New “Intro” for Demo Reel

Somewhere in my mind I was inspired by the art work for a game called “Firewatch.” The artist who created it basically used 5 or 6 steps of colors, ranging from a dark orange-pink to a light orange-pink and I adored the simplicity of the idea. I thought, “Hey, I can probably animate something along those lines! Even make it into an intro for my demo reel!” I figured that since I was in a simplistic art style (not sure if it’s a phase yet, but I enjoy it) this would play nicely. Plus, I finally get back into using After Effects and expand a bit on my skills for that.

Assets were originally done/combined/colored based on how close I wanted that layer to the camera (dark for close, light for far) in Illustrator and then imported into After Effects. Each layer was made into a 3D layer and set back in steps of around 200 in most cases on the Z-axis. Layers were resized and re-positioned based on where I wanted them to end up based on the main focus point of the piece, which was a pair of deer and a few birds. I used a camera and animated it to get the feel that I wanted in terms of movement and focus.

At this point, there’s a bit of give and take in the process where I worked on multiple little parts at the same time. With the deer, I wanted to add some movement and really wanted to try to use AE’s puppet tools. Tried it and quickly found out that my computer does not have the capacity to use it, even on the simplest level, so I went the next best route: break apart parts of the deer in Illustrator and use anchor points in AE to get some movement going. Fine. I’m happy with how that turned out. Now the birds. I already know that using anchor points will give me something I don’t want for the flapping of the wings. So, after separating the different portions of the birds in Illustrator, I turned to Flash because it was quicker for me to manipulate shapes a little better. Even here, I did the quick-and-dirty shape morphing between one position to the next, which at the correct speed, looks pretty darn good. Let’s keep it. Lastly, was the water. I simply used AE’s Liquify in order to get the appearance of water flowing down river. Boom. Done.

Everything’s put back together and I’m not happy with the whole thing. I felt that it lacked texture. I had the idea of applying a paper-like texture to the trees. Just go back to the Illustrator layers and apply it, right? Wrong! I couldn’t get to work correctly, so I brought the layers separately into Photoshop to apply the paper-like texture and then brought the PSD files into AE in place of the Illustrator files. After a few minor tweaks, color corrections, and adding my name for my intro, I’m happy.

Intro_gif

Postmortem: Looking back, I would probably play around a bit more with the Liquify effect and try to get a better handle on that. I could also play a bit more with depth with layers. I was a little afraid to expand on it due to my computer possibly not being able to handle with so much going on my screens to begin with. In a way I was limited with what I had, but I could have pushed it further.

Programs used: Adobe Photoshop, Adobe Illustrator, Adobe Flash, Adobe After Effects.

 

Wall Climb – Animation

Project Description:

The aim of this personal project was to work on a few animation elements that I felt I needed to strengthen. The major points I wanted to touch upon was physical interaction between two characters, pushing and pulling, to expand upon adding more emotion and action to make a scene more believable, and to be a little more adventurous with camera angles outside of just setting shots plainly.

Girl and guy run in, looking to escape from something, and end up at a dead end. Guy thinks quickly and offers to give the girl a hand to climb over the wall. After girl goes over the wall, the guy keeps watch before the girl reappears again and offers a hand for the guy to come over the wall, as well.

Project Background:

This project has been worked on intermittently for the past year (nearly) and completed a few weeks ago, so bear with me as I recall my inspiration. The initial inspiration was an article I read online about a game company issuing a “test” where a character went from point A to point B in eight seconds. The examples featured included dynamic shots. It kinda nudged me into thinking about breaking my comfort zone in terms of more complex motions and try to use different camera shots in practice.

Project Process:

I filmed a bit of reference video. At least to the extent of one person can on their own and with no high walls that wouldn’t make me look like I was trying to scale a wall to commit burglary. At least I had some sort of gist to work with. If there was a question about balance of the body, I did my best trying to quasi-reenact the pose against the wall and try to figure out what is the most human reaction to the movement I wanted. Animation was done in Maya.

This project was also the first time I had experience using Maya Sun and Sky as lighting.

Project Postmortem:

This project took an amazing long amount of time to complete. It didn’t help that I tried to record reference material as one person, pretending to be two. Eventually, I figured out that a lot of my movements were wrong via reference (mainly balance of the body and timing for arms and legs) and there was a bit of rework done to correct these mistakes.

On the positive side, this really made me really think about how the action of one person affects another person interacting with them and with objects. For example, the girl puts her foot into the guy’s hands and as he lifts her up, she is exerting some force on the wall, as well, affecting the center of balance on the girl. This project really made me think about the big picture of the actions and even the tinier nuanced actions that would help make this animation be a bit more realistic and believable. At many points I found myself frustrated about posing and actions not looking right, but I am glad I stuck my guns and finished it to a point where I am happy with it.