———-Part 1———-
Week 1: Brainstorming
It took me a quite a while to come up with a story. Because 3D animation is still new to me, I tried not to create a overly sophisticated tale as I didn’t want to overestimate my own abilities. After all, it’s best to take baby steps at first.
I continued to experiment with alternative results and drew several rough sketches of many silly yet fun little scenarios. These simple stories challenged my imagination and taught me that creativity is boundless and you must be daring enough to explore the endless possibilities.
Story idea drafts and scrapped ideas:
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The process of creating an appealing narrative was challenging since I had to seek an appropriate, free-of-charge rig for it. However, when looking for a one, I came across many talented individuals offering all kinds of rigs, which motivated me to become one of them. It was also a gentle reminder that I still had a long way to go.
Originally, I intended to use a corgi rig, but after seeing my limitations and a lack of understanding regarding the way how real-life animals move, I scrapped the concept and went on to explore a new one.
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Douglas is unaware that he is in a globe and wonders why he levitates up and down and why it suddenly snows. It turns out that another Douglas is playing with the globe, and every time he moves it vigorously, a freezing blizzard forms within.
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It’s always difficult when it comes to throwing away our precious ideas when we like them so much. I’m still in the process of learning to do that in the hard way, but the act of leaving behind ideas serves as a gateway for new ideas to come.
In the end, I decided to choose a rigged cartoon cat called Mr. Buttons.
The rig I chose (Mr. Buttons):
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Week 2-3: Animatic/ Storyboard Drafts and mood boards
I’ve been working on a storyboard with the character Mr. Buttons, the orange-y anthropomorphic cartoon cat, over the past week. When I first saw him, I was captivated by his capability to squash and stretch with ease, much like a normal cartoon character, and it offered me a lot of control over his cheerful nature. I like how his physique isn’t as constrained as that of a real human. I believe he would be the ideal choice to communicate a story via expressive stances and facial expressions.
The animatic/ storyboard:
Similar to the concept of Douglas the dog, this vision of the story starts with Mr. Buttons relaxing and enjoying his day when suddenly he starts to float upwards. As he begins to stress out, he descends from the sky. He gets up and thinks about what occurred. The camera zooms out from him; he is in a crystal ball, and a larger version of himself is grasping onto the sphere. The larger Mr. Buttons teases, plays with, and throws the ball. He had a smug grin on his face. Not long later, history repeats itself, and he begins to levitate as well.
Moodboard of world-building:
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This is a mood board I’ve put together containing my design ideas for the background and world design. I want the the background to be filled with warm hues that suggest it’s an ideal spot to loosen up. And also somewhere so convincingly comfy that the viewers won’t suspect a thing.
A revised version of the animatic with background:
Reference video:
While producing this reference video for my animation, I had to film myself in some parts. I felt ridiculously silly when I recorded myself performing several actions but it helped me grasp on how some real-life physics and weight of movements work. The video also acts as a helpful guide for me while animating complex gestures. While some were shot by myself, I also incorporated some animated scenes from movies or TV shows because some were physically impossible for me to recreate.
Week 4: Concept art, thumbnail sketches and warm-ups with character
This is a concept art I created for the environment Mr. Buttons would be in. It is just a simple autumn environment with some trees, rocks, bushes,
mushrooms etc. He also has a house too. I want the surroundings to be as cartoony as possible, with nothing too realistic that would clash with Mr. Button’s character design. The background may be very basic, but that’s because I don’t want it to detract from my narrative too. Instead, my character would tell the narrative this time. Furthermore, the simple background implies a large open area for Mr. Buttons to relax in. If there’s too much going on in the background, it could not appear as comfortable.
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Thumbnail sketches of poses & actions:
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These actions of Mr. Buttons are derived from the animatic. I drew some thumbnail sketches to get a sense of how Mr. Buttons might move in different scenes. This also gives me an idea of how I’d create key poses for Mr. Buttons’ block-out animation.
Concept art:
This is another piece of concept art below that shows Mr. Buttons relaxing on his mat on a warm sunny autumn day, with food and music surrounding him. This would perhaps serve as a good reference when I need to pose him in such a worry-free position.
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After downloading the character rig, I decided to attempt some warm-ups to familiarise myself with Mr. Buttons’ controls. I posed him in several ways, as his body language communicates distinctive emotions. The activity was a lot of fun, and it really helped me a great deal in getting to know how Mr. Buttons operates!
Character posing practice:
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Week 5: Modeling and world-building
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I made a moodboard of tree designs as a way of modelling trees, and I took a liking to some of them. They are mostly autumn trees with bright orange, reddish, and yellowish colours, which suits the comfy and cozy mood I was aiming for. Modelling trees is not my strongest suit, so it was helpful for me to look at references of them and get ideas on what style of trees I should go for. These tree designs are mostly really simple, and they look very cartoon-y too. I want to add trees that are not overly realistic and that could only be found in the cartoon world. These are really perfect examples.
During the week, I modeled some objects that could be found in nature. I
also modeled some food items next to Mr Buttons, as well as his humble
house. Upon reflection, modelling the trees and the house is proved to be the most difficult and time-consuming elements for me. Here are some screen-caps of the bits and pieces I modeled over time.
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This bush was one of the objects that I spent over many hours modeling. In the end I still didn’t like how it turned out as the shape looks a little weird, so I decided not to use it. It really sucks how sometimes you spend so much time on one time and you don’t use it in the end.
The fall tree was, like I said, one of the hardest items to model. I find it hilarious since I’m not very good at drawing trees, and I can’t model trees properly in Maya either. I wonder why it’s so hard for me to grasp the nature of what trees look like. When making the leaves, I first drew the outline of the autumn leaf shape using Procreate. After importing the picture into Maya, I traced the image using the tool ”create polygon” and extruded it to create leaves. The autumn tree doesn’t look perfect, but at least I am happy that you can tell it’s one.
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Week 6-8: Character animation block-out + Animation
This was my official first time animating a character in 3D. I realised that it is critical to initially block out the key poses before moving on to the animation’s in-betweens. Even when I animate in 2D, I’m not used to blocking out the main poses since I’m more comfortable producing animations with the “straight-ahead” method. Being exposed to and learning pose-to-pose animation is still new to me, but this extremely technical method allows me to anticipate ahead of time what I expect, and I can block out my character in more dynamic postures to generate stronger character-body language.
What I struggle with the most is that Maya does not appear to have the onion skin tool, which is commonly used in 2D animation. I’d sometimes use the time slider to go back to a prior frame to look at my character’s postures, but I become very frustrated when I forget to switch on the automated key frame feature and entirely lose my later key frame. So the most important takeaway for me is to constantly remember to activate the automated tool. I was also astonished to see that Maya has “stepped” and “spline” choices. I think the spline tool is really useful since it can produce interpolations between key frames, and it is quite a beginner-friendly tool.
Playblast demos:
Character block-out in spline:
Character block-out, stepped:
Stepped and spline work processes are really different, and I’m still learning how they function and which I prefer more. When I wanted to switch the stepped keys to spline, it loses its original snappiness, which was a bit upsetting. Nonetheless, I chose to do it fully in spline this time because I am conscious of my limitations in terms of skill-wise in 3D animation. The automated interpolations helped me realise how the spline process is considerably faster than stepping, but the quality generated appears to be lower as a result. However, I’m sure selecting either one of these approaches is a question of personal taste.
Later on, even though the animation came out like I expected, I realised in the later weeks that my animation consists of more than three shots. But I was really thankful that my teacher advised me to merge some shots together as one.
I painstakingly examined my whole animation and created an improved version of my storyboard. I had one aim in mind while drafting the new storyboard: salvage the story while I condensed some of my animation. I kept asking myself if these three pictures or shots I’m drawing are clear enough for the audience to understand them. This was really challenging, as I needed to sacrifice some other shots I worked really hard on. Hopefully, it will be a better version after some moderation.
Animation Struggles…
I discovered that some of the issues I was having while animating might have been related to the auto-keyframe feature. I was really frustrated when my character’s limbs would occasionally twist and turn abnormally in a certain area of my animation timeline. In addition, my character would occasionally dart around as though it were glitching. Eventually, I discovered that the reason this was happening was that occasionally I would fail to keyframe the entire character’s body, leaving some body sections unlocked from a previous frame I was meant to create.
This is an example of what I encountered that stressed me out a lot:
Mr. Buttons is supposed to fall down from the sky from one scene with his belly facing downwards.
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But when he free falls, a long section on the animation timeline shows him falling with his belly facing the wrong direction. This looks like as if he is a dead goldfish. It was a pity that this was the only issue I encountered that I wasn’t able to fix but I was very thankful to have saved a backup version of the file. Phew!
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The emotion I get when I realise this and can repair it is both strange and pleasant. I now see that there is a high learning curve in 3D animation, which I hope to avoid with my future project and instead aim to achieve better outcomes. In addition, I patted myself on the back and felt pleased of myself for using the animation graph editor to resolve the “limb issue.” The graph editor is a tool that lets you adjust your animation more effectively, however I usually find it to be incredibly difficult for beginners like me.
Updated storyboard:
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