Sunday, June 5, 2016

Final

1. Why did you take this class?

This class represented a lot to me. I wanted to take it for several obvious reasons ( See creations come to life, explore career options, my interest in gaming ) ,though what seemed like the most alluring part was both the restrictiveness and the familiarity of the class. It was very apparent that the class would be demanding and would require immense effort, time, and focus and I have never been known to back down from a challenge. Combine that with the fact the about 13 other students would share my passion and it was clear that I had to be in that class.

2. In general, what did you like most about this class?

That moment when I finish something that I had worked on for several days and can be satisfied with it. Just having the sheer ability to do some of the rudimentary tasks in the class bring me massive amounts of joy.

3. In general, what did you like least about this class?

I suppose I wish that I had more time to plan for each project. Generally we would receive our next project toward the end of the previous, I would always come up with some grandiose idea that would ultimately be to difficult or would take to long to produce. With everything being so time sensitive I wish that I had a better method to my pre-production. I realize that this is to no fault of the class, just that happened to be a frequent issue for myself.

4. What was your most favorite project and why?

Putting all of 2d aside, I would have to say the editing tutorials were my favorite. They gave me a task with no specifications on how to get there. An objective without restriction, being able to have fun in After Effects and Premiere with funny concepts was a blast!

5. What was your least favorite project and why?

Between both years? The 3D finale, I was no where near comfortable enough in Maya to do something like that.. In the video year? Probably the contests (eat healthy, star wars, etc) I felt so restricted in the content that it was difficult to produce anything I was personally happy with.

6. Discuss the overall effectiveness of the instructor (for example: preparation, availability, interest, content knowledge, expectations, etc.).

Mrs. Licata was/is the greatest teacher I have ever had. She knew the answer to any possible question I had, Managed to always be friendly and professional, and made the classroom feel like a second home. I really appreciate all that she does and wish her well after this year is up.

7. What are the most valuable things you learned in the class?

Time management, career opportunities, and animation in general.

8. Do you feel that this class will help you achieve your future academic or career goals? How or why (or why not)?

Yes, aside from helping my academic time management and organization, my background in the class will help when I eventually get a degree in game design.

9. How could this class be improved?

Give kids more time in the class or make animation a two year coarse..

10. What would you tell incoming students to help them be more prepared for the class?

Over prepare for everything, always get more footage than you need, develop your own method for your work progression, and take the time to learn more about the programs outside of school...


11. Additional Comments:

10/10 IGN....   Smile! :D /)



Sunday, May 15, 2016

Weekly

Overwatch has left me! I have had quite the weekend, and not necessarily in a good way.first off my mother has a pretty serious health concern that is going to require surgery on june third so im a little concerned, secondly the Overwatch beta ended so i can't play again until the 23rd, third I was at the hospital with my uncle after his appendicts ruptured until 11:30 last Thursday, and lastly my mother's idiot boyfriend got arrested in her car doing 50 in a 30 and refusing a Breathalyzer. (he was drunk) Frankly Im glad that asshat got what he deserved before he hurt someone but I digress. Im going to be starting a project thats more hands on than Im used to, I'll be building my own desk to use for streaming, animating, and gaming. So I have to figure out how to operate a drill and 2 x 4's sometime in the near future. I learned that in terms of quality anything..its just better to build it myself.. I also learned just today that JoeM. works near me so I'll be able to harass him at my leisure..but then again I never have time because im also working. I have had a really crappy week in terms of spirits, but Im looking forward to getting the last of the footage ill need for my final this week. (also thank you to everyone thats helping) The only thing im not really excited about is graduation..It just doesnt have that vibrant excitement for me that it seems to give everyone else. It just seems like another reminder of how much being an adult kinda sucks. Speaking of I had a little moment with a friend from work the other day, he had a close call with a health scare and wanted to vent. Me naturally being a pessimist actually realized something. In terms of at least health or someone elses private concerns, Im the biggest optimist you will ever meet. When my dad hurt himself pretty bad last year my brother moped around and yelled at me for not doing the same. I just don't look at the illness, i look at the recovery. Its tough to explain but after I got over my parents divorce I dont really get sad anymore, Im either happy/ joking, or I suppose angry (just ask every call of duty disc I've ever owned/ snapped in half). It just doesn't seem useful to be sad. I suppose thats why I want to be a marine, no feeling sorry for myself or anyone else, act and get it done! Sorry to make this one kind of a downer, I just kind of started typing...Oh well, to lead off heres something interesting--- a good animator

The subtlety involved in editing..

I really enjoyed this video simply because it pointed out something I haven't given much thought to. Feeling a cut rather than mechanically looking for an identifiable common factor. Every cut I have ever made has been on instinct, which can sometimes even be the difference of a single frame. Just thinking this is a skill that I have been developing without noticing is intriguing indeed.

In the video there is one common factor (like the ones I mentioned before) that each scene contains. Emotion, weather we realize it or not every frame of every film, animation, etc, contains some form of emotion. Developing an instinct on how long to convey this emotion is the difficult part. As mentioned in the video four seconds can drastically change the emotion conveyed in a shot. Each shot shouldn't be primarily focused on implying emotion, it should force an emotion onto your audience. Make your audience resonate with the character. Let them know how or what they are feeling. Having that instinct to convey emotion was described as something that requires practice. Years, and years, to perfect. It was even compared to teaching dance, you can show someone the technical basics, but the follow through and technique must be developed through practice. And now having noticed this I completely agree, but maybe thats just me.

Blizzard's great learning experience!

Let me start by saying that I am already a huge fan of blizzard, not only from a gamer perspective but an animator as well. Everything they have ever put out contains enough emotion and story to make a grown man cry. So, naturally when I heard about Overwatch I was excited beyond belief. The poster child for this new game is my personal favorite character "Tracer". Tracer is a quick low damage scout of sorts, who relies mostly on her speed and ability to back off heavy aggression. But thats not why I like her character so much. Tracer is an energetic, funny, kind person! She jumps out to me because she seems like more than just a character, she seems human. This in itself is impressive for blizzard to create something on this level, so when the "butt pose" became a thing I immediately questioned the fan response. Of coarse at this point I was basing my opinion of the situation off of a few internet articles and videos, I had not experienced Tracer myself until after the pose had already been changed. Knowing now her play style and comedic charm, I too would have argued the poses purpose. Which leads into what Im sure some of you consider more important than my favorite character. Actually creating the character and generating a response in the first place. As an animator my job is to know my characters inside and out, in a sense when I animate a character I like to think how I believe they would. Knowing their mind set and body language is beyond important. When I first attempted to figure out how to naturally pose characters I took a look at myself. I set up a small webcam and shot some footage for about 30min, trying to act as naturally as possible while searching the web. I found that my two most prominent positions were, laying back with my legs up on my desk and my hands folded in my lap and leaning back with one hand grasping my chin and the other supporting my arm by my lap. Once I realized that I kept coming back to these two positions I figured out that a characters body language can convey much more than just what they are doing! feeling, energy, purpose, etc. can all be determined via their body language.  Long story short, a good pose shouldn't be forced. It should come from the character's wants, goals, and habits. Having a character live and giving a character life are two different things..

In terms of the article and video, I was immediately interested because...well... Overwatch.. but it truly did provide some very useful information. Interest, physicality, conveying the character, all of its points were well met and presented in an interesting manner. The pacing was so well with the examples and explanations that I hardly noticed that it was almost a half hour! The fact that someone can manage to provide introductory information, character information, animation information, and counter points to each; is evident of an exemplary editor. Something like this requires that passion though. If you can't resonate with any aspect of what you are trying to accomplish, be it characters, videos, etc, then you should probably reconsider your method. but maybe thats just me...

Sunday, May 1, 2016

The complicated way computers perceive perspective

So in a very informal way I thought I would get the "required" questions out of the way first.

 How are math and science related to this topic?

Though seemingly a tedious filler question, I can appreciate something to transition from watching a seventeen minuet video to writing; so I'll roll with it. The majority of the topic at hand in regards to math are based around light. Light reflection, light behavior, and physics. at one point a complicated formula for light indirect reflection was displayed. Not to mention the necessity to count, multiply, etc pixels. The science portion is attributed more to the light in relation to the objects. In order to have some idea of how the light will react to a surface one must know more then the formula to make it do so.

 Explain Projection and Rasterization, and contrast it with Ray Casting.

Well then...*takes very large breath*... Keeping things as simple as possible, when rendering became a thing people had to figure out how exactly each facet of a scene interacts with itself or other objects. The video provided chooses basic, empty, 3D space and triangles to explain how this process was done. Projection and rasterization is a process by witch a grid is placed over the perspective of the "camera" on the object. This grid encompasses the upper left most of the object, to the lower right creating a square. Once the object is within the grids bounds the computer uses mathematics and code to recognize which of the selected "pixels" are taken up by the object. If a pixel has a portion of the object, it is filled in accordingly, if not it is simply left blank. While a massive breakthrough at the time, this process is simplistic compared to ray casting.Ray casting, in contrast to projection and rasterization, will essentially remove unnecessary light rays. In other words, as opposed to filling entire pixels, rays may prioritize some objects over others. With rasterization, objects would overlap in strange fashions due to the intersection of light rays. With ray casting, whenever a ray finds an intersecting point shared by two objects, the computer will choose to stop at the first point; or the point closest to the camera. This alone cements ray castings usefulness above rasterization.

What were three major problems with the Rasterization method, and how did Ray Tracing help solve them?

Good shadows, reflections, and refraction were three very big hurdles presented to rasterization. Shadows were fixed via secondary rays. A secondary ray is created when a ray presented from the camera position travels from an object directly to a light source. This would allow a computer to assign lighter values due to the object or the rays' positions. At the same time a reflection ray is cast using angle of incidence. Where that ray lands will send another secondary ray and another reflective ray, and so on. If an object is translucent then a refractive ray will be created using index of refraction. This ray designates areas to the computer that will have refractive light rays. In other words, ray tracing really stepped up the bar in terms of generating images.

Explain the difference between direct and indirect illumination? Why is this relevant to photorealistic rendering?

Direct Illumination is light reflected directly from a source off of an object. Indirect Illumination is the illumination present that has already bounced off of another object or surface. In Photorealistic rendering, both of these principals should be present.

How was the issue of indirect illumination overcome, and what were the tradeoffs?

The issue presented by this was solved with a very complex rendering equation. This was a mathematical equation based on conservation of energy and maxwell's equations. This would simulate the indirect light in each pixel. However, it wouldn't be able to handle transmission and sub surface scattering very well. Not to mention how difficult to calculate it was.

Discuss Moore’s Law vs. Blinn’s Law and how they relate to this topic.

Moore's law states that the number of transistors in a dense integrated circuit has doubled approximately every two years. However Blinn's law slightly contradicts Moore's law by stating that as technology advances, rendering time remains constant. This simply means that as standards are raised, so is the amount required to render thus keeping rendering time very unforgiving. In other words, the more "photorealistic" the longer it will take to render due to the amount being rendered.

Do you agree that CGI is different from other art forms? Explain.

CGI certainly requires a different mind set and overall perspective. CGI is much more then painting, drawing or any other medium, simply because you as an artist are never limited by your tools. The video says that CGI itself is a tool, and a very adaptable one at that. CGI has no foreseeable limit, one day maybe we wont even need actors or sets, entire worlds may be created out of this amazing technology simply for our enjoyment.

While I really...Really, hate that guy, I do love when science and math come together in a practical application. I love videos like this because the learning (almost) never feels like learning. There are several interesting points and perspectives brought to light by this video but regardless the end message remains to be interpreted in the eye of the beholder. An interesting piece indeed.
"It's just a tool! Like a paint brush, or a man in a rubber suit..." 16:20 The science of rendering photorealistic CGI ...........Can't say I have many of those in my tool shed...

Sunday, April 10, 2016

Weekly

The end of the year fast approaches and im relatively comfortable with where I am academically, I wish we had some more time off before the year is up though. I have been learning a lot about After Effects especially in terms of applying some of the pre-made effects correctly. Im a bit upset with my computer though, I have only had it a short few weeks and the motherboard is already screwed. Oh well it gives me something to work towards. To wrap things up I thought id mention that i have been learning how to use a dj tool in my spare time known as the "launchpad". It makes my fingers feel stupid but here is an example of someone that knows how to use it...https://www.youtube.com/watch?v=3vC5TsSyNjU

Shots and rhythm

Holy crap a video? instead of a huge list of does and don'ts?! It really has been a while... Regardless the information was much better received via this platform, because if it gets boring i skip ahead. Though I was careful to pay attention to what seemed to be important which was in this case, the ability to make the audience feel like they are a part of the conversation. The most highly recommended shot was a wide angle single shot, It makes the audience feel as if they were taking part in the conversation. The other shot frequently mentioned was a distanced shot of the character speaking, this makes the audience feel as if they are spying on the characters; which can add tension to any scene.

Drawing realistic humans

I should start by saying that I am the worst kind of perspective artist, almost everything I do has a little bit of an anime/manga influence in it. The over-exaggerated reactions and motions of an anime character differ greatly from a realistic one, but they don't necessarily have to. Several of the realistic tips recommended  by the link provided this week can be applied even to my own style without it losing its form.

Between counting heads, following the line of action, and various other tips provided, there is nowhere to go (metaphorically) but up. While I do tend to make taller thinner characters Im sure these tips will allow me to smooth out the rough perspective issues I have been having lately. So I cant wait to put em' to use.

Friday, February 26, 2016

Weekly

An okay week I suppose, I learned that computers take a lot longer to build then I would have normally thought. That being said im very excited to use my new supercomputer this weekend, but I think I might get impatient during the initial boot. The 3 Tb drive I installed was being an asshole and didn't want to work with windows, BUT I will make it work. The only real downside to this past week was the awful weather But C'est la vie...

good music to animate to. :P

After college

This article follows the recommendations of Jon Williams, a visual effects and environmental artist for EA. He brings up something that might change how you imagine your future, in terms of 3d anyhow. Software changes, you mighty learn how to operate in Maya but have to use some other software for the project they were hired to work on. Working outside of your comfort zone will have to become second nature, at least the skills and Artistic process remain the same across any platform or media. Though you never really are "done" with art. You never truly stop growing as an artist, the best way to harness you skills as recommended by Jon is to draw from life... every day. It should go without saying that the more you do something the better you'll be at it, at least in most cases, and art takes real time and dedication. The first few months or even years following college may be scary in terms of a job, but stay confident in your abilities and your dreams.

Lateral screen movement

I was just a bit surprised to find out hat this article had to offer, I had noticed this effect of abnormality in character movements pertaining to the right side of the screen; but not to the same degree. I like the concept of right = abnormality and left = time/ progress (natural). This has a massive variety of uses in film or animation. Its an easy way to more subtly convey conflict or protagonist/ antagonist characters.


Sunday, February 7, 2016

weekly

I love after effects alot but greatly dislike actually getting footage. most likely because im a bad cameraman. The biggest problem I run into is due to a hereditary tremor in my hands. But anyhow I really like my classes for the last half of the year, hopefully all goes well for the next few months. Im honestly just trying to have fun with it while I can. I disliked the fictional short prep... I DONT KNOW WHAT TO DO. I handed something in but ill probably revise it completely. On the opposite end of that spectrum having Geoff be chased by a UFO was fun. Hopefully this week is a bit better.

Sitting.... alot

I feel like we have received a handout on this several times now? either way once again it is important to focus on posture since we arent all the most active. I frequently lean waaaay back in my chair and cross my legs. Its easy to say "ill stand every thirty minuets" or something of the like, but in practice its a different ball game. The biggest inhibitor for me is simply the work. I get so focused on the task that Im more worried about running out of time than I am of having a heart attack. Regardless this is all relative and important so...yeah.. do it.

Modern Creativity

 In modern time creativity is defined by how much attention someone or something gets, if at first you don't succeed quit. As the provided article says everyone is so focused on getting things done quickly that they don't take the time to really take in the intensity and consequence of what they are doing. That, however, is just putting it poetically. Realistically people see something and want to replicate it. Its all about fast fame, the honest truth is nobody got good at something overnight.
 
I really love the approach to this issue that the article takes, hard work and all that, but at the same time people can still find their own way to contradict the message. For instance, I personally feel somewhat empowered after reading that article but im not going to go off and start practicing my interests. For instance im interested in computer programming, the interest isn't out of any intended use career wise, just recreational. For a couple of days I practiced and learned some things. I can make a calculator. But I stopped because I hit a wall, humans are creatures of habit. We may feel reassured or happy when we get support but we crave more, faster. Enough is never enough.