Thursday, 2 April 2015

Limited Animation

Limited Animation: Bridging the Gap.
Limited animation is a process or method which can be employed to make animations that do not rely on redrawing entire frames, instead animating elements within images to give the impression of life.
The original intention for this style of animation was to form a method of animation that could emulate the cinematic experience of a traditional animated feature without the heavy production costs. Animation studios also commented on the comparison of cost; “Look, every time I move my arm, it costs the Cartoon Network forty-two bucks! (evil laugh) Look, look!” (moves his arm back and forth repeatedly) “42, 84, 126.” (Space Ghost: Coast to Coast).
Limited animation has been used to great effect in anime, the stylised Japanese animation form. Isaac Kerlow described use of Limited Animation in anime as an “abundance of motion holds; embellishment of static scenes with wind effects; minimal animation of facial expressions on static bodies; camera POVs [point of views] with extreme perspectives; looped character animation cycles over looped background motion” (Kerlow, 2009).

Limited animation has become a popular vehicle through which computer games companies convey their narratives. One early example of this can be seen during the “CODEC” conversations between Snake and his superiors in Konami’s “Metal Gear” game series. Konami also used limited animation to create elaborate motion comic style cut scenes in their PSP additions to the series “Metal Gear Solid: Portible Ops” and “Metal Gear Solid: Peace Walker”. These were produced by illustrator Ashley Wood who’s art style is reminiscent of the series long running concept artist Yoji Shinkawa. 
MGS Peace Walker Cutscene 1

Blizzard employed Limited animation with great success when producing promotional material for “World of Warcraft: The Mists of Pandaria”. Blizzard’s story and illustration teams wanted to tell the story of the last Emperor of Pandaria in an engaging and fresh way. When asked why the Burdens of Shao Hao was not a fully animated feature Doug Gregory explains: “It was a stylistic necessity of the project. And that limitation actually made it wonderful, because it gives you the -- you just have these brackets at the very beginning -- we're not the cinematics department.” The "storybook" aesthetic that was achieved through this en devour really is something to behold.
The six part feature was well received by players of World of Warcraft, readers of the series lore as well as by many who have never played the games. I myself have not played any Warcraft based games since Warcraft 3 but this animated series not only made me very interested in the lore but also opened my eyes to the capabilities of this medium.

Burdens of Shao Hao 1 - Doubt (3D until 3:12)

Blizzard took this further, using these techniques to introduce expansions to their universe in "The Warlords of Draenor".

Warlords of Draenor - Kargath (3D until 1:27).

As seen in both of the above examples, limited animation is incredibly flexible when it comes to art styles. Even the most detailed and expressive styles can be brought to life with a consistency that would require tremendous resources to achieve were they to be done traditionally.
In 3D animation the issue of consistency may be overcome but this may require costly investment to develop the technology to achieve the required aesthetic.

Friday, 27 March 2015

Final Pages

The Final pages of the comic are finalised, spell checked, spanish spell checked and checked again for a giggle...... And then checked AGAIN because the first time I uploaded it there was a spelling mistake and then again because someone else noticed another one. Overall I am satisfied with the end result and it has been recieved well by peers.


There were a few bits and pieces that have been tweaked with the art whether it was simply mistakes, things i had not realised until the pages were all seen together (like putting El Capitan's sleeved arm on the right side on page 2) or adjusting panel composition to accommodate dialogue and narration.
I think that overall the pages have been a success as far as introducing Capitan Benezuela and setting the tone for the series but like everything there are things that I would like to add to finish it such as illustrating the fight between El Capitan and El Gigante then why the White Skull is in attendance.
The art and script have been well received by Juan and our peers, many having a wee laugh as they read through it and wanting to know what happens next.


Cover

The cover is a recreation of the second time Sketched El Capitan many moons ago (must try to find it).




Tuesday, 17 March 2015

Process Example

Using the renders shown in the previous post the page layouts were created following the script. When these were finalised the characters were sketched in ready for painting. 


While painting this page I wasn't happy with the way the page was flowing. It felt very cluttered on the middle/left area between panel 2 and 3. By swapping page 2 and 3 and moving El Gigante in panel 1 this issue was resolved. Panel 1 now has a more dynamic feel while providing more space for dialogue. El Capitan breaking out of panel 2's border is now more apparent and overall the dialogue outlined in the script os not affected.
There is still a bit of work to do on the pages in general, such as in panel 4 the eyes need to be fixed then narration and speech will be added.

Friday, 13 March 2015

Presentation 4 (I might have missed 3 a bit).

This week was time for our 4th progress presentation. Based on feedback from lecturers I am not going forward with the idea of transmuting text from literature. Instead I will be taking the final Capitan Benezuela comic pages and turning them into a limited animation sequence.
This will not only allow me to explore the difference between how the medium of comic books and animation each convey their narratives but also allow me to begin to look into this method of animation that has become popular in the computer games industry (more on that later).
In previous animation projects I have used Adobe Flash, this program and I simply don't get on and it's usually a horrendous experience trying to get work completed. This time I have been directed toward Adobe After Effects and though I have not touched the program before at first look it seems pretty intimidating. After an hour or so playing with the features I am pretty much sold. Hopefully this time it will be different.

Saturday, 28 February 2015

Componato De Luche Libre

While painting up the pages I have noticed that there is nothing on the ring canvas.
Like some of the elements of El Capitan and White Skull's costumes the logo will be laid in the ring as well as on one of the screens as Brucito is announcing the match.

Monday, 23 February 2015

Page Layouts

 These are the page layouts I will be moving forward with. The boxes represent the main characters' placement within the scene and will serve as reference for perspective as well as a rough guide for values.


These have been reviewed by some of my peers and though it's pretty abstract at times, make sense when read in tandem with the script.