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Uncanny Valley

The “uncanny valley” is a concept proposed by robotics professor Masahiro Mori at Tokyo Institute of Technology. He realized that the public had unpleasant perceptions of robots when they are too similar to humans. He paid special attention to this idea, since he suggested “uncanny valley” effect is a difficulty that has to be solved. At present, “uncanny valley” phenomenon has gained attention from the science community, thanks to new developments of robotics and computer graphic animation(Geller, 2008).


The “uncanny valley” is an effect of unpleasant feeling that the public can feel when they are in front of an object that is very similar to a human being, and behaves as one. The entertainment industry invests efforts and money to polish computer graphic technology. Thus, be able to use these resources within entertainment productions. As a result the use of especial effects for movies have brought benefits the film industry. There were film studios and large producers that did not considered the “uncanny valley” effect at moment to create a character movie and this represented a disaster on box office, nevertheless have been some success cases (Chaminade, Hodgins and Kawato, 2007). 

For instance, Matt Aitken was supervisor for Lord of the Ring movie (2001-2003) which the character “Golum” needed to be with help by computer graphic technology to recreate it of best way. Also, the most difficult was that he had to interact with real actors, therefore he should be as real as possible. Matt Aitken and his team used cam-caption technology that it works recording an actor in different angles. Then pass the information obtained to a software and represent the motion completely loyal to the realty. Thanks to render computer technology, the quality of the image was successful and the computer graphics and real life combination, almost was not perceived by the public (Geller, 2008).

However, Aitken knew that the “uncanny valley” could affect to “Golum”. This is the reason why, Aitken decided to change the proportions. Thus, that his hands and feet are unusually big, movements are tough and the most characteristic of “Golum” are his big and expressive eyes.



This was a successful example of film industry, whereas the fantasy movie “Beowulf” that used the same cam-caption and was directed to the same audience. Although that had important actors such as Angelina Jolie and Anthony Hopkins, it had commercial difficulties and it was a box office disaster. Geller from the article Overcoming the uncanny valley said the characters motions seem without life and they did not have expression in their eyes (Hodgins et al, 2010).


To conclude, the “uncanny valley” effect is a when people reject the appearance of a robot that looks similar to a human being. It is important to understand the effect and establish critical points to prevent that a design falls into the “uncanny valley”. Understanding this phenomenon help at time when a character to a computer graphic production is designed (Jentsch,1997)

References:

Chaminade, T., Hodgins, J., & Kawato, M. (2007). Anthropomorphism influences perception of computer-animated characters’ actions. Social Cognitive and Affective Neuroscience 2(3), 206-216. 

Geller, T. (2008). Overcoming the uncanny valley. IEEE Computer Graphics and Applications, 28(4), 11-17.

Hodgins, J., Jörg, S., O'Sullivan, C., Park, S. I., & Mahler, M. (2010). The saliency of anomalies in animated human characters. ACM Transactions on Applied Perception (TAP), 7(4), 22.

Jentsch, E. (1997). On the psychology of the uncanny (1906) 1. Angelaki: Journal of the Theoretical Humanities, 2(1), 7-16.
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Quadruped Animation


Animating a quadruped is usually a challenge for an animator, due as humans we have an intuitive knowledge of bipeds moves; in the other side multi-legged animals tends to be complicated and technically demanding. Some of the techniques recommend  for starting this task according to Rocket 5 Studios is to do first a good research of the movements fo the animal frame by frame, a good page for this is Rhino House (http://www.rhinohouse.com/), simultaneously you take notes and make drawings, finally the process of animation starts (Feraday, 2012). 

Quadrupeds normally follows the same patterns of movement: dog, cats, horses, rhinoceroses,deers, etc., differing in the flexibility of the spine. The exceptions according to Eadweard Muybridge -Author of Animal Locomotion- are elephants, and animals like kangaroos. The pattern of movement is based in how hooves or paws strike the ground. Above its shown the footfall patterns according to the kind of movement proposed by Muybridge and addapted by Rocket 5 Studios (Feraday, 2012)

Following this principles, I developed my own quadruped animation of a deer. However It's not still perfect, it helped me to undestand the basic concepts and improve in my future quadruped animations. In the first part I made the3D modelling in Z-brush, then the topology was made in Topogun, after in Maya I made the rigging and the animation itself.


References: 

Feraday, C. (2012). Approaches to Animating Quadrupeds: The walk Cycles. Rocket 5 Studios [Online] Available http://www.rocket5studios.com/tutorials/approaches-to-animating-quadrupeds-the-walk-cycles/ [Accessed:15 Decemeber 2014]


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Topology principles for animation

Topology refers to the geometric surface characteristics of a 3D object, and its made to prepare an object to be animated. A clean or good topology is usually illustrated by modelers how a 3D mesh with efficient polygon distribution, proper placement of polygonal edge-loops. One of the purposes of a good topology is to minimize stretching and distorsion of the object at the moment of being animated (Slick,J ,no date) 
Bellow the topology made for one of the projects of the course.Trying to follow the principles for a good topology for animation.

The principles for a topology for animation includes (Ruramuq ,2014):

1. Relativity: The flow of the edges is relative to it's motion, it means the spaces between vertexes could increse or decrease according to the geometry course.

2. Contour-Proximity: The edges geometry near contours, curves and in general borders  must follow the shape and the relativity principle. 

3. Continuity: The end and the beginning of borders should connect and fit properly in a logical sense.

4. Singularities: Regular vertices are normally connected trough 4 edges, irregular vertices have 3 to 5 conncetions forming triangles and stars. This should be avoided and is recommended to use instead subdivitions. 

5. Flow-motion: Is specially important in animation and means that all the edges should flow in the same direction.


References:

Slick,J . (no date) Topology. AboutTech [Online] Available http://3d.about.com/od/Glossary-T/g/Topology.htm [Accessed:15 December 2014]


Ruramuq (2014). Topology principles for animation. Ruramuq Blog [Online] Available http://ruramuq.blogspot.co.uk/2009/02/topology-principles-for-animation.html  [Accessed:15 December 2014]


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Lighting Workshop



Lights are an important part in every composition, through lighting an animation is staged as an important principle to begin, it includes creating a background and setting up a scene. In the other hand lights can also be used to communicate as part of the story (Kerlow, Isaac, and Kerlow, 2000).  Bellow you can see a lighting workshop made by myself, as an example of the use of lights as a thread in the narrative of the story.




This short animation shows how a character jumps from a plane at a first stage a bed and it's next to a window, each time it goes up and down you can see how the lights in this case the sun coming from the window, goes dark and bright depending on character's movement. Finally the window plane results to be  a film stage wall and falls down crushing him. 


References:

Kerlow, Isaac, V, and  Kerlow, V. (2000) The art of 3-D computer animation and imaging. John Wiley & Sons, 
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Facial Expressions and Animators


Facial animation is the process of turning a characterʼs
speech and emotional state into facial poses and motion. However, animating human and characters faces still presents interesting challenges because of its familiarity as the face is the part used to recognize individuals and personality. Its importance is based in that faces have their own language where each expression is not only related to emotions, anger, hapiness, sadness, etc. but is also linked to other aspects like voice and content (Ping, Abdullah,Sulaiman, and Halin,2013)

Capture emotions in facial expressions have always been an issue of concern for animators, includings talented illustrators of Disney and Warner Bros. Bellow is shown some pictures from 1950s legendary professionals looking themselves into the mirror to help drawing the facial expressions needed in the animation(Dovas, 2014). 


References: 

Dovas (2014). Disney Animators Study their reflections in the mirror to draw their characters right. Bored Panda [Online] Available http://www.boredpanda.com/mirror-facial-expression-disney-animator/. [Accessed:5 October 2014]

Ping, H. Abdullah,L. Sulaiman,P. and Halin, A. (2013). Computer Facial Animation: A Review. International Journal of Computer Theory and Engineering, Vol. 5, No. 4.




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The making of " The Incredibles" Documental







This documental, Making of The incredibles Directed by Rick Butler, shows how Brad Bird director of " The Incredibles" revolutionized the way pixar was doing its movies. In 2000 Pixar was in a comfort situation and there was the rumor that they always did the same. Therefore, John Lasseter - creative chief Director at Pixar- called to Brad to bring new air to the studio. Bird did not arrived alone to Pixar Studios, he brought with him the best animators that worked for Disney. At the beginning this was a problem because they were 2D animators (Miller,no date). 

However, the team worked together to create another Pixar´s successful film. Brad Bird said that the ego is not important, all the opinions were listened and valued, the most important is the movie he argued. Thats why this politic was used as the core of Pixar: every person in the company proposed something to improve the project. Finally they achieved  The Incredibles film winner of 2004 Annie Award for the best animated feature, along with two 2004 academy awards, including best animated feature and best sound editing (Wikia, no date).


References:

Miller, J. (no date) Making the Incredibles. How Stuff Works [Online] Available http://entertainment.howstuffworks.com/incredibles.htm [accessed: 15 November 2014]

Wikia (no date). The incredibles [Online] Available http://disney.wikia.com/wiki/The_Incredibles [accessed: 15 November 2014]

Making of The incredibles (2005). Documental. Directed by Rick Butler. USA


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