

I photoshopped on some fur and hat-ish shapes. Not bad. The bottom image is a bit screwy- high res fancy photo vs. grainy snapshot. But it's fun to see what a final shot might look like.
An ongoing documentation of our animated projects We are: Andrew Brown - Animation, sets, puppets, direction. Michael Addison - Post production, producer. David Sikma - Photography, image processing, lighting.


That's it; no more wet clay working. I'm gonna let the sumbitch dry out now. I'll be doing some more detailing when it's dry - sanding and whatnot. I'm not finishing that sort of work now - everytime I touch the thing, it gets scratched, junk stuck in it, etc.





Here's what you get when you trace the contours of the foam, and fill in the blanks between (those parts having been removed to allow a full range of movement). Looks a bit like an underwear model.

I'm being suprised at how easy this is so far; everything is working on the first attempt, without any major backtrack-requiring glitches. It's also not taking very long at all. Which might be a first for me - always seems to take three times as long as I expect, and cost four times as much.
The pink stuff is 1" polyurethane insulating foam. I hated the stuff at first, but now i've got the hang of how to shape it without it crumbling and breaking. It's also very forgiving; if I don't like a part, I just shave it flat, epoxy on a new piece, and then shape that bit.
I don't intend to get too fancy with the body mass - it's just to fill out the costume.
Another quick armature test. Still working good. Though, wooden joints don't move smooth like - tends to be jerky - stopping and starting. Gonna put some powdered graphite lubricant on them. Should fix the problem.
Added some cheesy camera shake just for shits and giggles. I'm probably going to be doing that more than I initially planned. I'm not sure if my 'painterly' asthaetic is going to survive. Might end up just going for 'cinematic' and 'neat-o'.
I've also realized another major benefit to greenscreening armatures into scenes; motion blur. If you play back video frame by frame, you'll see that objects in rapid motion are actually very blurry. Stop motion animation, by contrast, is crystal clear in every frame. Therefore, motion blur is going to add realism, and also disguise sucky-ass animation. I intend to do a good job with the animation, but any opportunity to cheat i'm going to take.
Pretty much finished the first armature. Sure was easy. Though I can't wait for the glitches to become apparent later. That's okay though - that's what this first armature is for. Still need the hands and feets attachments; going to hold off on that for a while until I decide exactly how they're going to be.




The only other notable addition today is a ladder; a real gnarly one. Its based on a spindly warped one I found on the internet while trolling for images a while ago. I added the ropes and whatnot. It was a bit of an afterthought, but i'm glad I made it.
It will sit in two places throughout the film; on the left, and right in the middle while in use. While on the left, it serves to balance out the composition. Note the diagonal rope; this is to continue the curve that starts on the floor. When the ladder is in the middle, it lets me make nicer compositions; I like having some dark lines on one side or the other. Still have a couple more chores to do today on the thing - tommorrow I start on the huge armature.






Its pretty tedious putting the props in place; its an awkward reach (nowhere to rest my weight), and there's a hot light on the thing so I can see what i'm doing. Hours of putting a couple items in, viewing with the camera from different angles, altering thing, and glueing them down.
The thing is almost done though, which is good. The weeks are passing by, and weeks count with this project.

Whenever i'm getting grumpy with the results of this thing, I bust out the HDR pics; these particular ones are a bit older - they predate all the piles of junk, etc. Sure looks a hell of a lot better with this type of photography. It's needed for me to see, as the set, which is being designed for specific camera angles and this type of photography, is looking increasingly goofy and odd to the naked eye.
I put the curtain in (temporarily) to see how it looks. Makes sense from a compositional point of view.

If i'm watching somebody else's project take shape, I find the most interesting thing to be the problems and screw ups; more importantly, how they're discovered and how they're fixed.
That being said, here's a bit of a screw-up; I was about to load up another corner with props (see bottom half of top photo). Then, it occured to me that I should really be framing this shot up with a scale armature stand-in. When I did that (via a crude drawing on a piece of balsa wood), I discovered that I would have been wasting my time. If I was to actually frame the shot up like I had it, it would only include the character's legs. And I felt like such a smarty-pants, designing things with my camera. After having made that discovery, I popped off about 80 shots, all with the character stand-in in them. How the set is actually going to be seen turned out to be quite a bit different than I was anticipating.
I've been carefully designing big pretty-looking wide shots. However, the average shot will have the camera jammed up pretty close to one wall or another; not much wide stuff going on. I then made a crude photo-storyboard for the first few shots of the first scene. Its quite ugly, but the ugly stuff tends to be where the important decisions get made.
This is very useful stuff; now I know what i'm actually going to be seeing, and from what angle. So now I can pretty them up, and avoid spending ages making scene compositions that'll never be seen.

There's one key prop missing, obviously; the painting itself. I was undecided about how to make the thing, as I figured the detail level would have to be pretty high in order for it not to suck. However, i've rediscovered how much detail can be implied with just a few lines and brushstrokes. So i'm just going to print out a lines-only version, glue it on a backing, and paint in some colour washes. The painting will look in-progress, and will be seen to progress as the film goes on.
This snapshot isn't pretty, but it's doing its job. The coloured lines denote the composition; how I want the eye to move. Now I just have to make some junk that will mirror the lines. I might just paint/scratch some streaks on the floor - don't want to bury the set in actual items.
The curved line at the bottom-center of the set is pretty cheeky. I'm going to put crap there just in that shape.


I've been putting in 12 hour days, trying to get this beast under control. I can't think of a good way to cut corners and speed it up, as the quality/detail level ain't really negotiable - the detail level is actually pretty minimal. It's mostly about composition at this point. So, the only solution I can think of is to work longer days. Which i'm doing. Getting up and going at it at 8 in the morning, rather than starting at 10, and spending two hours scratching my head because i'm asleep and confused.
Alot of this stuff is pretty goddamn tedious, so there's lot's of little mind games one has to play with oneself. So I don't puke from the monotony. Generally, i'll take a snapshot, doodle on it in Photoshop to see how I want the composition. Then, I make a pile of crap. Not designing a particular item for a particular spot - just churning it out in an effecient fashion. This doesn't require any attention span, and the gratification is pretty quick. Then, I get out the camera and needle nose pliers, and put the junk on the set. This is the sore-back/brow-furrowed stage, requiring concentration. Then i'll go make specific props to tidy things up; a small skinny blue book here, a long light-coloured paintbrush here, etc.
I also try to leave myself something specific and non-tedious to do for the next day; decide it in advance. So I can get right into it, even though i'm half awake and confused.
I usually put the date on my snapshots; its clear that this damn set is taking too long. I don't have that much time left, and a lot of work to do. Gonna have to pick up the pace. I put in a 12 hour day yesterday - i'm going to have to make a habit of doing that, or else curtail the quality/detail level somewhat.

| html hit counter |