Tuesday, 3 May 2016

Evaluation

At the beginning of the year, I set out to create a series of animated clips which contain abstract and fluid movement, depicting the motion of the human body and the five senses (sight, sound, touch, taste, smell). My ideas came from viewing the work of Charles Bronson, who created a vast amount of surreal works which were both disturbing but fascinating at the same time. In addition, Kytten Janae’s 3D animated creations were also very interesting to me, as they were very abstract and surreal. Her clips didn’t feature any explanation, however there was a sense of understanding that it was based on the human form and the fluid and weird movements were visually aesthetic and appealing to viewers. I had always had an interest in animation, therefore I wanted to experience creating it for my project in my final year of DFSA. I wanted to work on this project by myself, as this gave me the opportunity to develop myself as a director and increase my organisation skills and creativeness.

The original plan I had was to create a series of animated clips, much like Kytten’s. These would vary from different body parts and tracing over some footage whilst combining neon colours. During a dissertation tutorial with Bill, I was advised on how it could be presented, with Bill suggesting that I could have a set of TVs (all different sizes), with the clips playing on a loop whilst also flipping between other ones. This was a great way to visualise all of the clips together in a gallery space, where the viewer can interpret the clips for themselves. As a result, I began planning out how I wanted the clips to be displayed and what the content would be. 

This biggest turning point for this project was early on when I was looking for a topic for my dissertation. A tutorial with Rosie and Kathleen gave me an understanding of the direction in which my project would go, which would be based on outsider artists and their content. During research for my dissertation, I found many different artists which would inspire me and help me gain an insight into the many techniques used. In particular, art created by patients from mental asylums used limited materials in order to create a meaningful and often very disturbing images. The Adamson Collection was also a very important part of the dissertation and my project. The use of weird shapes, discoloured figures and huge bulging eyes showing signs of vulnerability gave me a load of ideas to incorporate into my own work. In addition, Rosie had also suggested that I attend a prison art gallery which was hosted in Southbank. Viewing the work made by convicts was incredibly inspiring and showed how creative a person can be with a determined mindset, despite having limited work time and materials. The work also had deep meanings, with some containing subtle messages of anger and others being vibrant and full of life by mental health patients.

After the dissertation was completed, I was able to carry on with developing the project and also I had a lot of extra ideas from the dissertation. I began to sketch the scenarios of the clips and how they’d appear. I had taken some of the research of the dissertation (art brut) and used it as a basis, such as adding a tribal mask and Picasso-esque designs in order to create a very abstract and varied piece. It was important for me to focus on the style of animation too, as I had to take into account the speeds of each transition and focus on what was being animated. 

The animation process became a lot more interesting when I started to incorporate the break-up of the body. For instance, when animating the finger detaching, I used Anthony F Schepperd’s stylistic and trippy animations as reference (The Music Scene) in order to create the separating finger. The use of long, gloopy and stretchy animations by Schepperd were expertly done, and I was interested to emulate his style in one of the clips. One of the things that I strayed away from was to completely copy a style from another artist. For example, I wanted to use Schepperd’s stretchy and smooth unravelling of the body in my own work, however I wanted to still keep it as my own creation rather than simply copy and pasting the technique of someone else. To counter this, I wanted my finger detachment to have a different consistency to that of Schepperd’s stretched unravelling. Therefore, I made the inside of the finger be a consistency similar to chewing gum, in which it stretches but thins at the same time (unlike Schepperd’s use of stretching and extending infinitely). When creating the clip containing the mouth with an eye inside, I wanted to try something I hadn’t done before and combine traditional 2D animation with traced animation. This made things a lot easier as I was able create a smooth flowing animation which looked visually appealing.
Despite having completed a couple animations, I was still struggling to find a real explanation/meaning for my project. I was asked to come in for a tutorial with Rosie and I was able to discuss my ideas and where I was at with the project. Prior to the tutorial, I had an idea of how I would be able to present the clips. This consisted of three screens being placed together, whilst three sets of twenty-one clips would be played simultaneously (similar to the ‘Time Art’ project in the first year). The clips would interact with each other, jumping from screen to screen before it loops back to the first set. I found it difficult to express my intentions as at the time I didn’t have an example of clips to present. Rosie suggested I speak with Philip to help iron out my ideas and give me assistance on the technical aspect. Philip gave me a lot of insight into the different psychedelic animations which were similar to my work, also introducing me to After Effects and helping me with the composition size of the three screens. He also noted that I could use After Effects to continuously rasterize my vectors, therefore I wouldn’t lose the quality of an image if I scaled it up too much when trying to edit the clips.

I immediately began to test out the three screen idea by using the finger detaching and moving it from the left screen into the middle and finally into the third screen. The finger would enter a wormhole and transform into the flaming mouth eye clip. Although I was happy with the first experiment of this (The timing of the finger travelling from screen to screen was slightly off but I was still happy with the visuals), I wasn’t entirely pleased with how flat and linear the animation looked. Consequently, I ended up scrapping the three screen idea and sticking to just one square screen. This was an important and effective decision, as it was less time consuming and also allowed me to be more dynamic with the animations. The clips would have the similar concept of transitioning and morphing into other clips but it would be continuous within a single screen. The decision to make the screen a square box was that I didn’t want to have a dark patch of emptiness on a wide screen, or having to cater to it by creating unnecessary ‘filler’ animations/objects which may distract the viewer from the main part.

Once I was happy with the technical style of how I was to present the work, I went ahead and started to animate my original sketches. At this point, I was only using Illustrator to create the vectors. Once I was finished with the animation, I exported them as individual frames and transferred them into Premiere to create the sequence. However, this became problematic, as the more clips I placed onto the timeline for Premiere, I started to receive serious errors which halted my progress as I was unable to edit them together. This prompted me to try and begin editing on After Effects. Once I started to get the hang of things, I was easily able to edit footage together (and even create the sequences in After Effects rather than on Premiere). This gave me an opportunity to test out the effects and take advantage of the keyframes.

I had a couple of hiccups along the way, however they were quickly resolved. An issue I had was involving the heart animation, as an unknown error made all the individual sections randomly move out of position. I was unable to fix this as I could not find the corresponding parts due to there being so many. Despite this, I was quickly able to resolve the issue as I had a back-up version saved on my hard-drive, which put me back on track for the edit. I also came in to see Philip regarding this issue however I had already resolved it. He also spoke to me about animators re-use their own footage to create something new. He told me how this could save me a lot of time for me as I could re-use my own animations in a different way rather than creating a completely new one for each shot. To work around this, he introduced me to some techniques such as using the wiggle effect to create the jittery style which I had wanted. This would therefore save me a lot of time on the project as previously I was recreating each and every frame in order to replicate a similar style. In addition, he showed me how to use the mercury effect which I used for the heart to mouth/eye transition. A problem that wasn’t resolved was the fact that After Effects wouldn’t be able to render the timeline, which prevented me from viewing exactly how it would look until I exported it. I was unable to fix this as this was a problem with the RAM of my laptop, and I was unable to travel to Farnham on a regular basis due to financial issues.

To sum up my experience of this project, I believe the outcome was near enough how I had imagined it to be. I am happy with the way each animation looks and I feel that I have gained skills in After Effects and further developed my skills in Illustrator and Premiere. The negatives would be that the finished version includes some overused effects (mainly the turbulent displace), due to the After Effects not rendering in the timeline as my laptop’s RAM was too low. Another negative would be that a lot of the sketches I had made were scrapped because it was too time consuming to complete and also repetitive in terms of the overall video. Changing ideas has been a constant negative aspect in my three years here (such as last year’s Maps and Journey’s project not being up to my standard), however, despite changing my idea for this project (from multiple clips to three screens then to a single screen format), I believe I have overcome this problem by working around it


It has been an interesting experience for me as this was the first time I have animated. I have come to the realisation that despite the tedious nature of it, animating can be a very fun and unique method of creation. Some of my animations (such as the tongue and the heart) were created on impluse, where I improvised the motions without referencing another work of art. This created a sense of achievement when completing it and gave me incentive to carry on. Finally, I enjoyed working on this and also learning about the outsider artwork which was the basis for this project. I found it quite fitting that, just like some outsider artists, I used limited materials (or software) to create a piece of work that I am proud of. Therefore, this gives me confidence to continue in animation and coupled with the software and creative skills I’ve developed, will hopefully be useful for the future.

Monday, 2 May 2016

Heart

As discussed with Rosie, my original idea was to have three separate clips on three different screens interacting with each other. Once I had the finger animation completed, I had thought of ways to have the detached finger interact with another clip which results in it morphing into another clip.

Wormhole
My first idea was to have the finger travel across two screens and penetrate into a wormhole, which would then implode and morph into the mouth chin. 



Using this online tutorial, I was able to create a simple scribble effect in which I combined an extra animation of the detached finger being sucked into the wormhole.


The above video is what it would have looked like with the three screens. However, I wasn't entirely happy with the outcome, as it looked too flat and linear for my liking. I wanted to create something which was a bit more dynamic, therefore I decided to focus on just one screen.

Shockwave

After ditching the wormhole, I wanted to create something similar to it but more technical and fluid. I found a tutorial on how to create a shockwave effect through After Effects. This had a smokey and electrical style to it. Again, I wasn't too happy with the outcome as it just felt too out of place with the rest of the project.

After taking a break on this part of the project and focusing on other clips, I came up with an idea of having the finger burst into a heart, before morphing into the mouth/eye chin. The design heart itself was created on impulse whilst watching The Lego Movie (Below video at 1:41). I noticed a couple of floating flames in the background of a scene which gave me the idea of how the heart would be animated.



To begin with, I used the shape of a Lego fire piece as a template to start the animation with. 


By moving the individual parts subtly, I was able to create an almost plant-like effect. 


Originally, I decided to create a heart that resembles a sun. This was done by layering all of the compositions on top of each other. However, I wasn't happy with the outcome as it looked too obvious and some of the lines were overlapping others which didn't seem visually appealing.

I went back to the drawing board to try and come up with a new appearance for the heart. Looking at other animations for research, I managed to find the type of heart I was looking to create. 


The heart I designed featured a sort of tentacle/vine appearance. After animated the individual pieces, I placed them all together in order to create the shape of a heart. The way in which the small vines animate collectively look as if it is a beating heart.


Once I was happy with the outcome, I changed the colour of the heart to red. In addition, I added a darker shade running through the middle so it would add emphasis to its tangled look.

Finally, I added a Body to the background.







Tongue Saliva

After creating the tongue, I wanted to make it look as if it was watering, therefore I animated a drop to place over the top using keyframes on After Effects.



From the tongue, I wanted to have the drop splash onto the ground for the feet to engulf it in another clip.




Sunday, 1 May 2016

Tongue

Whilst staying in East London, I stumbled across a load of street art which is quite prominent around the Shoreditch/Bethnal Green area. One image which triggered the idea for this clip was based on graffiti I saw of a vibrant coloured wolf with a long tongue. Instantly I had the idea of incorporating a similar tongue into my animated project by using a similar design.

I researched into many different styles of tongue or tongue-like illustrations which would help me find the right consistency of how I would like to animate it.

My design was similar to the one I saw, which featured a tongue that looked as if it was rolled out like a carpet. 


I began by creating the overall shape of the tongue. From there, I worked backwards and improvised on how I wanted the tongue to unfold. Upon searching animated tongue videos in order to reference the motion, I came across a video which helped me understand the movement of the tongue. In particular, I was able to understand how the tongue flaps from one position to another by slowing down the video and watching frame-by-frame.


Once I was happy with the animation, I added some extra details and refined the lines in order to make it look more like a tongue.













Liquid Legs




For the legs, I used a similar technique to the finger detaching. I wanted to have the insides contain a liquid substance, with a similar colour to the rest of the body.


I used lava lamps as a reference for the inside of the legs. In order to create this, I watched an online tutorial which helped me learn how to use the Bubble effect. I added a Gausian Blue to the layer which made the merge together once they were in touching distance.

I also added a smokey shape and animated its anchor points in order to give it a bit more depth and motion. 


Feet




The segment including the feet was supposed to resemble a tingling sensation. I modelled the animation after Henri Matisse's cardboard cutouts



Saturday, 30 April 2016

Splash Hand

I wanted to have a hand reaching out of a hypnotic spiral. I made it as part of the tongue saliva and animated the motion using After Effects and the 3D rotation.


Friday, 29 April 2016

Smash




Separating Finger

I wanted to incorporate the body being broken up and combining with different parts. The first attempt I decided to try was the finger detaching from the hand.

Researching different animations of mutilation and morphing. I found an artist who I had been interested in for a while without knowing his name. Anthony F Schepperd's animations are extremely unique and psychedelic, in which he uses body parts and expertly morphs them in a smooth and doughy style transition.




Using the stretching technique as reference, I wanted to add a similar effect to my animation by having a finger separate from a hand. 

I started by using an outline of a relaxed hand and then began to turn the finger inwards.

In order to get the stretchy effect, I wanted something slightly different from Schepperd's style of stretching out infinitely. For my style, I wanted something that resembled the consistency of chewing gum, therefore I tried to simulate a stretching motion by having the middle become thinner before snapping off.




I made the inside of the finger a neon blue in order to keep the consistency.

The finished version






Friday, 22 April 2016

Skull

Underneath the melting head, I wanted a vibrant skull to be underneath.

After Anne had shown me work from the Chapman brothers, I wanted to use a design that resembled some of their mutilated sculptures.




I wasn't entirely happy with this design, As it seemed a bit flat and too simple for what I was trying to achieve. I went and redesigned the skull to something slightly more skull-like. I used the Day of the Dead skulls as reference to create my own design.





Melting Head

I wanted to try a melting effect from a head shape. This would then uncover a detailed skull underneath.




Originally, I had intended for the melting head to be a single motion. However during editing, I discovered a nice effect which happened when I placed the animations over each other. This gave the shape more layers.





Legs


Thursday, 14 April 2016

Production Pack

Production Pack

Mouth Eye



I saw a weird design with an eye inside a mouth. This gave me an idea to incorporate into my own work as it reminded me of the artwork from The Adamson Collection. Eyes were a very prominent feature in many of the artist's work. The disturbing nature of a fully visible eyeball can relate to the vulnerability of people, with fear paranoia being a couple examples.




Wednesday, 13 April 2016

After effects

After speaking with Phillip, I was confident in using After effects to edit the animated composition together. The Continuously Rasterize option allowed my vectors to stay in high quality whenever I changed the dimensions which helped prevent it from being pixelated.

He also gave me a lot of insight into the different effects which were available to me. In particular, the effect 'Turbulent Displace' was very useful, in that it allowed me to create a dynamic wiggle/disorientation in order to make the animation look less flat.

Friday, 18 March 2016

Research - Culpeo-Fox

One of the great things about the internet is that independent artists are given exposure to their talents through websites such as deviantart. Culpeo-Fox is someone I have found who creates a series of fox-related art (some of them being gifs) due to their interest in them. What I like about this artist is that while the art hosts many different styles, every one of them are interesting to view and they range from cute, endearing and stylistic illustrations of foxes to crazy and unsettling moving imagery.

This gif is one of my favourites. Not only is it hilarious to look at, but the jittery style is exactly the type of animation that I am looking to create. It is also very smooth in movement and creates a cartoony effect.








Wednesday, 16 March 2016

Research - Keith Harring

Keith Harring is known for creating 2D figures. These are very simplistic designs using bold outlines and minimal colour. One thing that stands out to me is how he manages to create depth despite using 2D shapes by layering them.