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week 1: Animation excersise, mouth/jaw bouncing movements blocking in. Homework to choose an audio file to animate to.
Character Performance and Facial Animation: Jaw Bounce Exercise
Understanding facial performance is one of the most important aspects of character animation. It is one of the most readable and relatable features for viewers, providing a clear window into how a character feels and expresses emotions. The ability to craft and compose expressive facial animations is essential for delivering compelling and believable performances that resonate with an audience.
Our first exercise in this module focused on animating mouth and jaw movements using the Eleven Rig, timed to an audio clip provided by our tutor, Sanjay. The audio was taken from a scene featuring Malcolm McDowell in Star Trek: Generations, but edited to a short segment: "It’s like a predator, it’s stalking you." For convenience, our projects were pre-configured with a locked camera focused on the character’s face, and the controls were neatly organized on the right side, allowing us to dive straight into practicing facial animation.
When breaking down the phonemes and visemes—the basic shapes the mouth makes when producing sounds—I observed that the jaw tends to open for each vowel sound. In this case, the phrase required approximately ten jaw openings. As I adjusted the animation, I noted that certain vowels, such as the "i" sound, required more width and less vertical jaw movement compared to the "o" sound, which calls for a larger verticle opening and less width. Even at this early stage, focusing solely on jaw movements, the animation began to mimic and align with the audio, creating the foundation of a convincing lip-sync, albeit with minimal detail so far.
1st test shown on right:
We were also given a list of 29 different audio files for us to choose from for our next animation challenge after have completed this current one.
week 2
After going through and reviewing our work on Padlet I was happy to see my animation being reviewed by the tutor and feedback was given in class. One note a student made was about my movements appearing clearer and more readable compared to others, another comment was given about how mine seemed smoother and had more keyframes. A note by our tutor was to consider how wide the mouth opens and how high the cheeks rose when saying the "i" sound. By getting this feedback I understood where I had done well and what needed more work. I had addressed these points later during the lesson.
2nd test:
I was still learning and getting in to the flow of facial animating this week. understanding which controls, or combination of controls are best suited to use for each mouth shape is cruicial for accurate and readable lip syncing.
We were told that as its still animated performance, but just of a smaller area that it will still have some principles of newtons 3 laws of motion such as velocity, action and reaction, and inertia.
An example of this could be if the character made a popping sound, the force of the mouth may result in some slight rebound of the cheeks or lips resulting in some overlay or delay reaction, that we could exaggerate to increase the visual impact.
week 3
this week we decided to perfect our facial animation even more and pushing its expressiveness with its body by recording a reference for more accurate expressions and movements.
i went with a group of classmates to a empty class in the university to shoot reference.
experimenting with attitude, camera location, camera rotation. slight variations to aspects like our tone and posture and nuanced facial expressions to see which had the best impact.
Here is me alligning the usable clips along a timeline.
I started off trying to decide what attitude would be most suitable, as i tried a variety such as sarcastic, worried and threatening.
The threatening seems most obvious to me considering the tone of the original clip.
Demonstrating why other attitudes would not suit the audio clip, in this example, aside from being timed to the clip, it did not match the move and nature of how the "stalking you" part was said. it the original audio it was said with sudden force from the mouth and in my "sarcastic" acting, it seemed so out of place when hes casually shaking his head and the mouth out a sound from this trial and error and experimenting i see constant need for small adjustments to help push my expresson.
one benefit of watching my references is i get to see how realistic movements are such as breathing and how the breath interacts when i blow out air with the "p" sound. there is a slight push with the chest that i noticed that resulted in the head and chest rising very slightly for a few seconds for the breaths and a few frames for the "p" sounds. it only moves a few pixels for the "p" sounds and moves a centermeter or so for the breaths. I tried to minimise the big movements during the sentences as its hard to breath while talking so i was mindful of this.
Helping to make sure my acting matches up with the original audio i dragged the original sound file, taken from the sounds folder from the project directory, into after affects to help time warp my clips in sync with it.
later on i then went on to bring in my playblast from Maya into after affects while timing my reference was a great additional way of making sure everything fits well together. and visioning what movements might fit well from my reference onto my character.
I also started looking at useful tutorials this week on YouTube that will help with tips on animating dialogue. I found a useful one from Sir Wade Neistadt, which I talk more about on my research page. I felt it has already started helping with my facial animation as words seemed to appear more pronounced. His tips on posturing the mouth with the right controls and how to pout the lips of your rig have already helped me make the word predator in my character very easy to read.
Here is how my animation looks so far:
Acting class
Our acting teacher was called Emma, she worked in the new Beetlejuice Beetlejuice movie and will be in the next Star Wars film. Having expert advice will aid in filming great animation references for characters, whether for realistic or stylised animation.
This was a unique lesson that, although is not directly related to animation, it does influence my production of it heavily when shooting references. Even in my recent INMOTION event I went too, James Baxter constantly mentioned using high quality references.
Some advice from the actor, Emma, was that when struggling to envision a character, try to think of what bodypart they may lead with. This was a good way of understanding how they might move across a scene. A proud character might walk with his belly or chest pointing out, whereas a sad or secretive person might lead with their head down in front.
I have noticed after filming references and acting classes that I am often awkward in front of a camera. I'm hoping to overcome this with following lessons.
I have also noticed that musicals and exaggerated movement and expressions in Disney films are not what I was drawn to and watched in films. I find myself often watching films of high detail and realistic movements. I feel I need to watch more Disney films such as Klaus and Moana if I intend to do more stylised and overly exaggerated and expressed cartoon animations. I have previously been drawn to animation/CGI in Marvel/Michael Bay Transformers/Terminator etc.
I find that with acting on the spot my anxiety is high when trying to perform and I often overthink and get nervous on the spot and how to compose myself. I find that the contrast of the old voice and the young rig and the fact I'm having to force exaggerated movement into a character that I have no exterior context for makes me feel somewhat limited on where I can be creative.
Our next step was to animate some of the upper body to go along with the face, this is where our projects might start to have some originality and uniqueness, as our body and hands, unlike our faces, doesnt have to follow a certain script.
If the audio had the man shouting I would say there was a good reason to have the hands cupping or waving or pointing as well to emphasise the actions people would likely make when they are trying to get attention about somthing and shout. but hes simple just saying it, not as if there is any sudden danger. The only reason I can think would be valid to move his hand out would likely be to just point his finger out when he sais "you" to signify hes talking to a person hes with who he hasn't named but he is gesturing at them.
week 4
Here is my blocking in for my body for challenge 1.
Here I was already thinking of aspects from acting class. Such as what bodypart to lead with. Being mindful of this helps in creating a more convincing animation. For instance, deciding whether the character should lead the pointing action with a head turn toward the camera or with the hand itself, is an important consideration in bringing this aspect to life and helping the audience to understand his type of character.
This acting lesson we were going to create and act a reference from our chosen audio clip given to us from week 1.
I decided to go with two. As I couldn't decide which ones would end up more visually appealing and expressive when animated. Emma said we could stick with two for now.
I didn't want to choose a monotone vocal clip, as I wanted to be able to express my character and easily create contrast in his movements.
My chosen audio clips were options 8 and 29:
Option 8: "You took me for a fool, you stindled me, I have spent 167 years searching for you, and now hawhawhaw satisfaction will be mine."
Option 29: "Just when I think you couldn't possibly be any dumber, You go and do something like this. And totally redeem yourself."
We were first advised to find the most emphasised words within the sentences.
I have made them bold.
We then asked to think about the when, why, where, and what of our chosen audio. understanding the settings and previous events in the story can massively help to get into the right context and to think about the actual perspective and performance of the character and how his emotions have recently been affected by the events, will he already be fed up from what happened before. if he is angry but also previously just ran away from something, so he may seem tired while hes talking angrily, or maybe anxious about what just happened before etc.
Then we learned about the concept of Laban Efforts in acting, which is a way of analyzing and describing how we move. It breaks down movement into eight different types: float, glide, dab, flick, press, punch, slash, and wring. Each of these is based on things like how much effort we use, how fast or slow we move, and how much space we take up. Understanding these helps actors show different emotions and intentions through their physical movements, making their performances more readable and believable.
This is an example of how i was laying out my words for filming my reference: understanding that our acting teacher Emma knew that laban efforts are very subjective and people can perceive and categorise other peoples composures and movements very differntly.
after filming our footage i decifered through it and edited the usable footage together in after affects using time ramps and fade transitions for a readable and clean reference that matches the audio clip.
The idea of spitting up sentences and words possibly by the "plosives" or the declaration words can have great impact. Paying attention to how we can think about our dialogue for references and whilst staying in touch with the animation landscape online and doing research last semester whilst making my Blend Shape lips for my PLP project, I came across a great video by Sir Wade Neistadt which covers a very similar method for breaking down audio reference for animation into strategically emphasised chunks. I talk about this more on my research page:
www.youtube.com. (n.d.). The Secret Workflow for Animating Dialogue. [online] Available at: https://www.youtube.com/watch?v=5cIxEZwZmS4.
I decided to rotoscope out my body to make it way less distracting with the curtains behind. even though I tried my best to find a suitable space to film in there was limited areas, and I thought a black background would be good, but later decided to push my reference quality by isolating myself within the footage, using chroma key in After Effects. Also using time ramps and transitions to better sync with the speed of the audio.
I like the deep breath he takes as if hes trying to regulate his anger and calm himself down while explaining. it also acts as the calm before the storm as he follows through will a loud and consistent outburst of the next few words. this creates great contrast in emotions.
i feel i could spend some extra time alligning each footage and maybe reshooting and getting my body into a slightly better position. althought generally allighned i still see where some small weight distribution errors could occur due to the small weight and movement inconsitencies when switching between clips.
I later found out that this clip is from "Dumb and Dumber" movie.
I also received help from Nur-Karn in my class, who acted for parts of my reference; he is very good at getting into character.
week 5
Animation Challenge 2: Reference, Scene Set-up and Blocking
These are my emphasised words, blocked in for Option 8:
"You took me for a fool, you stindled me, I have spent 167 years searching for you, and now hawhawhaw satisfaction will be mine."
And here is what I have so far for my animations:
week 6
This was our review week. Our task was to have the blocking in for our chosen audio challange 2 completed for review.
Luckily due to pushing myself in this module I had already completed the blocking in for this task and was working on splining, also as well as I had also gone ahead and completed the lip sync.
As mentioned on my PLP tab. I got feedback from our tutor Alan during this review such as to pay attention to the body control as he noticed a floaty movement with seeminly not much weight on the main root body control. which lead to slightly oversmoothed motion. i addresed this critique when I got home on that day.
At this point I felt with my trajectory I could indeed try to do the other audio clip I was fond of, but after many of our lectures within our PLP modules, I started to think quality is better than quantity - maybe not for practice... but especially if I want to include it in my showreel. Which was a big possibility for me as it could be very useful in a generalist/previs showreel.
This allowed me to focus more in detail on my current Challenge 2 performance and hopefully will allow me to get this piece done to a much higher quality whilst also being the animation that gets the most attention, feedback and criticism, helping to excel it further.
week 7
This week we were onto splining our chosen audio piece. I was already onto splining and used this time to increase my polish on my animation.
I also gave a classmate of mine called Darwin feedback on his animation and helped him reshoot some references. He asked for tips on what he could do to appear nervous in his animation to fit with his audio clip. I suggested maybe making his character scratch himself or bite his nails. He liked these ideas and said he would incorporate some into his animation.
He also pointed out that my eyes were a little floaty in my animation when he raised his hand, so when I got home I spent some more time tweaking the eye controls.
Syncsketch
I used this week valuably by seeing advice and criticism about my animation from my tutor.
He managed to go through my animation with me frame by frame on syncsketch which I have found to be incredibly useful for annotating on live footage.
In this screenshot you can see the movement of his hand is represented by a yellow curve.
My tutor was drawing my attention to this moment where my animation could have been pushed further in its exaggeration.
having a more curved motion can also result in a more natural feel of the movement.
Implementing professional advice:
As you can see below, I have demonstrated myself implementing tips from James Baxter and Ollie Trotman that I have learnt about from our in-course industry lectures but also from external animation events, talked about more in detail on my PLP research page.
They shared the advice of considering the positioning of the weight of a character on the appropriate leg for the next movement. in this moment of my animation the character is turning round to his left and I need to sell the visual of him pushing himself forward with his body.
I took screenshots from the back to help us focus and pay attention to the position of the body and weight.
The first image is my character standing still while talking and standing mostly with his weight in the center ( shown with red and dotted lines), in the next image as you can see I have tried to lean him over to the left more slightly with his hips and chest ( shown with green and dotted lines) , this is to help him lean into the next action, in the final image he is already in motion by having his weight on the left, leading to him seeminly thrusting more towards the camera.
Before implementing this advice my character spun round without much force and seeminly on the spot.
after implementing this advice I saw improvement as my character had more thrust in his movement towards the camera as it had a larger anticipation from all this weight being positioned, tilted and aimed more to the camera and towards where he was going, and leading to better readability.
This has lead me to be more mindful when animating in future. constantly considering where the majority of the weight is with any rig is highly beneficial, and is an area I aim to continue to improve in.
week 8
Syncsketch
This week I sought more advice from my tutor Sanjay.
I was upset that there was not enough time for my animation to be reviewed after our Nexus studios talk for our PLP, as I feel I could have benefitted.
I was thankful for my tutor providing another syncssketch session for me, which realistically will provide all the same type of practical advice on my performance animation as the industry guests.
I was happily given lots of small tweaks to take away and improve on.
Here is another example similar to the last syncsketch session, revealing to me a suitable place to try and push a line of action or "S" shaped curve, in the motion of my right arm shown in my reference.
This is backed up not only from professionals and in practice with a much better looking action after, but also demonstrated in movies such as Hotel Transilvania. Hotel Transilvania is a film that was guided to me by my tutor Sanjay. After analising and researching the animation style more in depth in my character performance research page, I found many exaggerated and artsy movements with many arcs and "S" curves, which all seem to give the character more energy and livelyness to a greater degree.
Sanjay also gave me great advance in the area of body proportions and relative orientations, in regards as to which to prioritise when animating a character with unusual proportions based on reference. Do I prioritise keeping the ratios of the distances and translations of bodyparts apart the same as each other relative-wise? or do I prioritise trying to keep the angles and orients the same as from the reference? he made it clear to me that the angles is what matters more.
Initially, I thought the size ratio mattered more as a bigger character with thicker arms won't be able to bend as much so it should add a sense of realism, but reincorporating equality and putting aside reality for a minute, I would be intrinsically heavily limiting the visual impact and storytelling if I had indeed created a character that has such movement limits. From further thought on the matter it makes sense to prioritise the angles as this is what helps define shape language more.
As an example; My head on my character was kind of large, and I had some trouble making his hand point straight up as it kept colliding with his face. But in my reference, I had a very firm and rock-solid arm posture that thrusted in one piece up in the air, and it had a very strong triangle shape in the arm, which if hit with, could hurt. If I had changed the arm to be less closed and angled, the sharp and hard pointy edge of my elbow wouldn't be as pronounced and expressive or threatening. especially on a wider, more rounded and padded arm
As can be seen on the left, I was worried about putting the hand too close to the face and making it look weird, but when I did this, it also resulted in a weaker pose.
I decided to bring the arm angle in more, despite the distance, then try to shrink the head a little more to help get the hand into place and also reposition the shoulder slightly.
It drastically helped sell the action of me thrusting up with my whole solid arm, instead of just my hand pointing to the sky.
Other ideas mentioned such as here I tried to put an "S" shape in my arm, when it wasn't actually in the original reference. This led to a very unnatural movement.
Moments like these reinforce my reliance on references and make me consider more what it would be like to physically act out the action before going ahead and adding the keyframes.
Our acting classes have taught us many benefits. one is to really envision what body part we are leading with. and when I changed the shape of the arm to an "S" it made the leading body part seem like the finger, which seemed bendy and less solid and threatening compared to leading with the rigid arm and solid pointy elbow.
Syncsketch
Today I received more syncsketch feedback from our tutor Sanjay. I did more polishing in small areas that needed refining. An example is shown here on the right.
I realised I could hold the action of him pointing out his finger for a little to emphasise it and make it snappier on the return.
Here shown below is how I go about making such a change, as mentioned before.
The area that is held out by the finger is the keyframe on the yellow line. By me creating a few more keyframes around this action in the graph editor and flattening it out, it visually shows in the animation as his hand being held in one position for longer, as the translation values of the keyframes are changing less during this period. It also results in slightly steeper tangents on either end, making the arrival and return of the hand much snappier.
Innovation hot fix:
I had to do extra work here and using my extra knowledge from our rigging module, I managed to fix a flaw with the rig.
When moving the head too far back, the eyes seem to pop out of the head through the eyelids.
The makers of this rig I assume, are aware of this flaw, or error, and have included a control called "Eye Crash Correction". This control makes the eyes smaller and makes the glitch or "geometry clipping" less noticeable.
The issue is when I was trying to push the pose further as instructed by my tutor Sanjay. I encountered many issues with the eyes, where setting the "Eye Crash Correction" slider to its limit of "1" did not fix the issue enough and it was still poking through.
To solve this issue I had to go into the attribute settings of the "Eye Crash Correction" by "selecting" it in the Channel box and then going to the Attribute Editor to find the limit ranges and settings of the control, which seemed like some sort of "set key" or "blend shape". And I tweaked the settings slightly to allow a bigger range for the crash fix to apply.
After changing the value from 0.92 to 0.8, it fixed the error, as you can see below:
Having experimented with Set Driven Keys and Blend Shapes previously and within my Rigging module, I have applied my creative problem solving skills to give my animation a higher quality.
Final polishing
This last week was about me polishing my animation and creating an adequate room to show off my animation.
My tutor Sanjay gave a final feedback on my piece before submission. He noted for me to pay attention to the curve in my spine. My body was doing some sort of "S" curve and not a very defined "C" curve, by making his whole body and head create the curve action, I noticed it felt more intended and a much stronger pose.
I also shifted the pelvis down and forward which helped slightly with the legs being more bent out front, also giving another bodypart to help create the curve
Unfortunately it was sort of difficult to adjust in the way mentioned. The bottom sticking out was very hard to avoid, I show a few images with notes I made here on the right.
As the rigs upper body is weight painted and slightly blended down the to belly area, which might not move much when he is slim and the rig is bent, but when the belly is blown up ratio wise by me making my characters larger in the body to give more personality and character to the generic rig and make it suit my audio clip better, it actually ends up moving quite a bit out of place. The hip visually stretches and rotates slightly forward with the top chest control, making his belly stick out. Even though I have tried to curve his back so it is a smooth curve, as you can see shown in the images. I thought the translation controls of the hips as Sanjay mentioned could be positioned forward, but it still deformed the stomach and upper area slightly too.
I draw this down to having to weigh up pose accuracy with visual appearance and possibly a rig limitation of this type of IK spine control.
I still managed to get a less crooked spine in the end and made his head curve back more.
Setting
I didn't want to spend much time on modelling, as this assignment is about animation, I wanted to allow time for all the animation polishing to make it as best as it could be. I modelled a quick room from scratch using some simple geometry, lights, and textures. I made my textures by using simple 2d noise textures, manipulating them, and adding a ramp to control the colour. Or using grid nodes to apply a grid-like pattern and adjusting the randomness when needed.
I decided to reuse the same room for both challenges so that I could spend more time on the animation side of things.
I have experimented with materials for rendering before but never simplistic materials. This seemed like the appropriate time to use simple materials that are understandable and well represented without taking too much time to create.
Below I have shown the very simple setups for my materials, shown with standard viewport lighting
I feel the environment created is more than adequate for the animation I made.
Wool Carpet
Wood
Grid Wall