Double bounce walk test 27/02/23
Double Bounce Walk Cycle from Daniel Brannan on Vimeo:
WalkCycle - Double Bounce from joe daniels on Vimeo.
Double Bounce Walk Cycle from Jimmy Di Nezza on Vimeo.
Double bounce walk test 27/02/23
Double Bounce Walk Cycle from Daniel Brannan on Vimeo:
WalkCycle - Double Bounce from joe daniels on Vimeo.
Double Bounce Walk Cycle from Jimmy Di Nezza on Vimeo.
Final project update 24/02/22
Final Project Update 23/02/23
Going Live Update 21/02/23
Advanced Production Update 19/02/23
Figure 1: Film editor at work: https://adferoafferro.wordpress.com/tag/film-editing/
After reflecting on the current state of my film project, I have begun to consider trimming down the film to something around about three minutes. Not only would this reduce the workload that I have going forward but it would also give the film a chance to develop a better rhythm and pace. In retrospect, the idea of having a 12-minute cut of a film was far too much, and my narrative style doesn't have nearly enough substance to fill that runtime. The new final cut, or at least the new rough cut to fill the quota for Advanced Production, will mainly focus on the animated segments of the film, and after that, I will see how much more footage, animation or live-action, will be required.
The influences for the film will also extend to silent film, since I have always intended the protagonist to be a mute character who does not have any interaction with the world around him. This is largely influenced by the types of narratives I studided during my first degree in Plymouth, and it can allow us to make sense of the people who pass through the environment we share with us as well as the aura of what is happening.
"Stories impose a formal coherence on what is otherwise a flowing soup. They gather strands of experience into a plot that produces an outcome and such sequence is the source of sense" - (Karl Weick, 1995)
Whilst the flaneur narrative has been traditionally represented in literature, it is relevant to my film because of how it usually is a metaphor for the urban culture of the time. Modern examples of where this type of story would take place include airports, train stations and city centres where people would pass through certain areas. The flanuer narrative has also been represented in the work of Richard Linklater, whose work contains the themes of a single, ongoing present moment, and the pursuit of meaningful, elusive connections. The theme of flanerie allows us to make sense of how the common metropolis evolves over time.
Between Sunrise and Sunless from Rob Stone on Vimeo.
Figure 2: City environment: https://liminalnarratives.com/2017/04/29/flaneur/
The topic of the flaneur is mainly intended to give new meaning to the streets of the city that he inhabits, and I intend to provide a similar meaning to the streets of Dundee that I have filmed my project in. The animations I have provided in my film are intended to give a dreamlike aura to the viewer because of how they are integrated into environments but are clearly not real. This is to highlight the disconnection between the protagonist and the environment that transcends until the final shot of the film.
Grant, C. (2014) “The Flâneur on Film: On films by Richard Linklater and others,” Film Studies for Free. Blogger, 25 February. Available at: https://filmstudiesforfree.blogspot.com/2014/02/the-flaneur-on-film-on-films-by-richard.html (Accessed: February 19, 2023).
Lakatos, A. (2004) The Flaneur and the detective: Patterns of Urban Identity in american fiction, The flaneur and the detective: Patterns of urban identity in American fiction . thesis. University of Glasgow. Available at: https://theses.gla.ac.uk/71440/.
Weick, K.E. (1995). Sense making in Organisations. Sage.
Animation cycles for characters 15/02/23
Figure 1: Strutting walk cycle: http://animationprojectwalkcycles.blogspot.com/2011/02/walk-cycle-c.html
As part of my animation work for the characters of Nikko and Tinny, I have to find animation cycles and positions to match the personalities we've agreed upon. Tinny is definitely the more disciplinary figure with more pride in what he accomplishes and gives, whilst Nikko is generally considered to be the lazier and more self-centered character in the pitch. As such, the animation cycle that would best suit Tinny would be something like a strut where the chest is held upwards, the arm and the leg positions are strong and straight, the fists are clenched and the head is held up high. It is similar to the strut of a character such as Mickey Mouse, whose strut is more exaggerated, but has a similar build to the character of Tinny. We've also agreed that the character has a short height and posture to resemble the audience of children aged 4 to 7, and both Nikko and Tinny have to be the same height so they can be on an even keel.
The way of planning these animations out would include roughly sketching out the keyframes (just a basic outline with simple shapes resembling the character proportions) of a strut cycle and a slouch cycle so I can follow the positions out in Maya when moving the characters into position and creating the keyframes to form a fluid animation. I've tried doing the animation with taller character rigs from Turbosquid just to get accustomed to the 3D animation cycle. I am aware that 3D animation is in some ways easier than 2D animation because once the character is modeled and rigged, the process after that is to move the character into different keyframe positions and hit a key to create a keyframe and then move to the next position in the timeline. Of course, if the character isn't rigged correctly the asset will need to go back to the riggers to be fixed. These are some of the examples that I've tried, including the Palbots from the Mitchells vs the Machines and the character of Wukong or the Monkey King.
Advanced Production Update 14/02/23
Some of the shots that need redoing include the shots that have jump cuts back to the same angle, and some shots that are out of focus. This means I'll have to do one more day of shooting to get more footage, as well as to add the animations to the scenes that need them, because without some form of projection or effect, the scene really is rendered worthless. There is also the fact that some scenes drag on far too long, and they need to be trimmed down significantly. This is where the ripple edit tool in Premiere Pro will really start to pay for itself. I have found some tutorials containing the tips I need to improve the compositions, so hopefully that shouldn't take too long.
Figure 2: 3D fog tutorial: https://www.youtube.com/watch?v=hRZP9FcT9WU&t=429s
w = wiggle(15000,260);[value[0],w[1]]
I've also attempted to add a heightened sense of threat with the addition of multiple creatures to create a swarm-like scenario, as I had originally intended.
Final Project Update 10/02/23
Going Live Update 09/2/23
Final Project update 07/02/23
Final blog of degree ...