rarely in a good way.
Really, this video brings up brilliant points for people who are new to themes and how to implement them into their work. It doesn't just tell you what you shouldn't do, but also explains how to fix these common mistakes. This will be something I will keep in mind going forward.
Monday, September 19, 2016
Color Harmonies Example Blog
Thursday, September 8, 2016
Monday, June 6, 2016
Class Evaluation
1. Why did you take this class?
I took this class to learn about animation and start building experience for the future. After deciding a few years ago I wanted to get into the field of animation, I needed a way to learn and give myself a better chance later.
2. In general, what did you like most about this class?
There were a few things that I liked about this class. First off, this class really was a positive escape from the drainingness of school. Secondly, this class really helped my mind to come up with new and better ideas for characters and stories. Lastly, this class really interested me from the get go, and I have learned a lot as a result.
3. In general, what did you like least about this class?
Really, the only thing about this class that I have to say that is negative is that sometimes, the class was pretty draining when stacking what needed to be done here with what needed to be done at school, it got overwhelming.
4. What was your most favorite project and why?
Surprisingly, my favorite project was the final project. The reason behind this is because a really felt a sense of pride once I was done, even if it wasn't complete, I felt like I had improved so much and loved that great feeling.
5. What was your least favorite project and why?
The human walk cycle, ugh...
It ended up really awkward, I just couldn't understand the movement of the legs at all. Surprisingly, a four legged walk cycle is a lot easier in my opinion.
6. Discuss the overall effectiveness of the instructor (for example: preparation, availability, interest, content knowledge, expectations, etc.).
Ms. Licata is one of the best teachers I've had in a while. She really does her best to help whenever she can, and the hands on teaching really helps. She also understood that we had other things from our schools, and giving us a little extra time to finish. All and all, Ms. Licata made this class easily my favorite.
7. What are the most valuable things you learned in the class?
There were a multitude of different things I've learned that I find valuable. Things like the twelve principles to improve both 2D and 3D and give them more life, the different methods used in 3D, and the editing softwares you can use.
8. Do you feel that this class will help you achieve your future academic or career goals? How or why (or why not)?
I do feel as though this will help me very much in the long run. This class really opened my eyes to what this field will bring, and also gave me the chance to learn how to animate in general, as I hadn't had the chance to until now.
9. How could this class be improved?
Defiantly more 3D in general, I didn't go back to 3D for this reason in particular, and I feel like this will be a common thing across many other evaluations. I'm leaving this class knowing more about 2D then 3D, when I feel as though I should have equal knowledge of both.
10. What would you tell incoming students to help them be more prepared for the class?
Procrastination is an enemy of all people, so incoming students should remember that you have to push through that cloud and work no matter what. An extra side note would be practice, and it doesn't have to be specific, just that practice really helps.
11. Additional Comments:
This year was amazing because of this class. I met some great people here (I'm sad some of you won't be here next year, I won't lie) and this class was always a pick me up, I could come in here in the worst mood, and walk out perfectly happy after. Thanks everyone!
Tuesday, May 24, 2016
Final Analysis/Reflection
My idea for the final project was about two foxes, one being a maned wolf and the other being a red fox, coming across a camp site on their journey to find a place of their own. The maned wolf really wants to investigate the area, while the red fox cautions her friend about the possible danger. They end up deciding to take a quick look, with some struggle for the red wolf, and come across a camp fire. After hearing rustling from some nearby bushes, the two retreat hastily. After they run off, a dog emerges from the bushes, curiously sniffing around before seeing the two foxes in the distance. I interpreted the prompt like this due to the way animals behave and think around human areas.
While animating this project, I used a multitude of animation principles to add detail. First off, I used anticipation during the part where they hear the rustling in the bushes, as well as before they jump down the cliff. Secondly, I used secondary action when it came to where they ran away from the rustling between the run and tail movements, and when they should have talked they had added tail movements. The use of pacing in this project is to create a silly story feel, then cause a bit of doubt turning a tense moment of the bushes, before resolving the tension in an understandable way. The use of multiple camera angles also sets up the scenes involved in the story.
The parts that worked really well for this project mostly came down to me. Unlike other projects, I was more open to the use of references from books to the internet to get tips on different aspects. The walks cycle was something I really was proud of in this project, as well as I think I was able to convey the characters through their actions and expressions. The use of camera angles was something I was proud of as well.
The parts I struggled with also came down to me. I held off to long on voices and as such there is no lip-sync in the final video, though I don't know how well it would have came out if it had been in there. On the worse days, I would forget some design details and would have to go back and add them, causing them to "grow" as they go on.
Overall, this project was pretty interesting with it's premise and I did like that everyone can have a different vision of the script and create different stories. My strategy was to get the animation done first incase changes happened, then to go back and add detail in the background, which unfortunately didn't happen as much as I wanted it to. This also expanded to the voice work, so that is not present at the current time I had to turn it in, and will be something I add for my revision.
While animating this project, I used a multitude of animation principles to add detail. First off, I used anticipation during the part where they hear the rustling in the bushes, as well as before they jump down the cliff. Secondly, I used secondary action when it came to where they ran away from the rustling between the run and tail movements, and when they should have talked they had added tail movements. The use of pacing in this project is to create a silly story feel, then cause a bit of doubt turning a tense moment of the bushes, before resolving the tension in an understandable way. The use of multiple camera angles also sets up the scenes involved in the story.
The parts that worked really well for this project mostly came down to me. Unlike other projects, I was more open to the use of references from books to the internet to get tips on different aspects. The walks cycle was something I really was proud of in this project, as well as I think I was able to convey the characters through their actions and expressions. The use of camera angles was something I was proud of as well.
The parts I struggled with also came down to me. I held off to long on voices and as such there is no lip-sync in the final video, though I don't know how well it would have came out if it had been in there. On the worse days, I would forget some design details and would have to go back and add them, causing them to "grow" as they go on.
Overall, this project was pretty interesting with it's premise and I did like that everyone can have a different vision of the script and create different stories. My strategy was to get the animation done first incase changes happened, then to go back and add detail in the background, which unfortunately didn't happen as much as I wanted it to. This also expanded to the voice work, so that is not present at the current time I had to turn it in, and will be something I add for my revision.
Final Projects Reference
So, the final project is over, and it's time to get into the references I used for this project!
1.
First off, one of the characters in my project is a Maned wolf, which is a pretty rare animal to see. Being so rare in this area, I needed to see a picture that I could base my design on, as well as understanding the long legs on this animal.
2.
Speaking of those long legs, I needed this chart to see just how much height they added to a Maned wolf, and as you can see, it adds up to a surprising amount. Really, I did scale it down quite a bit so the two characters didn't have strange proportions when next to each other, but some surprising information on these animals.
https://www.youtube.com/watch?v=zVdNmiPkuAI
3.
This video is a video I used to get a feel of these animals, from their movements to their interactions. I would have preferred a clip of them in the wild, but the one I found didn't keep it's focus on the Maned wolf, so I unfortunately couldn't use it in this situation.
4.
Now for an animal I have more general knowledge. I did find that foxes really have many different patterns, even if it's the same type of fox, and I really didn't feel like I looked enough. The design in my animation is a pretty standard design, but if I had to change the design, I would take more into consideration.
5.
You'll see in my animation, I attempt to do the signature kind of fox jump during the fleeing scene, and it didn't turn out how I wanted. While looking for general fox references, I kept seeing pictures like this, so I tried my best with it.
1.
First off, one of the characters in my project is a Maned wolf, which is a pretty rare animal to see. Being so rare in this area, I needed to see a picture that I could base my design on, as well as understanding the long legs on this animal.
2.
Speaking of those long legs, I needed this chart to see just how much height they added to a Maned wolf, and as you can see, it adds up to a surprising amount. Really, I did scale it down quite a bit so the two characters didn't have strange proportions when next to each other, but some surprising information on these animals.
https://www.youtube.com/watch?v=zVdNmiPkuAI
3.
This video is a video I used to get a feel of these animals, from their movements to their interactions. I would have preferred a clip of them in the wild, but the one I found didn't keep it's focus on the Maned wolf, so I unfortunately couldn't use it in this situation.
4.
Now for an animal I have more general knowledge. I did find that foxes really have many different patterns, even if it's the same type of fox, and I really didn't feel like I looked enough. The design in my animation is a pretty standard design, but if I had to change the design, I would take more into consideration.
5.
You'll see in my animation, I attempt to do the signature kind of fox jump during the fleeing scene, and it didn't turn out how I wanted. While looking for general fox references, I kept seeing pictures like this, so I tried my best with it.
Sunday, May 15, 2016
Well, this week... (Weekly comments #18)
I am the victim of getting mentally destroyed by a dating sim, send help!
1. What I learned this week:
That 2D is still kicking my butt, whoops.
2. What I want to learn:
Anatomy is a big thing.
3. Something that frustrated me this week:
I wasn't able to get a book I really wanted this week, boo!
Also exams, they stress me out.
4. Something that made me happy:
My grandma came back yesterday, and my uncle and aunt will be coming up Saturday!
5. Video of the week!
https://www.youtube.com/watch?v=bTYAJ_yEojM
Some CinemaSins for you guys, Everything wrong with Cars, enjoy!
1. What I learned this week:
That 2D is still kicking my butt, whoops.
2. What I want to learn:
Anatomy is a big thing.
3. Something that frustrated me this week:
I wasn't able to get a book I really wanted this week, boo!
Also exams, they stress me out.
4. Something that made me happy:
My grandma came back yesterday, and my uncle and aunt will be coming up Saturday!
5. Video of the week!
https://www.youtube.com/watch?v=bTYAJ_yEojM
Some CinemaSins for you guys, Everything wrong with Cars, enjoy!
The art of Editing
Editing is something I've always seen as an art, something subjective, and something that takes practice to form a style.
This video brings this idea up and explains why editing can be so hard to understand. Editing is all about the emotions and thoughts behind a shot, and conveying it to the viewer. The understanding of an emotion in a characters' face without words is a difficult editing decision, as some emotions are best seen in short shots, while some emotions require longer exposer to get the intended affect. Another editing decision is when a character fails, how do you make it seem real? With the examples shown, the failure of Luke Skywalker and how much time they took to convey all the emotions felt real, we could feel the emotions because we can connect. In the Ant Man clip, the cutting felt jarring, like the character gave up way to quick, and making the emotions in the scene feel fake and unconnectable.
Editing, when it comes down to it, really is a art consisting of knowing the emotion you want to invoke and cutting the footage provided to reflect this. Just like many arts, editors have to practice to improve their skills.
This video brings this idea up and explains why editing can be so hard to understand. Editing is all about the emotions and thoughts behind a shot, and conveying it to the viewer. The understanding of an emotion in a characters' face without words is a difficult editing decision, as some emotions are best seen in short shots, while some emotions require longer exposer to get the intended affect. Another editing decision is when a character fails, how do you make it seem real? With the examples shown, the failure of Luke Skywalker and how much time they took to convey all the emotions felt real, we could feel the emotions because we can connect. In the Ant Man clip, the cutting felt jarring, like the character gave up way to quick, and making the emotions in the scene feel fake and unconnectable.
Editing, when it comes down to it, really is a art consisting of knowing the emotion you want to invoke and cutting the footage provided to reflect this. Just like many arts, editors have to practice to improve their skills.
Posing Design
I had actually heard of this game before, in the form of pointing out animation issues in the product, but it wasn't this issue and so I was curious what this entailed.
After watching the video, I realized that I had seen and taken issue of some of these things before, particularly the female sexualization issue. Be it pose or clothing, this is a blaring problem for most character. The example provided with the black widow character is something I can agree with, because her sexual appeal is actually an aspect of her overall character, and thus has a reason to have a pose as addressed in the video. However with Tracer, as soon as the video started, I got a sense of what her character was, and it wasn't sexualized in the slightest. So to have a pose drawing attention to her butt serves as nothing but eye candy goes strongly against who Tracer is. I do have to give a hand to Blizzard for listening and changing the pose to something more accurate to Tracer, seeing as many companies don't really care, and just pander with their female characters regardless.
Posing really does become a big part of understanding a character and their actions, as well as giving the image of motion. If we stay on the video game route, sometimes these poses are what you have to use to draw people in. Such examples include cover art or promotional art, which should draw some eyes to it and interest those who see it. With shows, action becomes important in the conveying aspect, such as emotions or events that can't be felt with just words.
So all in all, poses really do give a true insight on a character, from their personality to what they can do, poses are a powerful tool into creating strong characters.
After watching the video, I realized that I had seen and taken issue of some of these things before, particularly the female sexualization issue. Be it pose or clothing, this is a blaring problem for most character. The example provided with the black widow character is something I can agree with, because her sexual appeal is actually an aspect of her overall character, and thus has a reason to have a pose as addressed in the video. However with Tracer, as soon as the video started, I got a sense of what her character was, and it wasn't sexualized in the slightest. So to have a pose drawing attention to her butt serves as nothing but eye candy goes strongly against who Tracer is. I do have to give a hand to Blizzard for listening and changing the pose to something more accurate to Tracer, seeing as many companies don't really care, and just pander with their female characters regardless.
Posing really does become a big part of understanding a character and their actions, as well as giving the image of motion. If we stay on the video game route, sometimes these poses are what you have to use to draw people in. Such examples include cover art or promotional art, which should draw some eyes to it and interest those who see it. With shows, action becomes important in the conveying aspect, such as emotions or events that can't be felt with just words.
So all in all, poses really do give a true insight on a character, from their personality to what they can do, poses are a powerful tool into creating strong characters.
Sunday, May 1, 2016
Science of Rendering
Alright, after getting my nerves fried, let's tackle this shall we.
First off, math and science are involved in the process of rendering, and in a few different forms. Geometry is used due to it's involvement with the working of shapes, while coinciding with 3D coordinates, vectors, and matrices, to give off the illusion of space and depth.
Now from the stand point of differences between Rasterization and Ray Casting. First off, Rasterization is based on drawing points from the object to create the needed effect, aka Object Centric. Ray Casting is instead Image Centric, meaning it instead takes in consideration all images and where they are in comparison to the camera. Ray Casting also fixes some of the errors with Rasterization, such as fixing a visibility problem by taking the closest point if points intersected in a process called Z-Buffer. On top of this, Rasterization is not practical for things like shadows, reflections, and refractions, all of which needed to be done in Ray Casting.
With the topic of direct and indirect illumination, we need to know the differences first. Direct illumination is when light is reflecting directly from the source to the objects present in a scene. With indirect illumination, it simulates real world principles by having light bounce from everything present, giving a more realistic image. The issue that arose from this was that power of rendering was everything, and many who tried to use it, for example Pixar, didn't use indirect illumination until farther down the road. When it was used though, it created something truly realistic and special that gave life to what it was applied to.
The fact that in time, render time and power would improve is in part to Moore's law and Blinn's law. Moore's law involved the number of transistors in a dense integrated circuit will double every two years. However, Blinn's law starts that even with advances in technology, render time remains consistent. While Blinn's law may seem off, we have to think about how as technology advances, we are throwing more and more into this tech.
Really, CGI is an amazing art form, the fact that not everyone is capable should be proof enough to classify it as such. CGI allows filmmakers to build creative worlds of fantasy, loveable and memorable characters, and stunning stories that can only be brought to life through this method.
All and all, this video was really helpful when it comes to learning the work that goes behind this ever evolving form, and how far we've come in such a short time.
First off, math and science are involved in the process of rendering, and in a few different forms. Geometry is used due to it's involvement with the working of shapes, while coinciding with 3D coordinates, vectors, and matrices, to give off the illusion of space and depth.
Now from the stand point of differences between Rasterization and Ray Casting. First off, Rasterization is based on drawing points from the object to create the needed effect, aka Object Centric. Ray Casting is instead Image Centric, meaning it instead takes in consideration all images and where they are in comparison to the camera. Ray Casting also fixes some of the errors with Rasterization, such as fixing a visibility problem by taking the closest point if points intersected in a process called Z-Buffer. On top of this, Rasterization is not practical for things like shadows, reflections, and refractions, all of which needed to be done in Ray Casting.
With the topic of direct and indirect illumination, we need to know the differences first. Direct illumination is when light is reflecting directly from the source to the objects present in a scene. With indirect illumination, it simulates real world principles by having light bounce from everything present, giving a more realistic image. The issue that arose from this was that power of rendering was everything, and many who tried to use it, for example Pixar, didn't use indirect illumination until farther down the road. When it was used though, it created something truly realistic and special that gave life to what it was applied to.
The fact that in time, render time and power would improve is in part to Moore's law and Blinn's law. Moore's law involved the number of transistors in a dense integrated circuit will double every two years. However, Blinn's law starts that even with advances in technology, render time remains consistent. While Blinn's law may seem off, we have to think about how as technology advances, we are throwing more and more into this tech.
Really, CGI is an amazing art form, the fact that not everyone is capable should be proof enough to classify it as such. CGI allows filmmakers to build creative worlds of fantasy, loveable and memorable characters, and stunning stories that can only be brought to life through this method.
All and all, this video was really helpful when it comes to learning the work that goes behind this ever evolving form, and how far we've come in such a short time.
Thursday, April 14, 2016
Hmmm...(Weekly Comments #17)
Making this weekly comments with The Cinema Snobs "review" of Friday the 13th part 4 is slightly strange, but I can't put my finger on why...
1. What I learned this week:
... Nope, don't think I learned anything this week
2. What I want to learn:
Maybe better ways to sync up audio maybe.
3. Something that frustrated me this week:
Once again, nothing really, bleh week
4. Something that made me happy:
Uhhhh.... I am going to a great Italian place this weekend, other then that I don't know...
5. Video of the week!
https://www.youtube.com/watch?v=eDKvO5jspI0
Seeing as one of our articles was about the Jungle Book, I found this fitting. Enjoy!
1. What I learned this week:
... Nope, don't think I learned anything this week
2. What I want to learn:
Maybe better ways to sync up audio maybe.
3. Something that frustrated me this week:
Once again, nothing really, bleh week
4. Something that made me happy:
Uhhhh.... I am going to a great Italian place this weekend, other then that I don't know...
5. Video of the week!
https://www.youtube.com/watch?v=eDKvO5jspI0
Seeing as one of our articles was about the Jungle Book, I found this fitting. Enjoy!
To-do list article
Ah, with all that goes on in our everyday lives, we commonly forget some of the things we need to, and need a reminder from time to time. Cure the to do list!
As someone who commonly forgets simple things, to do lists can be really helpful in many ways with the different things you could do. Forget me nots can be used to remember events or items of importance, could help you plan your day so you can manage everything, can help with motivation to finish everything on the list, and can help you decide what to prioritize first in your day.
Some tips that can help you create a better to do list are rather simple. You should be sure to plan breaks during the day, being realistic in what you can do and at what speed you can do it, make sure you can see the list you made the day before and take note of what's on it, on top of this, being specific in what you need to do, and finally using alarms helps as a quick reminder.
In general, it is an amazingly good idea to keep a to do list of some kind around, and it would end up being worth it in the end. Now, if only I could actually do this instead of procrastinating...
As someone who commonly forgets simple things, to do lists can be really helpful in many ways with the different things you could do. Forget me nots can be used to remember events or items of importance, could help you plan your day so you can manage everything, can help with motivation to finish everything on the list, and can help you decide what to prioritize first in your day.
Some tips that can help you create a better to do list are rather simple. You should be sure to plan breaks during the day, being realistic in what you can do and at what speed you can do it, make sure you can see the list you made the day before and take note of what's on it, on top of this, being specific in what you need to do, and finally using alarms helps as a quick reminder.
In general, it is an amazingly good idea to keep a to do list of some kind around, and it would end up being worth it in the end. Now, if only I could actually do this instead of procrastinating...
Jungle Book effects article
While I do not plan on seeing this movie, mostly I've been ranting about it, I can not deny how great the animal characters look. The technique used in making these realistic animals is even more impressive.
First off, the way they made the lipsync for the animals look natural and how to match the only live action element to the animated elements. Using many methods of natural facial actions seen it real life animals, they integrated these actions into the faces to make them seem more natural. With the integration of the animated elements with the live action actor, they used puppet stand ins for the actor to interact with, and then animated over the puppets in the final production. On top of this, the actual actors were involved in the motion capture portion of the film to build the world around them. To give the final touches to the animation, they used a special game engine for the texture, as well as a special program for the lighting.
The amount of work and effort put into the film is truly admirable, and as far as the visual go, the movie looks amazing. Now if only the changes didn't bother me so much, then I would watch this film, but don't let that stop you if you don't mind the changes!
First off, the way they made the lipsync for the animals look natural and how to match the only live action element to the animated elements. Using many methods of natural facial actions seen it real life animals, they integrated these actions into the faces to make them seem more natural. With the integration of the animated elements with the live action actor, they used puppet stand ins for the actor to interact with, and then animated over the puppets in the final production. On top of this, the actual actors were involved in the motion capture portion of the film to build the world around them. To give the final touches to the animation, they used a special game engine for the texture, as well as a special program for the lighting.
The amount of work and effort put into the film is truly admirable, and as far as the visual go, the movie looks amazing. Now if only the changes didn't bother me so much, then I would watch this film, but don't let that stop you if you don't mind the changes!
Friday, April 8, 2016
Welcome back! (Weekly blog #16)
Blogs are back, and I missed it last time, so yay!
1. What I learned this week:
A ton about Ub Iwerks for the essay
Bifrost (That's what it's called right?)
Animation jobs
2. What I want to learn:
Smoother animation
3. Something that frustrated me:
Nothing much, was a bleh week
4. Something that made me happy:
I think me and my parents are going to an Italian restaurant that we've wanted to try, we'll see
Also I got a Nick and Judy tsum tsum over the weekend, now I need Ortensia and I'll have a complete first row (Nick and Judy started the second row)
5. Video of the week!
https://www.youtube.com/watch?v=GQjwWF2xL3o
You guys like cartoon conspiracies? Here's some Nick cartoon conspiracies and how much the show supports these theories
1. What I learned this week:
A ton about Ub Iwerks for the essay
Bifrost (That's what it's called right?)
Animation jobs
2. What I want to learn:
Smoother animation
3. Something that frustrated me:
Nothing much, was a bleh week
4. Something that made me happy:
I think me and my parents are going to an Italian restaurant that we've wanted to try, we'll see
Also I got a Nick and Judy tsum tsum over the weekend, now I need Ortensia and I'll have a complete first row (Nick and Judy started the second row)
5. Video of the week!
https://www.youtube.com/watch?v=GQjwWF2xL3o
You guys like cartoon conspiracies? Here's some Nick cartoon conspiracies and how much the show supports these theories
Shot/ Reverse shot
I'm going to apologize right now if this blog post sounds weird, I watched the video, but I'm slightly stumped on how to explain, so yeah.
Anyway, the art of the shot is a hard art to master, and even harder to pin down. With so many different styles of camera shots, it's hard to explain how some styles work, but this video uses the Coen Brothers style of shots to explain this concept.
With the Coen Brothers, they commonly use a shot that gets you close and personal with the characters, and get across the emotions present in the scene. To do this with a conversation, the Coen Brothers set the camera in between the two characters, and give the characters their own shots and thus their own reactions. They also use the wide range camera for two different types of scenes, one it being used to exaggerate specific elements and emotion, or two to set up the scene, as well as setting emotion with the background.
Really, this is a great video that points out the true magic of the shot, and how hard it is to do. The video showed an example of how not to do this style, and how strange and out of place the shot was. All and all, this video is really good in explaining this type of camera work.
Anyway, the art of the shot is a hard art to master, and even harder to pin down. With so many different styles of camera shots, it's hard to explain how some styles work, but this video uses the Coen Brothers style of shots to explain this concept.
With the Coen Brothers, they commonly use a shot that gets you close and personal with the characters, and get across the emotions present in the scene. To do this with a conversation, the Coen Brothers set the camera in between the two characters, and give the characters their own shots and thus their own reactions. They also use the wide range camera for two different types of scenes, one it being used to exaggerate specific elements and emotion, or two to set up the scene, as well as setting emotion with the background.
Really, this is a great video that points out the true magic of the shot, and how hard it is to do. The video showed an example of how not to do this style, and how strange and out of place the shot was. All and all, this video is really good in explaining this type of camera work.
7 tips for drawing realistic humans
Ah, realism, my weakness! Really when it comes to humans in general, I personally find really hard, so I'm always looking for ways to improve, enter this article!
This article informs the reader of some tips to keep in mind when drawing people, and personally speaking, I haven't heard of some of these tips before. Some tips such as the follow the line of action, and the length of the forehead I've heard of before, however the head count method, the shoulder reminder, the neck technique, the smile reminder, and the box method, I've never heard of. The head count method is used to measure how long the bottom part of the body should be. The shoulder reminder is used so the shoulders are as broad as they should be to be realistic. The neck technique is about how the neck isn't completely straight, and is pulled out slightly from the body. The smile tip I've never thought of, and is based on the proper shape of the mouth. The box method I've never really understood, but this article helps out in understanding this way of realism.
The final part of the article is really the best advice though, sometimes you have to come up with the fixes for your problems through experiments. Really that is a tip I always think about when I draw, and it helps when you feel discourage to look forward and keep trying, which really is the most important tip anyone can give you.
So all in all, this article is really helpful if you're struggling with human realism, and I will defiantly take some of these tips into consideration.
This article informs the reader of some tips to keep in mind when drawing people, and personally speaking, I haven't heard of some of these tips before. Some tips such as the follow the line of action, and the length of the forehead I've heard of before, however the head count method, the shoulder reminder, the neck technique, the smile reminder, and the box method, I've never heard of. The head count method is used to measure how long the bottom part of the body should be. The shoulder reminder is used so the shoulders are as broad as they should be to be realistic. The neck technique is about how the neck isn't completely straight, and is pulled out slightly from the body. The smile tip I've never thought of, and is based on the proper shape of the mouth. The box method I've never really understood, but this article helps out in understanding this way of realism.
The final part of the article is really the best advice though, sometimes you have to come up with the fixes for your problems through experiments. Really that is a tip I always think about when I draw, and it helps when you feel discourage to look forward and keep trying, which really is the most important tip anyone can give you.
So all in all, this article is really helpful if you're struggling with human realism, and I will defiantly take some of these tips into consideration.
Friday, March 4, 2016
Animation Thumbnails are important
Thumbnails are something that many people take for granted, and as a result skip altogether, then regret later when things don't turn out how they wanted it. Many people say they don't have to, or don't have the time to, and it ends up hurting the overall project later.
One thing people say is that it takes to much time to thumbnail, when really the opposite is true. Because you have the keyframes already planned, it cuts down the time it takes by half or more. When you have it planned, you know what direction you need to take, and can drive right into what needs to be done. An important fact is that thinking is always the first step, no matter what, thinking is how you can get the story down and make sure the elements of the story make sense and can be interesting in a full fledged animation. 3D animation doesn't exclude this process either, in fact it may be even more important in 3D then in 2D. The keys are always important and shape the animation.
So, while thumbnailing may seem like a waste of time, really though, it can result in a better product altogether. The next time you want to animate, remember to make those thumbnails, you'll thank yourself later.
One thing people say is that it takes to much time to thumbnail, when really the opposite is true. Because you have the keyframes already planned, it cuts down the time it takes by half or more. When you have it planned, you know what direction you need to take, and can drive right into what needs to be done. An important fact is that thinking is always the first step, no matter what, thinking is how you can get the story down and make sure the elements of the story make sense and can be interesting in a full fledged animation. 3D animation doesn't exclude this process either, in fact it may be even more important in 3D then in 2D. The keys are always important and shape the animation.
So, while thumbnailing may seem like a waste of time, really though, it can result in a better product altogether. The next time you want to animate, remember to make those thumbnails, you'll thank yourself later.
Zootopia hair animation
I've been interested in this movie since hearing about it and seeing the first trailer. The movie looked amazing in the concept and the animation, so getting an article about it was very interesting.
Now, with the animation, I noticed the details with the fur and wondered just how much the studio had to do to be able to make the movie. With this detail, it wouldn't be a major thing if only one character, but this is a movie full of animals with different types of fur. So it wasn't surprising that Disney had to create a new animation program to be able to step up to what they needed. After all, they've never had this amount of detail in just hair alone, and you still have to consider lighting and muscles. The lighting is another aspect the was redone to fit with this amount of fur on all these animals. With these aspects, the characters look almost real and natural due to these extra details.
This is proof that animation is pushing technology everyday, and needs to create new software to advance the possibility and push the boundaries of what we thought was previously possible. I can't wait to see what they can do with what they have, and how they will advance this medium farther down the line.
Now, with the animation, I noticed the details with the fur and wondered just how much the studio had to do to be able to make the movie. With this detail, it wouldn't be a major thing if only one character, but this is a movie full of animals with different types of fur. So it wasn't surprising that Disney had to create a new animation program to be able to step up to what they needed. After all, they've never had this amount of detail in just hair alone, and you still have to consider lighting and muscles. The lighting is another aspect the was redone to fit with this amount of fur on all these animals. With these aspects, the characters look almost real and natural due to these extra details.
This is proof that animation is pushing technology everyday, and needs to create new software to advance the possibility and push the boundaries of what we thought was previously possible. I can't wait to see what they can do with what they have, and how they will advance this medium farther down the line.
Monday, February 29, 2016
Whoops (Weekly comments #14)
Forgot this for Sunday, I'll still post it though
1. What I learned this week:
Not much, it was mostly work days
2. What I want to learn:
How to make better backgrounds.
3. Something that frustrated me:
My hockey team chocked and lost this weekend, quarterfinals again man.
4. Something that made me happy:
I mean, Hamilton happened, which you should all listen to, because it's great honestly.
5. Video of the week!
https://www.youtube.com/watch?v=Q7KYTAoSoyA
Some Steven Universe for you guys.
....
Also this for your viewing pleasure
https://www.youtube.com/watch?v=3C4vmM5mQT8&list=LLfWAZ8mWDTXRgHkDhJKUl_A&index=2
1. What I learned this week:
Not much, it was mostly work days
2. What I want to learn:
How to make better backgrounds.
3. Something that frustrated me:
My hockey team chocked and lost this weekend, quarterfinals again man.
4. Something that made me happy:
I mean, Hamilton happened, which you should all listen to, because it's great honestly.
5. Video of the week!
https://www.youtube.com/watch?v=Q7KYTAoSoyA
Some Steven Universe for you guys.
....
Also this for your viewing pleasure
https://www.youtube.com/watch?v=3C4vmM5mQT8&list=LLfWAZ8mWDTXRgHkDhJKUl_A&index=2
Tuesday, February 23, 2016
Wish I knew in art school
It's easy to just go off what the schools teach you, and try to fill in what they don't tell you on your own, but some people just don't find the answers as easy as they wish they could. It does seem like these things should be said in school, but we have this article to learn from instead.
Well, the first point is, you don't have to go to art school to have a chance of getting hired. That's not saying you shouldn't, after all it only helps your chances in the long run, but if your good enough you may not need it to succeed. Second point is to focus on you foundations, and not the applications your using. Let's face it, you won't be using the same programs every years, more likely every year it will be different in some way, but your ability won't change as much as next years new programs. Next point is one I find very important, you won't ever be the best, nor do you have to. Really this is also the hardest to fully get use to. Really what should matter is the quality of what you do, so long as your giving it your best, that will be enough. And finally the last point, as an artist, you will never stop learning. Let's face it, art is an expansive subject that steams down to the creativity of the mind, so it's far from easy to stop learning new things, maybe even impossible.
For now though, you have quite a bit of time to prepare for the future, so take that and run with it.
Well, the first point is, you don't have to go to art school to have a chance of getting hired. That's not saying you shouldn't, after all it only helps your chances in the long run, but if your good enough you may not need it to succeed. Second point is to focus on you foundations, and not the applications your using. Let's face it, you won't be using the same programs every years, more likely every year it will be different in some way, but your ability won't change as much as next years new programs. Next point is one I find very important, you won't ever be the best, nor do you have to. Really this is also the hardest to fully get use to. Really what should matter is the quality of what you do, so long as your giving it your best, that will be enough. And finally the last point, as an artist, you will never stop learning. Let's face it, art is an expansive subject that steams down to the creativity of the mind, so it's far from easy to stop learning new things, maybe even impossible.
For now though, you have quite a bit of time to prepare for the future, so take that and run with it.
Right to left character movement
When it comes to the different shots used in films, we always think of the shots of characters moving toward the audience and away as a sign of a character's motives or stance. However, we hardly take into consideration when characters move from right to left, or vis versa, and the effects it leaves.
When a character moves from left to right, it can convey a multitude of emotions, commonly these emotions are positive. The character is the hero, they are powerful, have good intentions, can be trusted, or are heading in the right direction (Literally in this case). But when a character moves from right to left, the story changes, and we get the feeling of wrongness from them. They're the bad guy, weak, injured, or heading down the wrong path (Again, literally).
But why do we think like this? Why does the direction the character is moving change our outlook to them? Well, it may have to do with how we read: from left to right. With this in mind, it's not hard to see that this could be the reason for how we feel about lateral movement. In our minds, things are right when an object moves from left to right, and wrong or off putting when going from right to left.
So keep this in mind next time you see a movie, you might just find those early signs of where a characters stands or how the scene will go.
When a character moves from left to right, it can convey a multitude of emotions, commonly these emotions are positive. The character is the hero, they are powerful, have good intentions, can be trusted, or are heading in the right direction (Literally in this case). But when a character moves from right to left, the story changes, and we get the feeling of wrongness from them. They're the bad guy, weak, injured, or heading down the wrong path (Again, literally).
But why do we think like this? Why does the direction the character is moving change our outlook to them? Well, it may have to do with how we read: from left to right. With this in mind, it's not hard to see that this could be the reason for how we feel about lateral movement. In our minds, things are right when an object moves from left to right, and wrong or off putting when going from right to left.
So keep this in mind next time you see a movie, you might just find those early signs of where a characters stands or how the scene will go.
Friday, February 5, 2016
Early bird! (Weekly Comments #13)
So because I really have no motivation at all, I'm done with all the required stuff, and I have a busy weekend ahead, this weekly comment is early!
1. What I learned this week:
How to add music to a 3D animation in Premiere and render it.
2. What I want to learn:
1. What I learned this week:
How to add music to a 3D animation in Premiere and render it.
2. What I want to learn:
Maybe how to make the best of stiff model (Which is one of the few problems with the dragon model.)
3. Something that frustrated me:
"Health class" is so infuriating to me right now! It's literally english class for dummies and as a honers english student, it feels insulting to have to hear "Capitalize the beginnings of your sentences!" or "Make sure to add periods!" like no, I totally don't do that all the time! The worst is that this is SUNY, and health is required (Even if they don't even teach things about health).
That and someone has my cell phone number who I don't know and keeps texting me the same thing every time! If they text again, I'm going to give them hell.
4. Something that made me happy:
So I saw Kung Fu Panda 3 on Sunday, and man, this series is still really good! I mean, Kung Fu Panda 2 is still my favorite (Mostly because of the villain honestly), but this one is still really good! The visuals looked really nice and I like the ties to the 2nd film, so I'd suggest at least seeing it after it comes out on dvd if you don't like these movies.
I'll be going to dinner with my parents and a few of my moms friends tonight, and then going to Buffalo State to see the hockey team play, let's hope they win tonight!
And I have a party Sunday that I really hope goes well, because lets just say, one of my friends that are going is really uncomfortable with another person who's going, so I hope things are going to be fine...
5. Video of the week!
This is a review of the episode "Lawnmower Dogs" from the Adult Swim show "Rick and Morty" by TheMysteriousMrEnter, and this is the review I blame for getting me into Rick and Morty in the first place. So go check it out if you've been on the fence about this show, MrEnter makes some really great points on this show, and the episode itself is pretty good!
Monday, February 1, 2016
Sitting posture
Ah posture, that thing we never think about as we sit around all day long, either at home or school. While we disregard it sometimes, it is important to our health that we have good posture as often as possible. In the work place, sometimes it's hard to find time to get on your feet and stretch, but if you can do it you in a way need to. Sitting without good posture can lead to health problems, mostly around the cardiovascular area, and can even shorten your life. Stuff like that is really motivating to change the habit that we have developed over time and become healthier in the process. Time to remind myself not to slouch now! Also, I want some of those chairs shown in the video, I don't know about you reader.
Lessons from Van Gogh
When it comes to todays world, we are obsessed in finding fame through our work, and don't take into consideration that fame isn't always acquired as quickly as we hope. In many cases, it causes some to give up, figuring their work isn't good enough to be famous. In the case of Van Gogh though, he wasn't painting to be famous, he was painting for himself and his brother rather then for the eyes of the public. Van Gogh wasn't instantly an amazing painter either, it took him years to improve to the point that people started finding it actual art. While it took until Van Gogh died for his art to be shared with the world, todays technology makes sharing art easier then ever before, and you most likely won't have to die before you get noticed.
Sunday, January 24, 2016
...? (Weekly Comments #12)
My memory is being blank at best, so I may miss things (I'm really, Really bad at remembering things when I'm tired, like, worse then normal)
1. What I learned this week:
More chicken stuff and talking about the 3D short...
(I think right?)
2. What I want to learn:
Ahhhhhhh...
Background work in 3D
3. Something that frustrated me:
Nothing really, week was alittle on the dull side, which isn't a bad thing per say.
3. Something that frustrated me:
I found some new shows to watch, and with one of them (Rick and Morty) I'm falling right into it and I don't think I'll ever get out (That's a good thing right???)
Going to Disney February break, getting pretty excited!
5. Video of the week!
https://www.youtube.com/watch?v=FLp97EMXWY4&index=1&list=LLfWAZ8mWDTXRgHkDhJKUl_A
Just a cool Multi-Animator Project (Language warning)
1. What I learned this week:
More chicken stuff and talking about the 3D short...
(I think right?)
2. What I want to learn:
Ahhhhhhh...
Background work in 3D
3. Something that frustrated me:
Nothing really, week was alittle on the dull side, which isn't a bad thing per say.
3. Something that frustrated me:
I found some new shows to watch, and with one of them (Rick and Morty) I'm falling right into it and I don't think I'll ever get out (That's a good thing right???)
Going to Disney February break, getting pretty excited!
5. Video of the week!
https://www.youtube.com/watch?v=FLp97EMXWY4&index=1&list=LLfWAZ8mWDTXRgHkDhJKUl_A
Just a cool Multi-Animator Project (Language warning)
Cinematics without proper lighting
When it comes to cinematography, many people stress that lighting is key, but what happens when you don't have proper lighting? Well, you can still make an impactful scene regardless of the amount of light. Sometimes, the way a set is built will help with your lighting problem, and deliver a great scene regardless. Color also helps, as some colors can still pop regardless of the light available, mostly brighter colors. Or, if you want to create a darker mood, dark colors still work fine. Speaking of mood, emotions and senses can still be conveyed despite lighting issues. Sometimes, scenes need to be dark to give off a certain sense to those watching, something bad may happen, or the scene is serious and light needs to be at it's minimum. Anyway you look at it, great cinematography can be made in any setting, regardless of a lack of light.
Stop Motion 3D printing
Stop motion has been a means of animation since the 19th century, and has not only survived to today, but has advanced in their complexity as time has gone on. One of the methods that has allowed the medium to come so far happened recently with the integration of 3D printers, which is a change from the days of old where substances like clay were used. When it comes to stop motion films though, you need a method that allows for the creation of thousands or even millions of pieces for one character, and 3D printing helps to plan things out. 3D printing helps to plan out many of what needs to be created before it is actually created, which is very useful in the long run when stop motion is such a medium that one mistake can ruin an entire section. Really, stuff like this is truly what helps this medium shine and continue to be so unique among the computer generated crowd.
Sunday, January 10, 2016
Whoo Whoo! (Weekly comments #11)
I almost forgot blogs this week, whoo whoo!
1. What I learned this week:
The basics of Maya and modeling in 3D.
(Just to summarize)
2. What I want to learn:
Easy fixes in 3D
3. Something that frustrated me:
The helmet (I'm sure everyone said that)
4. Something that made me happy:
Got my new computer set up
Set up my new shelf
Finally done with the 2D short revision!
5. Video of the week!
https://www.youtube.com/watch?v=dRPrhrxgYVM&list=LLfWAZ8mWDTXRgHkDhJKUl_A&index=1
Just a cool puppet animation video (Yes, done in 2D) That I really like, enjoy!
1. What I learned this week:
The basics of Maya and modeling in 3D.
(Just to summarize)
2. What I want to learn:
Easy fixes in 3D
3. Something that frustrated me:
The helmet (I'm sure everyone said that)
4. Something that made me happy:
Got my new computer set up
Set up my new shelf
Finally done with the 2D short revision!
5. Video of the week!
https://www.youtube.com/watch?v=dRPrhrxgYVM&list=LLfWAZ8mWDTXRgHkDhJKUl_A&index=1
Just a cool puppet animation video (Yes, done in 2D) That I really like, enjoy!
Writers block article
Ah writer's block, a common enemy of anyone who writes anything from an essay to a piece of literature. On top of it being annoying, it can strike at the most inopportune times, so do we fight this menace? Well, it depends on the root of the writer's block, and finding that root is difficult. You have to eliminate different reasons to find the true reason that is stopping your progress. Only when you find the problem, can you resolve it. Motivation is a common problem, and you need to find what will motivate you. Now, it may not be the embarrassing motivation show in the article, that seems a little extreme, but set some goals or remind yourself of why you need to get this done, and what can happen if you don't.
Chuck Jones article
When it comes to ideas that seem like they wouldn't makes good animated shorts, a short about a singing frog seems to fit into this category, however some dedication can go a long way in the art of animation, and this short is a testament to that.
The writer says that Chuck Jones had the determination to makes true cartons without stock images, as was common practice back in the day when animators and their teams only had weeks to make a short. Jones actually animated his shorts, which made them come alive and stand out, as well as making it a classic we even talk about today (Case and point).
The writer ends with how the frog in the animation looks almost real in the way it moves, well, as real as a dancing frog can get, and it was Jones and his talent shining through. Making elements more realistically helps with how alive the short feels, and was able to do so in all his animations.
The writer says that Chuck Jones had the determination to makes true cartons without stock images, as was common practice back in the day when animators and their teams only had weeks to make a short. Jones actually animated his shorts, which made them come alive and stand out, as well as making it a classic we even talk about today (Case and point).
The writer ends with how the frog in the animation looks almost real in the way it moves, well, as real as a dancing frog can get, and it was Jones and his talent shining through. Making elements more realistically helps with how alive the short feels, and was able to do so in all his animations.
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