Friday, 30 April 2010
Final Thoughts
The Finished Result
Scene 2: Game - Start
Scene 3: Game - Middle
Scene 4: Game - Last
Putting it all together
Day 8: Finishing Game - Last
The opening scene has Kris with a fairly neutral face, while Carl's now looking somewhat defeated already. Carl only needed his eyes closed and a slight 'pout' applied. Everything else had been taken care of by the body language.
Kris' analysis of the board proved yet more opportunity to pull his eyes about. Once again, his right eye took dominance as it scanned the board more closely.
The above expression only required both eyelids to be thrown open (Some of the 'Shock' morpher was also used so that he opened his mouth). Snapping the eyes wide took care of most of the expression for this part.
Kris does a good job of looking smug. As before, combining a smile with lowered eyelids seems to work wonders. The eyes were also lowered to emphasise the level of comfort.
Much like Kris - Carl's shock only really required a gaping mouth and for both eyes to be thrown wide open. This time, however, Carl also had the 'Raised' eyebrow morpher to help exaggerate the expression.
Throwing the 'Raised' to 'Frown' was pretty much all I needed to change Carl from shocked to angry.
As he smacks the board, Carl holds an incredibly petulant face. Keeping in tune with the lack of movement of his body, Carl's expression does not change as he hits the board (He doesn't even blink). Kris, on the other hand is given somewhat of a shocked expression, as his eyes also flinch and retract further backwards.Day 7: Finishing Game - Middle
Carl's mulling combined no fewer than 7 different morpher targets. Throughout his mumbling, the parameters of them all were just thrown about randomly as if a small child had found its way onto a Mixing Desk and was randomly pushing all of the buttons and changing the switches. The effect was ideal. A lot of contorting, thinking and squinting. Who knows what he was mumbling under his breath... most likely profanities at his animator.
A love this face! Kris looks well and truly smug here, which coincides perfectly with the casual 'flick' motion he does. The key to this expression is his eyes. They're at such a level that they convey confidence with comfort. They're relaxed, yet bear a hint of arrogance. It's odd how a small facial movement conveys so much.
A face-palm would not be a face-palm without the closing of the eyes and a sigh.
Kris' decisive capture left him wide-eyed and with another smile on his face. It's like a small child a Christmas.
Carl's mix of expressions worked well here. Combining the Frown, closed eyes and 'Err' mouth movement - Carl looked pretty annoyed. Kris kept his smile, funnily enough.Day 6: Finishing Game - Start
Kris' eyes played a large role for his move with the Knight. As he carefully moves it, his right eye lowers and squints slightly. This helped create the effect that he was being precise. Throughout the animation, I decided that the right eye would be his dominant, and would frequently be the eye that moves in for closer inspection, whilst the left would remain behind.
Carl's teeth were given a bit more screen-time with him chewing his lip over his next move. His eyes also scanned over the pieces to see which one would be best to move. His antennae also twitched nervously.
Carl's next move was the Queen. This time, he squinted slightly as he mumbled to himself. As an added effcet, when he lifted his hand from the queen and paused, I made him squint slightly again, to show that the cogs are well and truly whirring in Carl's head. It was in this expression that separating the right and left eye paid off (He squinted more with one eye, which seemed to have greater effect than if both squinted equally)
The scene ends with both looking fairly content. The only real problem I spotted was Kris' shoulder during the castle. Sadly, the bones had contorted it into quite a disfigured shape, but that was more a fault of the envelopes and mesh, so was ignored. Luckily, the camera angle allowed the King to perfectly cover up this unsightly twist in the mesh.Day 5: Finishing Rock-Paper-Scissors
The first sight of reactions are in the immediate aftermath of the Rock-Paper-Scissors Match. After losing, carl scowls and opens his mouth in a "Damn!" sort of effect. Kris, on the other hand, cheers and closes his eyes in celebration.
In addition to grumpily dragging the stool towards him, Carl was also made to mutter and grumble to himself, still keeping the frown from before. Kris, on the other hand, lowered his eyes and smirked as he wagged his finger victoriously.
The Hi-5 sequence saw the only other main realm of expressions. Not only did Carl cheer up, but he started grinning too. Kris' eyes also 'jolted' as they performed the 'Rock', to create the illusion of the shock when the fists collide. Carl now was at least smiling, which is never a bad thing.Day 4: Animating Game - Last
The key gesture for Kris is to twiddle the captured queen in his hand. This part took a lot of tweaking, and was done in 5-frame steps (To keep everything ordered and uncluttered). Looking at the reference video, the chap held the top-part of the piece (Leaving a short piece above where he gripped) between the thumb and forefinger. Using his other fingers, he pushed the piece in a full half-circle (With the little finger sneaking behind it to push the short-end down), so that he was now holding the piece upside down with his index finger and thumb holding the bottom. Due to the height of the queen, Kris couldn't immediately start the loop again - so what happens next is that he loosens the grip on the thumb and forefinger, causing the piece to slip back down into the original position (Albeit the piece is now upside down). The finger-movement frames were then simply duplicated with the relevant Queen motions added in afterwards - And there we have the all-important 'Twiddling' movement completed.
Placing the piece down, Kris crosses his arm across his side the desk and surveys the board for his move. As he scans, he suddenly spots the winning move, and proceeds to Check-Mate Carl.
To allow the player to see the victory, the camera rotates above the players to give a bird's-eye shot of the winning move. The move is further emphasised with a red line appearing, highlighting the checkmate. For the chess-savvy among us, you will also notice that the check-mate is indeed genuine. From here, Kris sits back smugly and folds his arms.
Shocked at his defeat, Carl looks around in panic, hoping to see a way out. Clearly this is not possible, and he shakes his fist in anger at the loss. However, he quickly composes himself and performs another quick facepalm. He then looks up at the table, as the camera pans back out to its original starting position (Where you can see both players). A dramatic pause then ensures. Then...
BAM! Carl smacks the board (and its pieces) off of the table. For effect, this is an exceptionally quick motion, and the rest of his body remains perfectly still. Kris, on the other hand, retracts away from the incoming pieces, obviously flinching in the face of this unusual move. This section took a lot longer to make, as I had to move each piece manually (yes, I keyframed each and every piece flying off the table). Due to the length of the arms, I couldn't get Carl to hit the board cleanly enough for the Reactor to react properly. I also lacked a floor for the pieces to land on. So though the reactor might have saved time, it would be too unpredictable for my liking... and I needed to board and pieces to fly off in a specific way. So I made a strong coffee and worked my way through it, piece by piece. To be honest, I'm glad I keyframed them manually. At least now the board and pieces flew off perfectly, rather than risking them fly off at an unusual angle or not even move much at all.
The animation finishes with Carl proudly snapping his fingers at Kris, who puts his hands on his hips in a disgruntled manner and shakes his head. I wanted him to just shake his eyes (The body staying still), but couldn't seem to make the movements look like a shake of the head (Most of the time, it just looked like he was waving his eyes about for no reason!) - In the end, I settled upon him shaking his entire body in disapproval, much like Carl at the start of the scene.Day 3: Animating Game - Middle
So the scene opens with Carl now leaning forward, resting his head on his hand, and the other nervously resting on the table. Kris on the other hand is a lot more laid back. I tried to get him to adopt the 'pinkie' pose, but in moving him around, found it looked better to have him scratching the top of his head (Which is only a few inches above his mouth anyway), looking into space whimsically waiting for Carl. To be honest, the longest stage of this was to re-arrange the board for a mid-game scenario. Luckily, I found a good setup from browing random images of mid-game boards, so just had to move the pieces around accordingly. Luckily, none of the pieces had been captured in the previous shot, so continuity wasn't a major factor here. The only thing I tweaked was to place a rook in direct line of Kris' attacking bishop, to allow him to make a decisive capture a few moves in.
Carl's action alone took up around half of the scene. He lazily waves his hand over the board, mulling to himself and pondering which piece to move. His hand 'drags' behind his wrist too, to emphasise the laziness of the move. The 'drag' effect can be made by offsetting the key-frames. Assuming that the arm is moved to the left and then the right in 10 frame increments - You keyframe the hand to make the same movements... and then push it all 5 frames ahead. This means that as the arm moves, the hand lags behind it and starts to move after a delay (i.e. the force finally drags it into motion). As the arm reaches the end and moves the other way, the hand still moves in the initial direction, until it is 'snapped' back the other way 5 frames later. This little offset gives a brilliant impression of 'drag'.
At last! The 'flick' saw light! The angle and Kris' initial pose created a perfect setup. Leaning sideways slightly as he pondered, Kris confidently moves one of his rooks forward, and then throws in the sly 'flick' as the end. I'm glad to say it came out perfectly. I don't know why the move signifies confidence, but in the renders he looks exceptionally smug - Which is exactly the impression I wanted to put across.
Face-Palm! Now an internet fad, the well-known motion of pressing the palm of your hand against your face in exasperation. Though Carl was meant to cup his nose... turning the motion into a full blown face-palm worked so much better. Now stuck on what to do, Carl drags his entire hand over his face, and then makes a quick "this'll do" move. Essentially making a move for the point of making a move. He looks away afterwards, to signify his complete disinterest in his move - Hopefully, it's clear that he isn't very confident about his latest move.
The stroking-chin motion was then checked off the list, as Kris stroked his whilst analysing the board. Spotting the capture, he knocks Carl's rook over with the Bishop. Ideally, Kris was to physically take it (With the sort of finger-play motion created for the 'Castle') - But distance again proved a problem. As a result - I could only get Kris to flick the bishop in order to knock over the rook. To have him capture the piece would pretty much require him to stand up and climb onto the table.
The scene ends with carl angrily hitting the table, and Kris pulling another quick victory motion (This time it's what my dad used to call the 'Flushing the Chain' motion, poking fun at how the motion resembles flushing the toilet when it was activated by a chain.) Basically Kris raises his forearm, clenches his fist and makes a quick downwards motion - Man, why do the simple gestures require such detailed explanations...Day 2: Animating Game - Start
Kris' first move saw him deftly raising his hand and moving a piece forward. The animation of it was simple enough... but I spotted another large problem: Their arms were too short to reach across the board! Though their arms appeared proportionally correct on themselves, the scene was too large and they could only move to around the 4th row if I really stretched them. Immediately, my scope of possible moves was limited! I could get away with it so long as I kept their moves towards their side of the board.
Carl's move was another quick-and-easy intro. From his lazy position at the end of the previous scene, he leans in forward and boldly moves the knight. I wanted him to cross both arms over, but it looked more natural to just have him just rest one on the table and leave the other free to do the moving.
Kris then moves the knight forward. I added a bit of extra character to it, by making him move it in a very co-ordinated manner. He gently lifts it up and delicately places it down, whilst raising his other hand slightly. It worked nicely to create the impression he was being very careful.
Before Carl moved the pawn, I had him survey the table to consider the best move. Luckily, his right arm was in good view, so I had him drum his fingertips on the table as he planned. He then grabs the pawn and pushes it forward. He then holds it for a while, considering letting go (In chess rules, you can take a move so long as you're still holding the piece you moved)
Like Carl, Kris also quickly scans the board, and then boldly moves his pawn forward, dragging it as he does so. I admit, I was quite lucky on this one. Whilst shifting the cameras around, I found a more suitable angle, but did not key-frame the original one! Turns out that the new effect worked well. As the camera looked at Kris, it gently moved (To moved to the new angle) whilst he planned. The gentle move actually seemed to work brilliantly, so I kept it in. It was certainly a well-received stroke of good fortune.
Before Carl moved his Queen (As per the script) - I decided to throw in another gesture from the reference photos, and have him hover his hand over the Queen, mulling to himself. He then proceedes to gently take the queen and move her forward. Afterwards, he gingerly withdraws his arm and pauses slightly, in doubt, before we cut back to Kris.
Kris then moves the Bishop. Nothing special here, it was more of a 'Filler' move. I decided to leave out the 'Pinkie' motion - As it didn't appear very suitable at this time. Personally, it would be more realistic later on in the match when Kris had a lot more plotting to do. You'll also notice that Carl's arm is raised in preparation for his next move (Explained below). In the final animation, his mesh was hidden so you were not able to see his arm in the shot.
Carl's move was also a filler, but I decided to liven it up somewhat. Breaking the pattern of current camera angles, I zoomed in up close to the knight, which he boldly slams down, causing the other pieces to jolt slightly at the force of the movement. It was a simple little move that was a nice 'break' from flicking between the 2 aliens.
The close-up worked really nicely for Carl, so I decided to break the script (again) and keep the close-up for the Castle. I wanted to emphasise the fingerplay of the move, so it made sense for the viewer to actually be able to see it close up. As a result, I also decided to drop the 'flick' until later on, as it wouldn't have been particularly clear from this angle. Personally, the castle went very well initially.... but before going to sleep I realised I had made a blunder. In a castle: The king is moved next to the rook, and the rook is then placed on the other side of him... What I had done was swap the King and the Rook, so they they took eachother's original places - which is completely wrong. The inner-geek in me wouldn't allow me, so I had to go back and change it. Luckily, I only needed to tweak the motion of the forearm and the pieces. The original fingerplay still worked cleanly.Day 1: Animating Rock-Paper-Scissors
The first step was the all-important Rock-Paper-Scissors game. The stances didn't require major changes to the 'action' stances shown here. Kris was given a somewhat empowering stance, whilst Carl got away with a lazy standing posture. Because the camera would only focus on their arms and hands, the rest of their bodies remained motionless for the first bit. After Kris' hand slams down, the camera panned out the above view (Bottom-Left is the Camera window), where the 2 charcaters suddenly come to life and react to the game.
Kris is happy (obviously), so pulls a few celebratory moves. He punches the air, clenches his fists in a "Yes!" motion... and then I threw in an odd motion that was big around my School when I did my A-Levels: He wags his finger victoriously. You basically point your index finger upwards, and then lazily wave your hand forward and back. It looks silly, but it's just this sort of weird gesture that friends use between eachother, which I wanted to incorporate. Kris and Carl are buddies. I want them to be good mates and not just 2 aliens at a chess board. So I wanted to throw in a few of these to show a 'connection' for want of a better word. Kris' movement was easy...Carl, however, posed a few problems. I wanted him to angrily click his finger and then pull his chair in and pretty much sulk. The clicking of the finger was easy - Throw is arm across his body and violently move his head forward very quickly. This gave the impression of a quick 'Dammit!' moment. This part was fine, however, as shown in the above picture: The next bit was my least favourite. Obviously in a sulk, I needed Carl do drag the chair across in a huff. I couldn't have him suddenly calm down and delicately pull his chair in. No, he needed to drag the chair in with his foot. Whilst this might not sound difficult, getting the foot to correctly hook the chair and pull it in realistically took a lot of tweaking (Not to mention making it look comfortable, and not as if he's contorting himself!)
The next step was Kris rotating the board so he could play as white. Carl would slump forward and rest on his hand - Nice and easy. Kris' moving of the board didn't actually prove very difficult. All I did was move his hands how I thought they should move (By acting this out on my desk repeatedly) and then moved the board accordingly. It took 3 loops to finally move the board around... not helped by the fact that Carl's arm got in the way too! So I also had to have him lazily lift it out of the way. The only thing I needed to change here was to group the board and chess pieces. If left individually, they would rotate around their own axis (Causing the board to move, but the pieces to just spin in place). Luckily, grouping them allowed the pieces to move with the board... so I didn't have to animate any of that in! Phew!
On a roll, I had Kris join Carl in taking a seat. Being more 'formal', Kris pulls his in gently and parks himself on it... then I spotted my script and realised that I completely forgot the Hi-5 sequence! I had sat Carl down too early! I ideally needed to keep him standing as Kris moved the board (Though, in hindsight, that would have looked quite unusual. Having him slump was certainly more 'natural'). Instead of going back and changing (Which could potentially throw off all the timing!), I decided to alter the script slightly and have both of them sit down, ready - And do a "Oh yeah, we have to do our secret handshake! It's what we always do". I simply project my absent-mindedness onto those 2
So I stood Kris up again, extending out his hand - To which Carl cheers up and follows suit. They then proceed to Hi-5. Now initially, I wanted them to Hi-5 and Low-5 (Basically one Hi-5's the other and then they reverse the position of their hands), but it was when it came to this section that I realised a sudden limitation: My characters were too far away! They couldn't get their arms close enough properly slap eachother's palms. In lieu of this: I changed their secret hand-shake to a "Side-5" (Taking the hand-shake gesture, they Hi-5 with their palms and then reverse this by Hi-5'ing the backs of their hands). Though they would only properly connect with their fingers, it would far easier to mask this than a generic Hi-5 would. So I opened their hands and executed the move. The key to adding 'energy' to this was to rotate the bodies along with the arm motions. Just moving the arms would have looked lackluster. From the 2 side-5's, they would then come out and do another silly old-school gesture. I have no idea what it's called, but I'll just call it the 'Rock'. It's the really stupid gesture where 2 people hit their clenched fist against the other's. Normally done when saying "Respect". No, I don't get it either.... but it's cheesey enough to work perfectly for these 2!Putting it all together
And here it is - Carl and Kris with their army of Morpher Targets (Which, of course, would be hidden). The chess pieces were imported, cloned and set up accordingly on the chess board (A simple square with the Checkered pattern applied to it). The table was quickly thrown together with some basic shapes and painted with a nice wooden texture made last year. The stools are just shrunken-down versions of the table. I also applied 'Helpers' to the fingers of the 2 aliens, allowing them to clench all their fingers with a simple rotation of the Helper (It would simultaneously rotate all 3 bones in the finger). Their thumbs were, however, not included, as I wanted a greater amount of control over them. With the morpher targets now applied, the bones enveloped and the plot ready... it was time to begin!Script
Reference Photos
This is perhaps the easiest verion of the above 2 to create. The heads of both Carl and Kris are quite large in comparison to their hands - Potentially making bridging quite difficult to pull off. So if all else fails, I'll be resorting to this one: resting the head on the palms of the hands, as the fingers snake up and over the ears
Cupping the nose is an interesting one to incorporate. Whilst the distinct lack of nose in both characters makes this somewhat difficult to pull off, the motion is certainly useful. The action of the character bringing their hand over their face and cupping it as it goes from their nose, so that their fingers and thumb almost brush down their cheeks, is definitely a good sign of nerves or frustration.
Though not 'clasped', the casual folding of the arms as the player leans forward is a good sign of comfort. It also leaves the upper arm free to move easily (Rather than having to unfold the arms)














