Animation Performance
For the first term we have been assigned to create a character
performance based on an eleven second audio clip. The audio clip is some
dialogue from the film ‘Hot Fuzz’ where Nicholas Angel (Simon Pegg) interviews
a resident (Stephen Merchant) about a missing swan, and he must describe what
the swan looks like.
Within the context of the film, this is a silly situation
because everyone knows what a swan looks like, yet he must describe it for a
police officer, moreover a highly trained police officer is sent on such a
ridiculous task.
We must listen to the audio track over and over again to
gain an understanding of the actor’s within the track, their pauses, breaths
and thoughts. From there we must visualise the situation and breathe life into
the character we choose to portray. Part of the unit includes choosing which
medium we will use to create the scene (2D, 3D, Stop-motion).
Personally I have chosen the 3D route, this is because I
already have some experience animating a rigged character in Maya (as mentioned
in my SG Gaming Experience post) and I feel this will be the field I wish to pursue
as my future career. For the 3D route, we are provided a fully rigged model,
unlike last year where we were taught to model and rig the characters. This
allows us to focus on the animation, and performance of the character rather
than the technicalities of Maya.
Despite the medium choice, the principles and fundamentals
are the same throughout. Therefore we share the lectures together to discuss
ideas based upon the ideas of the animation principles and how to bring out the
best performance in our characters.
I intend to plan the action of my character first and I will
do this by first understanding the audio. I have decided upon a situation where
the character is asked what the swan looks like. The character will be on board
with the idea and describe the swan, and when he believes he has described it
effectively, he finds it insulting that he has to point out that it is a swan.
Much like a game of charades that the only person you see is the character, and
the other who is asking the questions is behind the camera. I would like to
take this idea further and have the character acknowledge there is a camera and
this is shown through eye movements and consciousness of facing the camera. I
believe this will add an additional layer of believability and express aside of
the character such as embarrassment and consciousness of the camera much like
an interviewee.
I started with initial sketches and ideas on how the character
can be posed, if he talked with his hands, his emotions and how this changes
through the clip. There are a lot of factors to consider, I intend to incorporate
complex emotions and how they change through the clip without over acting the character.
This will be done through eye movements with strong staged poses.
Initially I had trouble finding a 3D model which both
provided enough control including facial features, and worked properly. I found
models I liked including the ‘Morpheus’ Rig from the 11 second club, and I have
chosen to use this rig so far. I had to search a number of answers first
regarding customisation and problems with the rig.
I have created the first three poses illustrating the first
positions the character will take. I have tried to time the positions to the
audio, as I plan to create the key positions and animate between them. As I
have had initial trouble with the rig, I will ask my tutors for help regarding
this problem, but what is important that I have established the initial poses
of the character; developing his personality.
I will continue my work with more thoughts on how to stage the poses to ensure that the body language alone illustrates the thoughts of the character effectively. I will do this with more thumbnails and experimenting the limits of the rig.
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