【POTTERMORE】【Chris】
文章在此:http://www.pottermore.com/
書寫完了,電影也做完了,Harry Potter 接下來還有甚麼計畫呢!?
沒錯就是互動媒體!! 這個計畫是要將 Harry Potter 變成電子書,但是這個本書提供的不單單只是文字,它多了互動!
這個媒介的最重要的就是 "閱讀者" 本身,透過閱讀者 Share , rediscover, 塑造全新的 Harry Potter.
【動畫廣告 - 奧迪鳥 - Audi A6 Avant】【J⁺】
[奧迪鳥] 象徵新奧迪輕巧的結構,給駕駛人敏捷準確的操控,鳥的胸腔也呼應奧迪品牌的車頭構造~
(個人覺得,空曠的場景,營造一望無際的感覺,加分很多,感覺很棒~)
音樂: Open Road, Open Sky sung by John Charles Thomas
製作: http://www.themill.com/
導演: http://www.imdb.com/name/nm2905562/
【喜劇恐怖片 - Gawper】【W⁺】
來自動畫筆記本的分享:http://goo.gl/rY2KE
這部以喜劇風格、復古恐怖片題材的 CG 作品(沒錯~不是偶動畫)是由 A Large Evil Corporation 所製作的。非常喜歡它的表演!音效配樂還刻意做得很像早期恐怖片的感覺,畫面也是黑白的。
公司網站:http://www.evilcorp.tv/
【簡單幾何構成大塊故事 The Murf】【Y⁺】
看看美國的動畫藝術家 Scott Benson 幫樂團 Rendezvous 做的動畫 MV 吧!用簡單的幾何圖象說了一個包含人類崛起到世界末日的危機與轉機的大故事。Benson 說明他的創作發想:他覺得現在世事實在太多變了,但是有很多關於自然或是宇宙法則的部分卻不會隨時改變,像是蜂巢的形狀或是蟻塚的結構,他想在動畫中呈現這個部分。還有另一部分:生物會自己尋找出路,Benson引述天文學家 Carl Sagan 的話:「假如恐龍也有太空船的話,牠門就不會甘願滅亡了。」所以才有動畫裡這樣可愛的結局。
【AICP Southwest Sponsor Reel】【Chris】
美國Corgan Media Lab 09年幫AICP的把所有贊助商串起來的影片,這是很久以前在YOUTUBE存起來的影片,但是非常喜歡
他們在這部影片所創造的low poly的動物,雖然這些動物是用很低面數去製作的,但是因為逼真的 animation, 讓這些動物很生動! This is the beauty of animation !
【AM T&T - 網路,在動畫產業中有多重要? 】【W⁺】
How Important Is Networking in the Animation Industry?
胡亂翻譯:網路在動畫產業裡「極度」重要!程度或許還不至於超過你實實在在的作品以及職業道德,但下一個排名或許就是它。
請記住,沒料沒本事網路也幫不上忙,要有扎實的作品(demoreel)做根基,在加上網路的適當運用(交流、曝光),那將能讓自己在產業裡有所立足之地,也能對未來的職業生涯進展有所幫助。
很多人都認為,拿到第一份工作後就可以停止在網路上的活動,「千萬不要!」網路能持續地讓大家記得你是誰,也會知道你曾做過些什麼作品!動畫這圈子很小,但這並不表示大家都知道你是誰(你哪位?),所以~繼續或開始在網路上跟大家多交流認識吧! http://www.animationtipsandtricks.com/2011/10/how-important-is-networking-in.html
Disney Staging The best of Disney's animators knew how to stage their characters in a way that made them easy to read on the screen. That way their personality statements were uncluttered and to the point.Every line put on paper supports a main thought, and the rhythm of the drawing leads your eyes toward the area you are supposed to look at.This is not an easy thing to achieve.
迪士尼最厲害的動畫師知道該如何組織手上角色,讓他們很容易在螢幕上被辨識與閱讀,讓觀眾很清楚知道每個角色的個性與特色。因此,所有畫面上的線條都強調著一個主要想法:畫面的節奏變化將會引導觀眾的眼睛去看他們該看的地方。這其實很不容易。
An animator needs to boil things down to a clear essence, because the audience only has a split second to see and understand what's going on.I traced these classic Disney moments off from xeroxes of the originals. In most cases the characters were animated on different levels, I combined them here for the final composition.This stuff leaves me in awe. I know that some animators like Frank Thomas and Eric Larson worked hard to achieve this simplicity, while others like Milt Kahl and Marc Davis did it intuitively.Each drawing is accompanied by an overlay that shows the flow toward the focused area.
因為觀眾往往只有很短的時間去觀看,並且理解發生了什麼事,所以動畫師必須把他手中的素材提煉出菁華來吸引他們。我企圖還原這些經典的迪士尼鏡頭,發現多數情況下,不同角色動作的Timing其實是有所間隔的。最後,我綜合這些改變並且將他們湊在一塊兒結果令我感到震撼與敬畏。我知道像是Frank Thomas或是Eric Larson這樣了不起的動畫師努力想要保持每個畫面的簡單性,但同時Milt Kahl與Marc Davis卻已靠直覺達到這種境界了。每一張圖都顯現出畫面流向某個焦點區域。
The first example from "Pinocchio" even had two animators who worked out the staging issues. Stromboli was animated by Tytla, Pinoke by Frank Thomas.Combined they form a powerful composition, the main focus is Stromboli's right hand grabbing Pinocchio. The characters connect very strongly. That firm grip showes Stromboli's physical strength, and Pinocchio's vulnerability.
來自「木偶奇遇記」的例子:即使是兩個不同的動畫師卻能得出同樣的表演結論。繪製Stromboli(右)是Tytla,小木偶(左)則是出自Frank Thomas之手,綜合結果就是視覺主要焦點會集中在抓著小木偶的Stromboli的右手,因此觀眾馬上感受到這兩個角色的強烈連結。這樣結實的一抓,還顯示出Stromboli力量上的強大與小木偶的脆弱特質。
Milt Kahl did all three characters in this scene from "Song of the South".They relate sooo simply, clear personality and attitude in each of them.Your eyes end up at the rabbit.
Milt Kahl完成「南方之歌」這一場戲裡所有的角色動畫。每個角色的個性與關係都相當得清楚明確,妳的眼睛將會停在左邊的兔子上。
Frank Thomas animated Merlin and Mim. Props like Merlin's hat and his magic wand help point to his nose being grabbed by Mim. That's the business of the scene and all lines support the idea.Here again opposing attitudes make up for an entertaining statement.
Frank Thomas 做了「石中劍」當中 Merlin (右) 與 Mim (左) 的道具動畫,像是Merlin手上的魔法棒和頭上的高帽子。同樣的例子,畫面的曲線性撐起同一個焦點,被Mim抓住的Merlin的鼻子。這場戲還說明了另一件事,兩個角色針鋒相對的表演,有時也能製造出意外的娛樂性。
Robin and Maid Marian were done By Milt, their hands/paws connect in such a simple and elegant way. Even the feather on Robin's hat is curved and points toward Maid Marian. This looks so simple, but it really is quite sophisticated. 「羅賓漢」裡 Robin (右) 與 Maid Marian (左) 用一個既簡單又優雅的方式讓兩手扣上。即便是Robin頭上帽子的羽毛都是曲線並且指著 Maid Marian。這看起來再簡單不過,但實際上卻是非常的複雜巧妙。
【實體與虛擬的互動 App - 汽車總動員 】【W⁺】
Disney AppMATes: The New Mobile Application Toys for iPad
(汽車總動員果然是要靠玩具來賺錢的~)這款遊戲是可以透過實體小汽車,與 iPad 上的 App 互動,毋須接線或藍芽,至於是什麼技術沒特別說,但或許只是運用像是觸控筆的技術吧!能帶有微電流與電容式觸控螢幕互動(好像想得太簡單了...)想買嗎?十月一號上架...(很可能台灣還買不到)
【動畫學習 - Ken Fountain 線上教學】【W⁺】
夢工廠動畫師 Ken Fountain 在Jason Ryan Animation網站上提供了收費的三小時教學影片。
基本動畫表演鏡頭:http://goo.gl/QpKmp
Store:http://goo.gl/7Cn9G
下面留言再放上一些教學片段
【W⁺】Tutorial Shot Final
【W⁺】Animating A Basic Acting Shot" video tutorial (10 min clip #1)
【W⁺】Animating A Basic Acting Shot" video tutorial (10 min clip #2)
【解剖學 - Ryan Kingslien 線上教學】【W⁺】
長達八十分鐘的教學影片!真是佛心來著的!
無論是Zbrush還是黏土,雕塑的觀念都是一樣的!開頭作者講了不少觀念性的東西,非常地重要。當然,別忘記還是要捲起袖子下去實作。(後面這句是說給我自己聽的嗎?)
Ryan Kingslien 網站:http://www.ryankingslien.com/
第三點就是盡量把數據取成整數以及要保持 Timeline 的乾淨,在製作 walk cycle 盡量把 auto key 關掉,方便日後的操作。 第四點作者提到了有關于相對動作(oppsite pose)的一些觀念,在左右腳每個動作可以先直接copy,ㄧ邊的數據到另一邊去,然後在微調一點不一樣以避免太過機械動作化,不過他也說這還是要看個人製作方式調整,但唯一重要的就是兩隻腳的間距一定要保持同等距離,這樣走起路來比較一致性。
影片後面提到了角色的情緒,或是個性一定要在早期的key pose就放入進去,不然等到後面要調整就會非常麻煩。 (下一篇有針對這點的留言,然而我覺得這個東西非常重要! 很多中文教學書都沒有提到這個觀念!!)。 最後面他提到有關於人體重量的移位,在這個角色裡面,它是一個扎實與有決心的走路心情為了避免角色的頭會亂擺動,所以他選擇利用臀部的部分來保 line of action。
接著在第二個影片則是針對細部調整的做一個介紹,其中有講述到腳底與地板接觸時,應為固定速率 constant speed,而腳在空中時,他劃過空中的速度應該是很快的,然後就是仔細觀察有沒有 IK POP 的情況發生,作者的方式就是透過關節的反覆觀察去抓出 IK POP (不過在這邊可以提供一個意見就是找別人來幫你看,因為他們都會有"不同的眼光"(Fresh Eye)。
After I am happy with my blocking, I usually take one or more of these steps before moving into a first pass. 當我對自己的blocking成果感到滿意之後,我通常還會在真正過關前,再採取以下幾項步驟:
1) Show my peers. I will send out my work to other animators working on the film to get their opinions and check to see if the idea is reading clearly.
1)給我的同事看看:我會把我做好的動畫給為同一部影片工作的動畫師看,然後搜集他們的意見,看看我意圖在動畫中傳達的訊息是否清楚。
2) Show the animation supervisor. I always show my blocking to the animation supervisor to get feedback before showing the directors.
2)拿給動畫指導看:我總是先把我的 blocking 給動畫指導看過之後,才會拿給導演看。
3) Show the director(s). Once I incorporate any blocking notes from the animation supervisor, I put my work up in front of the directors.
3)拿給導演看:一旦我整合好動畫指導的意見,修改過 blocking 之後,我就會把我的作品拿給導演看。
I present my idea through my blocking and see if it is in line with their objectives for the shot.
我透過 blocking 呈現我對這顆鏡頭的概念與創意,然後看看它是否與這部作品的目標相符。
First Pass 第一關
If I get a buy-off on my blocking, or even if I receive some minor adjustments, I take my animation into a first pass.
假如導演滿意我的 blocking,或是只有些小地方需要調整,那我就會開始進入第一關的動畫。
During the first pass my checklist is as follows:
以下是第一關的檢查清單:
1) Switch my curves over to a version of spline and preview the animation.
1)將動畫曲線轉成曲線線性(spline),然後播放觀察。
2) Push full poses around to work out the timing.
2)把全身姿勢(full pose)的時間位置做調整,找出最佳的時間點。
3) Adjust full poses to work in some more overlap and try to solidify the mechanics as much as possible.
3)調整全身姿勢,讓身體各部位再多一點的重疊動作(overlap),並試著讓身體力學愈穩固愈好。
4) Tie down the curves. At this point I take a look under the hood and see how the curves are looking. I clean up the flow of the curves and any obvious hitches to ease the process of cleaning up the animation.
4)整理動畫曲線。這時候我會深入地去瞭解動畫曲線給人什麼樣的觀感。我會整理曲線的流線性,並且清除任何會造成曲線不順的起伏。
5) Keep my keys organized. At this point, I am still trying to keep my keys clean and aligned on full frames. Since the directors have only seen the shot once there is still a chance that I may get some feedback that will require me to rework parts of the animation. If I keep the shot clean, I can easily make those adjustments.
5)保持 key 條理分明。這時候我會持續讓整段動畫的key看起來乾淨整齊。由於導演只看過這段動畫一次,所以仍然有可能需要修改或做部分調整。假如我能讓我的key保持乾淨,到時我就很好做調整。
6) Face pass. I take a pass on the face at this point. I add the phonemes for my lip sync and start thinking about how the expressions will translate from one to the next.
6)表情動畫。我會在這個階段繼續加強表情動畫的部分。在口形動畫(lip sync)中,我會加入口音的區別(phonemes),並試著思考,從一個表情到下一個表情之間該如何做變化。
Get More Feedback 更多的意見回饋
Once again, when I have taken a first pass across my shot, I show it to the animation supervisor. Once I get the go ahead, I move the shot into polishing.
再一次,一但我的動畫通過第一關,我就會把它拿給動畫指導看,當我知道可以繼續往下進行時,我就會開始進行潤飾(polish)的動作。
Checklist for polishing my shot: 以下是潤飾鏡頭的檢查清單:
So now that I have buy-off on the idea, I can feel comfortable taking my shot past the point of no return. I will use a series of different animation techniques, including layering and some straight ahead, to get the physicality working in my shot.
現在我的點子已經被導演認可,所以我終於可以輕鬆的通過可能被退件來來回回的折返點,接著我會運用各種動畫技巧,包括一些層次添加(layering)、一些一氣呵成(straight ahead),讓肢體可以在我的動畫中確實發揮作用。
During the polishing phase I start to work heavily with curves. To make things more focused I crop my animation timeline and focus on 50-100 frames of work.
潤飾的階段,我會花很大的功夫在調整動畫曲線。為了讓我能更集中注意力,我會設定讓我的時間軸短一點,像是50-100個影格就一個工作段落。
I use tons of checklists when polishing a shot. The all-encompassing checklist is as follows:
潤飾動畫時我會運用大量的檢查項目。
以下就是我無所不包的檢查清單:
1) Find the driving force in the shot. In most cases, it is the center of gravity at the root of the character. I make sure to get the root movement working well because everything else depends on it.
1)找出整段動畫的驅動力量。大多數情況下,驅動力量都是在角色的 root,也就是身體的重心所在。因為身體的其他部分全都依賴著 root 動作,所以我會再三確認角色 root 動作是否正確良好。
2) Work from the root up and the head down. Once the root is working properly, I work my way up the torso into the chest, shoulders, neck, and then the head. I make sure that any movement on the root follows through these joints. If there are certain accents and inflections I want to hit with the head, I will animate those directly on the head, and make sure that movements are either led or followed by the rest of the torso.
2)由 root 向上,由頭向下。當root的動作沒問題之後,我就會開始朝上調整,從軀幹(torso)到胸部(chest)、肩膀、脖子,最後才是頭部。我會確保由 root 引導的任何動作都是按著這樣的關節順序來完成。但是如果聲音有特別的重音或是抑揚頓挫需要用頭部來加強,我會直接讓頭做動作,然後確保這樣的頭部動作有跟隨或是引導著身體其他部位。
3) The limbs. When I have the torso of the characters working correctly, I focus on the limbs. Sometimes the adjustments that I make to the torso can disrupt the original animation on the arms and legs. At this point, I feel comfortable blowing that old animation away and approaching the limbs straight ahead.
3)四肢。當角色軀幹的動態正確無誤時,我才會開始專注四肢的動態。因此有時會發生這種情況,當我調整好軀幹的動作時,卻破壞了原本四肢的動作,這時我會毫不猶豫地放棄之前的動作,然後直接按著新的動作重做設計。
4) Additional Layering. At this point I should have the majority of the movement working properly. I go back through and do some additional layering to make the movement feel organic. I do this by comparing curves and offsetting. For human characters I like to take a layering pass on the shoulders and hips. For non-human characters this is where I consider overlapping on tails and wings etc.
4)添加層次。到這一步驟時,我應該已經把大部分動作都做好了。這時我會再回頭去添加層次,讓動作變得更自然。我的作法是比較動畫曲線然後移動它們。人形的角色,我偏好在肩膀與屁股的地方添加層次,假如是非人形的角色,我則會著重在像是尾巴或是翅膀的重疊動作(overlapping)。
5) Facial animation. I take a pass and really focus just on the face. I get into the eyes to make sure that the eyelines are correct. I like to get very specific about the eye movements by using linear curves and editing my darts down to the frame. Once the darts are working, I add lid movement to support them. I plus the shapes in the lip sync and make sure that the rest of the face is supporting the lip sync movement. I tend to treat the face as a unit. When the mouth opens and closes with the sync, I make sure that the cheeks, lids and brows are all affected. When I focus on the lip sync and facial movement, I also include the head in this equation. I add more texture to the movement of the head to fully support the beats in the sync.
5)臉部動畫。我會仔細觀察眼睛,然後確保視線正確。我還喜歡用直線性(linear)的動畫曲線來讓眼珠的動作非常明確,一張(frame)就會完成暼眼,而且當我做暼眼動作時,我還會加上眼皮的變化來加強。這個階段我還會加入更多新的口形,但同時也要確保整張臉的表情有符合添加的口形變化。我傾向把臉部視為獨立部位。當嘴巴隨著口形開關時,我會確認臉頰、眼皮、眉毛都被牽動。當我把注意力放在加強口形和表情變化時,我也不會忘了連帶調整頭部動作,它們對我來說都很重要,因為我替頭部動作添加如此多的韻味,無非是為了加強口形動畫的整體節奏感。
6) Details. At this point, I should have the majority of my animation working, but I still make sure to take another pass for the things that take a little more love, such as areas of contact or IK switching. Sometimes I frame through my broad movements and see if I can add some scaling to enhance the way things transition.
6)細節。這時候我的主要動作應該都完成了,但我還是必須多一個步驟,確保有些細節能得到更多的關愛眼神,像是:身體與其他物件接觸的部位,或是 IKFK 的切換。有時候我會逐格觀看整個大略動作,然後觀察我是否能再加一些縮放在物件的變化之中。
That was the big list. Now I start to use some smaller lists. 以上是我的大方向清單。現在我會開始用一些更細節的檢查項目。
I play my animation back and list out the things that still need more attention. There are usually a couple of things that are screaming pretty loud, so I hit those first. I continue to watch the animation, make a list of things to fix, fix them, and then repeat the process.
我重播一次我完成的動畫,然後記下我仍需要注意的地方。這些通常都是特別明顯的缺點,所以我會優先解決它們。接著我會再看一次,然後再記下需要修改的地方,再一次修正它們,然後重複一次又一次。
Pushing for final 邁向終點
Now that I have taken all of my passes on the animation, it's time to show for final. Once again, I hit a checklist to make sure that I have covered all of the bases:
現在我已經完成自己設定好檢查作品的所有步驟,該是把它收尾的時候。再一次,我重新審視一次檢查清單,確保我照顧到所有需要注意的基礎要素。
1) Is there anything that stands out as unbelievable or possibly distracting from the point of the shot?1)有任何東西偏離真實嗎?讓鏡頭裡發生的事情變得不可信,或者會讓觀眾分心去注意是否真實?
2) Does it still have all of the ideas from the approved blocking?
2)我現在完成的動畫有涵蓋我 blocking 時所有的點子想法嗎?
3) Is the physicality pushed far enough?
3)我有把肢體發揮的淋漓盡致嗎?
4) Is there enough texture in the movement?
4)我的表演韻味足夠嗎?
5) Am I happy with it?
5)我看完覺得開心嗎?
Now it’s time to show for final. I run it by the animation supervisor and then put it in front of the directors.
邁向終點的時候到了。我會向動畫指導呈現我的作品,然後在導演面前展示它。
Ship it 交接工作
Alright, I got the final call in dailies. Nice. There is just one more list I need to run through, and then this shot is headed down the pipeline.
好吧,其實我每天都會接到必須交件的通知。很好,這樣一來我就只需要再多做一件事,然後這個鏡頭就會進到下一個製作階段。
1) Run and check all the simulations. If the character has hair or a tail or if I am using any type of simulation, I want to make sure that it has been run with the latest animation and is looking good.
1)播放並檢查所有的動力學模擬(simulation)。假如腳色有頭髮、尾巴或是任何我需要模擬的物件,我會確保他們配合的是我最新修改的動畫,而且可以正常運作。
2) Check the render. I run a full resolution render of my shot on the render farm to make sure that everything looks right. Sometimes environmental elements load differently in the animation software than they do on the render farm.
2)檢查算圖。我會透過算圖農場(render farm)算一張我這顆鏡頭全尺寸的圖,並且確保所有東西看起來正常。有時候,環境元素(environmental elements)在專門做動畫的軟體時看起來未必與最後算出來的東西一致。
3) Save and check in all of the files. I check all of the files into the server so that they can move on down the pipeline.
3)存檔並檢查檔案裡所有的資料。我會檢查伺服器上有所有的檔案,確保它們順利地往下一個製作階段。
4) Let 'em know. Once everything is in the right place, I let the production staff know that the shot is ready to be sent on so that the next artist can start their work as soon as possible.
4)昭告天下。一旦所有東西都到位,我會讓製作團隊知道這個鏡頭已經準備好移交了,請下一階段的動畫師也能儘快接手。
There you have it. These are some of the lists that I follow when working on a shot. By keeping these things in mind, I am able to keep my workflow organized and make sure that I am delivering my best animation in each shot that I take. 大功告成!以上是我在製作動畫時會使用的檢查清單。將這些原則謹記在心,得以讓我的工作流程更有條理,如此一來,我才能在每一部的作品中,交出我能力所及最盡善盡美的動畫。
【W⁺】網站還有/tips
⁺Demo Reel Dos and don'ts with Carlos Baena http://goo.gl/yuG2e
⁺How Important Is Music on a Demo Reel? http://goo.gl/yuG2e
⁺What Would You Suggest Are the Top 3 Types of Scenes to Include at the Start of a Demo Reel?
⁺我們也曾經有轉貼類似的文章~不過觀點就看個人囉~【音樂在動畫Demo中的地位作用】: http://goo.gl/41aWO
⁺ 一樣,如果你有興趣翻譯~請和我們聯絡囉~ animation.app@gmail.com
4. a) 電影劇情很差,五迷(五月天粉絲的暱稱)都只能勉強接受,一般觀眾看完可能會很無言,三段故事串聯很多的演唱會場面
b) 有五迷會帶螢光棒進場(完全無法理解),還有很多五迷會跟著K歌
c) 電影院的音響效果很重要,務必慎選
e) 電影3D效果很好,3D技術導演是曲立全,也是首部3D國片小丑魚的導演,技術團隊全是台灣班底