Thursday, March 24, 2011

Robber Bridegroom Part 2

As i had stated previously, I was working on the beat boards to the Brother's Grimm Fairy Tale "The Robber Bridegroom". Here are the character designs that I worked up for this story. There are four characters in this story that are important, The Bride: the miller's Daughter, the Miller, The Robber Bridegroom, and The Old Woman.

The Bride

The Miller

The Robber Bridegroom

The Old Woman


Next time I'll post the beatboards for the story.

Saturday, February 19, 2011

The Robber Bridegroom

 One of my current projects that I am getting together for my Graduation at the end of March is The story of "The Robber Bridegroom", which is a Grimm Brothers fairy tale. I am conceptualizing out a few of the key Layouts, as well as the four important characters within the story: The Miller, The Miller's Daughter, The Robber Bridegroom, and The old Woman that lives in the house that the Robber Bridegroom and his men use as a home base. I figure she is his elderly Mother who they use as a house slave.
  My hope is to have all of these conceptual drawing done, as well as, the Beat Boards for the story. For those of you who don't know, Beat Boards are Storyboards that cover the main idea of each scene/sequence.

Robber Bridegroom Synopsis:

A miller wished to marry his daughter off, and so when a rich suitor appeared, he betrothed her to him. One day the suitor complained that the daughter never visited him, told her that he lived in the forest, and overrode her reluctance by telling her he would leave a trail of ashes so she could find his home. She filled her pockets with peas and lentils and marked the trail with them as she followed the ashes.
They led her to a dark and silent house. A bird in a cage called out to warn her that she entered a murderer's house. An old woman in a cellar kitchen told her that the people there would kill and eat her unless the old woman protected her and hid her behind a barrel. A band of robbers arrived with a young woman, and they killed her and prepared to eat her. When one chopped off a finger to get at the golden ring on it, the finger and ring flew through the air and landed in the bodice of the hiding woman. The old woman discouraged them from searching, because the finger nor the ring were likely to run away: they'd find it in the morning.
The old woman drugged the robbers' wine. As soon as they fell asleep, the two living women fled. Wind had blown the ashes away, but the peas and lentils had sprung up into seedlings: the two followed the path of plants and reached the young woman's home.
When the wedding day arrived and the guests were telling stories, the young woman said that she would tell a dream she had had, and told of her visit to the robbers' den, her bridegroom punctuating it with "My darling, you only dreamed this." -- or the robber punctuating with exclamations that it was not so in the Mr. Fox variant -- until she produced the finger of the dead girl and showed it to the company.
The robber bridegroom and all his band were put to death.

Saturday, February 5, 2011

Cleaver Fever

Recently, I started to animate for a video game that is in production at the Portland AI. The first character they gave me to animate was a Spider and my first thought was, "oh, no. A multiple legged creature, dear me." But it turned out easier than I had originally thought it would. Here is the walk and bite animation i did for the game.
    
Spider Walk

Spider Bite

Thursday, December 23, 2010

My Senor Thesis: Design As Story

I have only one term left of school and recently had to write up my Senior Thesis as part of one of my required classes in order to graduate. The thesis is to be about what design meant to us. I had decided that Design was story to me; here is my thesis - which I got a B+ for.


Story as Design:

The way I view design is augmented by what I design. A designer of furniture would see design as an expression of the designer’s inspiration and the consumer’s want. As an illustrator, as an animator, as a story artist I see design as story. This belief is broken down into several areas, which I will explore in this thesis. As an illustrator and story artist story is important to everything I draw. When creating an illustration for something like a children’s book it is key for each image to communicate the flow of the story on each page and correspond to the written words on those pages. Not only that but each page must draw the reader’s attention to the key element of that page, which in turn is the focus of the illustration. The same goes for storyboards. The storyboard is a visual script for the directors, camera crew, animators, and designers to follow so that everyone is on the same page. The storyboards track the flow and timing of the film, each illustrated page must communicate the mood of the scene as well as make evident the key elements that make up that scene and drive the plot forward. As animator, it is my job to help the animation communicate properly so the audience does not become confused or end up losing what is called “the suspension of disbelief”, which is what is required for the audience to enjoy and feel involved in the film. If the audience is removed from the story and views it from outside, then the story loses that element that makes it enjoyable. An animator helps the audience stay in the story by animating the characters in a believable fashion; this could be as realistic as actual life or as unrealistic as cartoons can be. This all depends on the style of the animation. As long as we set the style at the beginning the audience will follow. However, badly done animation or animation that breaks the chosen style can lose the audience and break them from the needed connection to the story (Williams, 2001). So animators need to know not only the story they are animating for, but the underlying motives and emotions of the characters they are animating within the story. Two of the approaches that animators, illustrators, and story artists use to achieve this is through drawing and acting.

 

Drawing is the Key Element to Design:

Drawing is the most important aspect to design. This is where your ideas and vision is given form. Draftmenship is the most dynamic creative engine any visual artist can own (Neumeier, 1997). This means that the first step for any project an artist approaches should be to sit down and draw. Drawing is where we wrestle with our own inner demons, our expectations, our vision, and the inherent flaws of our design. This is where we work out our composition, our staging, in order for the project to communicate with its intended viewers. Walt Stanchfield says that we need to draw. We need to draw everything we can see and touch around us. We should draw the common and uncommon elements of our daily life until their every detail can be seen within our minds. It is through this that we are able to add depth to our design and be able to pull out any type of drawing without wasting a lot of time searching for the right reference. Because if you need to stop your creative flow even for a minute so you can find a photo of the right style of chair, you could lose your artistic focus and vision during the lapse in time between searching and working. This stage is important in any career, Laura L. Mays Hoopes writes about her experience in grad school; she says that she couldn’t see past her nose to the possibilities that were out there without first obtaining a wealth of knowledge through studying. She could not make the advancements she has in the field of science if she first did not learn what others had done before her.
Wish you could produce your own storyboard for a short film? Not an artist? Can’t draw a straight line without a ruler? I don’t buy it. If you’re capable of writing you own name, you can draw (Lloyd, November 22 2007). One of my teachers, who has taught me and continues to teach me how to expand my horizons and push myself, was not always an artist. In his twenties he decided to teach himself to draw, he became such a good artist that he worked for Dreamworks for a time and is currently a well known children’s book illustrator, as well as a teacher at the Art Institute of Portland, Oregon. If he could do it, why can no one else? He teaches that in order to fully see your own idea you have to be able to take that idea and draw it a hundred times, in as many possible angles, compositions, styles, etc, until you can see it fully. This is achieved through thumbnails; if drawing is the cornerstone to the foundation of design, then thumbnails are the atoms within that cornerstone that holds in all together. We do this because the first drawing, the top card, is rarely the best drawing or what the final composite will be. We should always push it further. The small, rough composition of a thumbnail is there to get ideas out quickly, without worry of detail and precision. That helps us gauge value and staging before the real art piece is created. This all plays back into story. We cannot create a story without being able to see its structure, its architecture. Thumbnails are the floor plans for that architecture. Daily sketching is the hours of research and the acquired knowledge that we need before we build that structure, because without it the structure will collapse in on itself. The art piece will not communicate to its audience.

Acting is fundamental to Story:

How is it that animators and illustrators are capable of getting so much emotion and intent out of their characters? How is it that an actor is able to portray their character so convincingly? Humans gain so much information from body language and facial movements, the majority of which is noticed subconsciously. Actors use these body hints to communicate the personality, the emotion and the motive of the characters they are playing. Animators are actors as well. However, animators do not themselves get up on stage and act out the scenes of their films, but instead draw the characters into the scenes and use the character’s pose to communicate that character personality, motives, and emotion. Animators have to learn acting so that they can animate believable characters, because without that believability the audience will be removed from the story and be viewing it from outside. However, we do not want to confuse the audience with the amount of information that can be drawn into a pose. Every pose should be the emphasis of a single idea or key word and when these poses are strung together the read as a clear message of the character wants and needs. This is what Dieter Rams would call, omitting the unimportant.
Acting also helps the animator in other way. We often times need to study how much time it takes for a person with a limp to walk across the room, or pick up a spoon, or cough. By acting out the action we not only learn about the character’s motives, but also we gain an understanding on the timing and tempo for the action. Through the control of the tempo and timing we can manipulate the audience’s emotions and how they will react to the character’s actions. The tempo of a story for film is controlled by the story artist, with the assistance of the director. The storyboards tell the whole film crew, from director to animator, how fast or slow the story progresses. Without this stage, this key element to the production phase, the film would take much longer to complete. The other importance of storyboards is to show the artist’s vision to the non-artistic. Businessmen run the whole industry and give the production crew the money they need to make the film; however, these people do not understand scripts and rough sketches and need something more to energize them towards the film. This is when the storyboards come into play. The storyboards are drawn out and timed, and then they are roughly animated into what is called an animatic. This is what the businessman will be shown and gives him the full scope of what the production will be about. What the end result will be. So acting is important for me because it breathes life into my drawings and allows the audience to believe in my art, as well as, fuel the imaginations of the un-artistic so that I can see my vision come to life.

The Magic of Imagination:

The use of story as design helps create greater and more powerful art. Even during the Renaissance this is true. The works that were made during the Renaissance had deeper meaning than just paint on canvas or pretty images to grace a church ceiling. They were created from the artist’s vision to portray the story that the artist want to tell. This would be viewed by the masses, which were illiterate, and they would in turn would be inspired and gain insight into the world around them, beyond what they knew in their everyday lives. The duty of the artist has not changed since the beginning of time. We are all storytellers in our own way; whether that story is one of our own that we create to help us work through our own inner demons, or one of ancient folk lore that helps the audience learn more about itself. It is our moral duty to tell our stories and the stories of the people of the world to progress society as a whole. It is through our designs that we tell these stories, push boundaries, and communicate across generations and cultures. This does not change simply because of the medium used, whether the story is told through animation, an illustrated book, or the written word; art revolves around a story and the story is given impact by its design.oHow is it that an actor c

References

Laura L. Mays Hoopes, Through The Spiral Ceiling 2006
Dieter Rams, Omite the unimportant, The Idea of Design, 1989
Marty Neumeier, Draftsmenship, Critique Magazine 1997, Autumn issue.
Walt Stanchfield, Drawn To Life Volume One, 2009
Walt Stanchfield, Drawn To Life Volume Two, 2009
Nancy Beiman, Perpare to Board, 2007
Karen J Lloyd, The Storyboard Blog, http://karenjlloyd.com/blog/home/
Richard Williams, Animator’s Survival Kit, 2001

Figure Drawing for a Month: Part 2 (Late)

I am a little late, several months, on scanning these Sketches. but here is the last set of sketches for the month of Figure drawing. I think by the end of the month I was a week late on the sketch. I think this happened because of school. it seemed that i wouldn't get around to do any figure drawing on the days that I had classes. Then i would spend the following days trying to catch up with the days I missed. Some times I would catch up, but after a time I got behind. Which is why i am missing 7 days of ketches.







Tuesday, October 26, 2010

The Ball Bounce: The Cornerstone to all Animation

Practice, Practice, Practice. Here is a ball bounce using a Squash Deformer.

Monday, October 11, 2010

Figure Drawing for a Month: Part 1

So i decided to do daily figure drawings this month. I have been terrible about doing daily sketching in the past and need to develop the habit of doing it. So here are the first eleven days of my daily sketches in the following ten images. They are not all perfect by any means, but they all had something to teach me.