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Showing posts from June, 2017

BSA225/226 Problems I had

I ran into a few problems while creating my animation, the first significant problem I had was with rigging the character. After putting in a skeleton and then saving and closing down Maya, I found upon re-opening the program that the skeleton would default to it's original position. This was annoying because my character is asymmetrical and I would have to redo everything I had already done. After about 10 times of redoing the skeleton, I ended up putting the skeleton on a layer and changing it so it couldn't be altered and this seemed to fix the issue until I bound the skin. Another issue I had was with rendering. At first all my shots would render with a weird flicker on the texture. I managed to fix it by rendering all my shots off only three computers in the one room. The last issue I had was exporting my scene from aftereffects. For ages the thing kept failing and I had no idea why. I managed to get it to work in the end when I realised that even though it said all of

BSA203 Finished project

I decided to display my images as a series of nine photos, three sets of three. I wanted to show the development of my project going from something easily recognised as real to something that could be seen as a flat, digital image. To show this I took a photo of the models sans-facepaint, one with them with just faceaint, and then one with the editted, facepainted image. Here are my finished photos: ...And here are some scans of the release forms for the three models:

BSA206 Ryan

Ryan  is a 2004 short film, directed by Chris Landreth about the animator Ryan Larkin. It is an animated interpretation of an interview between Chris and Ryan after Ryan had become an addict since making two acclaimed short films. Chris displays emotion visually in the animation which is what I think makes the short so effective. I found the film quite hard-hitting and thought-provoking because of the visual emotions being shown and how the characters are all broken people with cracked and missing faces and limbs to show that they aren't happy and whole people. 

BSA206 Project Research

I have no idea what story I am going to do yet but I will be thinking about it over the term. It is going to have to be a character who leave their "normal" life and falls into a animated world. Maybe they could stand in a pothole or something but instead of it being a regular pot-hole they fall into a multitude of universes because the pot-hole could be a portal to loads of new dimensions. As of now I am planning to have one actor to act some dynamic poses that I will film with the intention of rotoscopeing over them or using green screen. The animation program that I will be using will be determined later on when I figure out what the what way I will approach the scene.

BSA206 1980s Computer animation Milestones

Yoichiro Kawaguchi was a computer programmer and animator and a pioneer of computer software that grows images in an organic way. He has a program called Growth Model that uses algorithms that can generate brightly coloured psychedelic worlds. In 1983 a video game called Dragons lair became very popular in arcades because of its full quality animated sequences that were made by Don Bluth, an ex-Disney animator. The Commodore 64 was released in 1983. It was one of the first affordable home computers. a year earlier the Sinclair Spectrum had been released in Europe. However, the affordability of the Commodore 64 opened up the creation of computer graphics to a large group of people, inspiring a generation of computer artists and graphic designers. In 1984 Wavefront Technologies was formed by Bill Kovacs who, along with Roy Hall, had developed some of the software used on Tron. Kovacs left and Hall then developed video manipulation and animation software. In 1995 Silicon Graphics b