Week_02: Summary

This week I watched several videos that Friendred recomanded, which talk about composition, camera and editing in film productions.

From these videos we can see how film masters like David Fincher and Akira Kurosawa use their camera, composition and editing to tell a better story and build up a great connection between fim and audience. David Fincher is one of my favourate film directors who is good at using camera to trick audience’s eyes. He likes using motion tracking and micro camera tilt to capture detailed movements of characters to show their emotional statement. Such kind of camera shot can be found in most of his works like Se7en, Social Network and Gone Girl. This can be a quite strict shooting method because the cameraman needs to shoot the same scene for tens or hundreds of tapes to follow the motion of characters accurately. However, his works prove that this method is quite effective and powerful. As for 3D production, David’s shooting method can be represented in digital scenes in a more effcient way because we can adjust camera tilt more easliy by changing the data of camera, which can save a lot of time. Frankly, I haven’t use this method in my animation production before, maybe I’ll try to use this technique in this collaborative unit.

As for Akira Kurosawa, however, his composing movement design is quite unique and stylish, which is hard to mimic. However, the mechanic inside of them is still instructive. As the video said, the use of nature (rain, smoke), movement of groups, the exaggeration of individual movements, fluid camera use and movement of cut can be the key elements in Akira Kurosawa’s films. The use of nature can create a great atmosphere, which can also represent characters emotions. The movement of cut is also inspiring, which can be used in animation editing to improve the sense of cinematic. The movement of groups can also create an amazing scene for film. However, it can be difficult to achieve in animation films since the movements of creatures or human can be quite complicated to animated, or even captured.

A great design of cutting can not only improve the quality of shot but also make the whole production more tight so that the rhythm of the film can be more reasonable. In video Cuts & Transitions 101, most of types of cut in film editing are mentioned and some of them can be used in our collaborative unit project or other productions. For example, we designed a dreaming sequence in our storyto show the scary emotion of the character. Therefore, we can use smash cut to pull the character back to reality and finish the transformation from a tense sequence to a slow-beat narrative. Also, the close-up cross cut can be used to show the nervous emotion of character when the safe environment around him is broken.

Someone said that there is no better camera shot but the better use of camera shots, which points out the importance of shot design. This conclusion can also be used to discuss other things like editing, setting, etc. From my point of view, I think practice is the best way to master these techniques. By using lens language and editing techniques consciously in productions, we may find the correct way to arrange our shot, or even find our own style.

Week_02: Collaboration Unit Project Brief

Team members:

Zhengzhong Liang, Wanxuan Liu, Ziyin Wang, Guanze Wu.

Project: Shut Down (Tentative)

The project is to make a cel shading near-future sci-fi animation short film.

Cel shading is a type of NPR (Non-photorealistic rendering), which can be also called toon shading. It uses less shading color instead of a shade gradient or tints and shades in 3D production to flatten the animation graphics and simulate the feeling of 2D animation.

Cel Shading vs Traditional Shading

Story draft: 

In a near-future, robot is widely used in people’s daily life. A computer virus explosion lead to a chaotic, which strains the relationship between the oversensitive protagonist and his suspected robot. A misunderstanding drives the protagonist to fight with his suspected robot, and died accidentally in this fighting. The story finally shows that the robot is not affected by the virus at all. 

Key Words: Near-future, Computer Virus, Absurd Story

Task Assignment(Recently):

The process of this project may covers: Storyboard, Modeling, Texturing, Rigging, Animation, Lighting and Rendering, Composite and Editing. This task assignment is for reference only, which will be adjusted later basing on the progress rate and other requests.

Wanxuan Liu: Storyboard, Editing, Visual effects

Ziyin Wang: Layout, Animation, Composite

Zhengzhong Liang: Modeling, Texturing, Rigging, Lighting and Rendering,

Guanze Wu: Modeling, Texturing, Rigging, Lighting and Rendering

References & Mood Boards & Sketches:

Ideas:

We decide to breakdown the story into three parts: Background and Attempt, Chasing and Fighting, Result.

Background and Attempt: We decide to use voiceover like TV news to release the message of computer virus explosion. We also decide to use dream sequence to show protagonist’s horrible imaginations after he heard the news, which strengthens his attempt to get away from his robot or even try to kill it.

Chasing and Fighting: This part can be the most important part of this story. How to design the interactions among character, robot and props in the scene, and how to exaggerate the dramatic relationship between character and robot is still under discussion.  

Result: We decide to end this story with an absurd ending. The character died because of the misunderstanding.  

Week_01: Intro to the unit and projects

Create an entry for this week detailing your responsibilities, thoughts, what projects you are looking forward to working on. What you are aiming to get out of it and where you are wanting your career to be heading.

Make a Team

Recently our team is formed by 4 teammates: Zhengzhong Liang, Wanxuan Liu, Ziyin Wang and me. Unfortunatly we still haven’t found a student from other majors to coorperate, but we will try again in next week.

Project

Our project is to make a cel shading near-future sci-fi animation short film. Cel shading is a type of non-PBR rendering, which can be also called toon shading. It uses less shading color instead of a shade gradient or tints and shades in 3D production to flatten the animation graphics and simulate the feeling of 2D animation.

This week our group had several meetings discussing about our story draft and tasks for each team member. Everyone in our team wrote a short story based on the near-future scifi background. We discuss each story and finally choose one as our story draft. We then redesigned part of this story and then polished the logic and plot inside of it.

In brief, our story is: In a near-future, robot is widely used in people’s daily life. A computer virus explosion lead to a chaotic, which strained the relationship between the oversensitive protagonist and his suspected robot. A misunderstanding drives the protagonist to fight with his suspected robot, and died accidentally in this fighting. The story finally shows that the robot is not affected by the virus at all.

My responsibilities

The project works can be seperated into several areas: storyboard, modeling, texturing, animation, lighting and rendering, composite and editing, which is a normal pipeline for a 3D animated short film.

Recently I am responsible for part of the modeling, texturing, lighting and rendering. Since everyone’s responsibilities is dynamic, the schedue can be changed later. I will carefully weight my responsibilities and represent them in my weekly blog posts.

Thoughts & Research