First of all, congratulations and welcome!
After college, I got a job as a 3D generalist in Piranha Bar, a post-production company in Ireland. Working with XSI on a few projects, I slowly started learning animation fundamentals. I worked on a particular job involving two characters interacting for thirty seconds, all shot under one camera move. The job turned out fine but, on reflection afterwards, I realised that I was lacking a lot of knowledge about character animation. So I bought a few books and started doing animation exercises, with a goal of achieving a standard of animation that would be fitting for the 11 Second Club and other competitions.
I also took part in a short film directed by Gavin Kelly titled ‘Avatar Days‘. It was created for the Darklight Festival’s ‘4 Day Movie’ project. With only four days to shoot, edit, animate and composite, we used motion capture for most shots, bar one shot at 1m30sec, which I keyframed.
Another project under time constraint was more of a technical challenge involving a lot of hairy bees and a gigantic stadium/sunflower. Others I’ve enjoyed working on were a spot for an Irish Newspaper, Robotic Sky Pirates and some character animation for a health-care advert.
When I approached character animation in Softimage, I really wanted a reliable rig to work with and considering I was aiming to enter animation competitions; it had to have some facial controls. After searching around the internet and bombarding forums with questions, I got the opportunity to beta test an early build of the Malcolm rig. The beta rig was a really solid build and, having used the vast majority of free rigs available for Softimage users, I was delighted to hear that Malcolm was being released as I have grown really comfortable with the rig and character.
On first opening up the rig, I realised that a whole lot of work went into it; it was easily the most complicated rig I had opened on my computer. I sieved through the facial shapes just looking at the sheer amount of detail and range that was achievable. It didn’t take long to find out where everything was. The keying groups in the synoptic really help: selecting the ‘basic’ key-group, you could quickly identify the fundamental controls to move your character.
Approaching any rig though, it takes a few hours the get comfortable with it. Once you mess around with the rig synoptic, find where everything is pointing to and check main controllers for animated sliders (eg IK/FK switching), you can begin to set random poses to see how everything moves.
The thing about the Malcolm rig is there are also lots of additional controllers for specific situations (e.g. elbow pins, hyper extend), things that aren’t essential, but really help when animating. It took a few poses to work through the controllers but Malcolm Rig is very light weight, so all that extra control isn’t slowing the rig down. All these details really speed up animation and makes things a lot more fun.
I listened to the audio a good few times and sourced it, trying to figure out under what circumstances were the lines spoken. My first idea was a wartime scenario, a sniper in a bell-tower reaching for a bullet, finding he’s out of ammunition and realizing that his role in war was worthless. Thinking about the scene though, I felt that story probably needed more than 11 seconds to tell it; plus, I wanted to work mainly on facial animation and let a performer’s face tell the story. So I came up the idea of a priest struggling to come to terms to what he has devoted his life to. This scene gave the same sense of futility as the wartime idea, but I could keep the character in close-up for most of the shots.
I thought a confession booth would be the perfect place as I liked the idea of a priest reversing roles and actually being the one confessing. So I set about loosely posing the character in a confession booth, not worrying about the audio clip for now; I just wanted to get some key poses and tell the story. Once I had ten or so key poses, I slipped those poses along the timeline in sync to the audio. Next, I mapped out the camera move. I looked up reference of films with confession booth in them – I wanted to see what angles other directors had come up with. With the camera locked, I just kept refining, throwing out poses, adding some in until I had a finished piece. Lastly I lit the scene, broke my scene file into shots and rendered.
The other thing I added was a prop, in terms of a cross. Props are great as they act as another little character and allow a character to be a little more expressive through the prop. In the video reference, I toyed with a lighter from hand to hand… as I had no crosses lying around! Animating anything passing from hand to hand is difficult to figure out but with your video reference, you can see what happens exactly when.
Will’s reels:
http://vimeo.com/willsharkey
Leave a Reply