Walk Cycle — Check. Plus Lighting Tutorial #2

So, there’s good news about the Walk Cycle dilemma; I went ahead and got the shot done.  It’s done!  Though far from perfect, I’m pretty happy with it.  There were a couple of lighting mishaps that are fairly major, but not unfixable:  LOTS of sudden flicker in those LEDs for some unknown reason; two of the fresnel lights had shifted before the shoot, but can be painted out with a corrected RAW file in post; two of the practical lights didn’t come on when they were supposed to…    And in terms of the animation, the character kind of looks like she’s stumbling.  But at least her walk isn’t as robotic as it was in my test cycles.

This scene was such a challenge!  Not only is the character walking, but everything else is animating onto the set behind her.  Luckily I had a couple of gracious helpers in animating this scene.  While I animated the character and cabbage, Miriam and Alli were animating the set elements and lights.

I can write an entire post on all the meticulous prep-work that went into making this shot.  One cool discovery is that I figured out how to (very simply) make a logarithmic scale of motion using After Effects.  This technique allowed me to chart out movements that had an ease in / ease out to them, or a gradual increase in movement.  For example, I wanted the walls to gradually speed up as they were lowered.  This would have been agony for me to figure out with a calculator (it’s been a while since I learned this type of thing in math class) but After Effects and Excel can figure it out very easily.  (More on this later if anyone’s interested).

The specs of this shot are:

1-second shutter at f/5.6, Canon EOS Mark III with a 45mm tilt shift lens.  The lights were very dim, allowing us to have a wider aperture and longer shutter speed.  The wide aperture was in the hopes of minimizing flicker (which, unfortunately, we encountered anyway) and the long shutter speed was to allow me to move the camera for a nice motion blur on the whip pan.  Because the halogen puck lights that were used in the two softboxes were very dim, we had to dim all other fresnel lights with multiple scrims and ND filters in order to balance this out.

The lighting breakdown is as follows:

1.  Front spotlight on Sabela and Cabbage.  This was a 150W Dedo light, with projection lens attachment, iris, and orange gel.

2.  Back spotlight on Sabela.  To fill in shadow left by light #1.  This was a 150W Arri with narrowly open snoot, also with an orange gel.

3.  Overhead light:  plate shelf.  Pointing straight down, directly above the plate shelf, was a 150W Arri, with barn doors open just a slit.  Flagged to cover just the front portion of the plates.  Warmed up with an orange gel, and dimmed with scrims and ND filters.

4.  Overhead light:  cookbook shelf.  150W Arri with snoot, pointing straight down onto shelf.  Filtered and gelled as above.

5 & 6.  Countertop softboxes.  These were positioned directly above the countertops, and tilted slightly back, so that the light scrapes the front of each cabinet.  These boxes were constructed with hardware-store halogen lights and art-store materials.  (See the tutorial here.)

7.  Chair softbox.  This could have been built the same way as the others, but this one was built quickly with what we had on hand at the time — an Arri.  The box itself was built in the same way, with fomecore, diffusion paper, and an aluminum grid, but it was attached to the barn doors of a 150W Arri.

8.  Pot highlight.  This was another 150W Arri positioned in the front right corner of the stage, pointing back to the stove at a 45 degree angle.  The light was flagged by foamcore that had a 2mm (or so) slit cut into it, to limit the amount of light.  Flagging right next to the light softens the edge of the flag.  The flag (gobo?) was covered with orange gels and ND filters to achieve a subtle glow.

9.  Bounce card on outer wall.  This was to light the wall in an overall way, for the whip pan into this scene.  The card was angled away from set in attempt to avoid any spills into the theatre.  It’s a 150W Dedo with flags open just a slit.

10.  Scallop light on outer wall.  This light is also for the whip pan wall.  It’s a 150W Arri with a snoot, pointing down close to the wall in order to create a scallop effect.

11.  LED backlights.  These are positioned 3-4 cm away from the back theatre wall, between that wall and the 2 walls that are lowered down.  They are animated to dim up as the scene progresses:  at first they are there to create a soft warmth at the back of the theatre; then as the kitchen walls are lowered down, they become backlights, and need to be brightened so they can be seen at the top.  There are 4 strips of LEDs here, with 4 lights on each.  They’ve been warmed up with orange gels.

12 & 13.  Stove light and Window light LEDs.  Again these are strips of LEDs.  The stove light has been warmed up with an orange gel, while the window light is gel-free.

14.  (I forgot to mention this one in the quicktime breakdown below…)  The Pendant light.  This is a tiny incandescent “candle” bulb that I bought at a dollhouse store.  I made the fixture out of various things — I think the round bit was a gourd.  This one also animated up as the scene progresses, though the light wasn’t working for the first 20-30 frames as it comes in.  (Fix it in Post!)

And, nervously, I present you with a rough edit of the three scenes shot so far:

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Overcoming the Fear of Walking

I haven’t updated this blog in a while…  it’s shameful!  Even more shameful is that I’ve fallen behind on the film.  Today is a happy day though, so I had to announce it — that I’m well on my way to overcoming my fear of the Walk Cycle.

I can’t believe I have been so hung up on this one shot.  This is probably the only shot in the film that has a walk cycle.  Not only does it have a walk cycle, but it also has many things animating on the stage behind this walk cycle.  So if there is a mistake in the walk, then there is a lot of animation lost.

This shot has been lit for a few weeks.  I’ve had to prep some other things — which is a whole other post that I will get to once the shot’s done — but since the lighting has been finished I’ve also taken a vacation, done some paid gigs, done some work on the house, socialized, and generally done whatever I can to stay away from this dreaded walk cycle shot.

But now the fear is pretty much gone!  I’ve done it!  It’s far from perfect — the stand-in puppet does some moonwalking and stumbling but there’s something about it that is kinda not too bad.  I plan on practicing this a few more times before bringing the real Sabela into the set and animating it for real.  Gulp.

Sadly my magnetic-feet idea did not work for the walking.  At the end of the walk I tried to balance her in a couple of poses with just the magnets, and that turned out OK…  but it was very tricky to get her to walk, with her feet being so tiny and all.  I will have to animate this scene twice — one pass for just the background elements (there will be elements of the set rolling onstage behind her), and one pass with the set elements, Sabela, and her rigging.  I’ll then have to paint out the rigging in After Effects.

So here it is — my First Ever (EVER!) walk cycle.  I did it!  Baby steps…

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Chris Landreth Talks about Character Animation

NFB ryan

I went to a talk on Friday featuring Chris Landreth, the writer / director of the 2005 Academy Award-winning animated short film Ryan.  I’ve mentioned this film here before, and how much I love it.  Chris had some interesting things to say about character animation, which, to me, summed up all the reasons why Ryan was so brilliant.  (He also showed us his new short, The Spine, which you can see glimpses of along with some behind-the-scenes footage here.)

Chris talked about his preferred visual style, which he calls “psycho-realism.”   This is where a character’s inner psychological state is represented by their outward reality.  If you’ve seen Ryan then you will immediately understand what he’s talking about here.  If a character is feeling broken and disheveled, he will look broken and disheveled.  Parts of his skull will be missing, and his hair will actively tangle, all by itself.  If a character is psychologically dependent on alcohol, the bottle will reach out to him with little arms.

There was a bit of a eureka moment for me when Chris brought up images of Francis Bacon paintings in his presentation.  I am a huge fan of Francis Bacon as well, and can’t believe I’d never made the connection before. Bacon also imposes his psychological state onto his subjects.  He could have certainly painted “realistically,” but his inner reality spoke far louder to him.

The reason Chris’ psycho-realism works so effectively is that there still IS such a strong sense of realism there.  The animation is so natural, so precise, so detailed (especially in The Spine) that the effects are completely believable, as opposed to being cartoony.  There is a fine line here.  Once you distort the human body, exaggerating features, or playing around with anatomy (taking out someone’s spine, for example), there is the risk of losing this “Francis Bacon” effect.  The reason why Bacon’s paintings, and Chris’ characters, are so effective in communicating their inner states is that there is still a solid hold on something we all know about humans.  The characters are realistic enough, in their appearance and/or movements that we can still relate to them.  (For a terrific explanation of this phenomenon see Scott McCloud’s Understanding Comics.)

However, he also was careful not to get too realistic with the character design.  If you take out someone’s spine or the chunk of someone’s head, and that character is designed in a photo-real style, you run the risk of shocking the audience too much, or making the film impossible to watch.  (Anyone who’s in Toronto who has been to the AGO recently has probably been shocked by the Evan Penny sculpture.  Yikes.)  This, Chris explained, is commonly known as the uncanny valley phenomenon.

Now, I am not a “trained” animator, so many of the issues he raised were new to me.  I approach animation as a practice in observation of outer and inner worlds: the study of movements, and the study of mind.  This requires both meticulous planning and hypersensitive improvising:  the animator needs to take in some detailed observations on the real world, how things move, how people move, but she also needs to breathe some spontenaiety and aliveness into the character, which takes a particular clarity of mind to achieve.  Chris said the animators on his team never work from dope sheets — ever — but as a stop motion animator you don’t get endless amounts of keyframe tweaking, so I feel there needs to be some sort of dope sheet planning.  There are not unlimited chances to refine the movements.  So to me there’s an art — a definite challenge — to this quality of being both “in the moment” and to being tediously obsessed with well-researched details.

Chris described three common pitfalls for character animators.  The first was pose-to-pose acting.  As a practice, he sets up visual clues for his team in attempt to rid them of the pose-to-pose method of animating, favouring more of a method acting style.  Early animation, pre-Disney, used to do this:  the character goes into one distinct pose, then another, then another.  He showed us a juxtaposition of two clips that he typically shows his animation team:  one from a 70s production of The Merchant of Venice, starring Laurence Olivier; the other a 2004 version of the same scene, with Al Pacino.  Laurence’s acting seems a little cheesy in comparison — sorry, I don’t know how else to describe it — very blocky and staccato and exaggerated.  The contrast is so extreme — Al flows effortlessly through his movements as he speaks and somehow this just translates as being more modern, more naturalistic.  It doesn’t seem like he’s acting, though his movements are just as expressive as Laurence’s.  There’s a casual quality to it that makes it more believable as a non-staged event.  So, while pose-to-pose animation may have its place, Chris prefers the smooth natural flow of a method acting approach.

To achieve this sense of flow, the animators filmed themselves acting out the characters movements, over and over again.  And studied them.  In mind-boggling detail.  (Check out some behind-the-scenes footage of The Spine to see some of what went on here… very interesting!)

The second thing the animators had to watch out for was what he called “twitching meat.”  This is perhaps something more applicable to CG animators, since stop motion is plenty twitchy enough — but generally he was talking about the easing in and out of moves, and motion curves on a graph, that should never be perfectly smooth — we all move with synapses firing off left and right, and so our moves are not mechanical or direct.  Sometimes we hesitate, waver, and twitch.

And finally the third detail for the animators to think about was saccade, or tiny eye movements.  When in conversation with someone, our eyes are always flitting about, never just focusing on one spot, but examining a whole scene, or a whole face.  Our eyes, too, reflect an unease, in the mental disturbances which ebb and flow.  Our minds are rarely perfectly still.  The more nervous and unfocused a person’s mental state, the more their eyes flit about.

The Spine will apparently premiere at the Toronto World Wide Short Film Festival, and will be travelling around to various international festivals this summer.  Be sure to check it out — I don’t have any comments on it, because I only saw it once, and on a tiny screen; all I can say is that it is complex.  And that it’s difficult to watch, as Chris freely admits.

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