Week 2: Camera lenses and how they can be used in the projects

This week lecture covered camera movements and composition: after analysing the theory I will be trying to apply this knowledge to the VR immersive project I am part of.

Just as it happened for a good book and a mesmerising painting, films have their unspoken language too, they communicate with a visual language which is used by directors to plan their movies, since from how a camera is placed it can tell a particular story. there is a “Shot Dialogue” since the most basic unit of a film is a shot. Each shot can mean something on their own.

Composition in storytelling

Composing an image is an incredible process that concerns where we place our subjects of interest and why they are positioned there through a simple shot we are able to tell a story and convey emotions: composition is a technique that can infuse meaning as well as visual splendour. It has the ability to attract audience attention the important thing is what should they be looking at, and how to you get them to look at it.

visual devices to highlight keys subjects

These elements above all contribute to make your composition better express and convey the desired message. In order to highlight an action, a movement or even a character creating a frame within a frame may be an efficient expedition: using lines in perspective that converge to a point where usually the character is placed; to help the composition not only windows or doors can create a frame every object can serve as one.

The control that a director can have on a scene can be categorised into artificial (the control of the aesthetic and where we should be looking) and primal (where power dynamics lies- what subject holds more weight in the narrative at that moment in time in reference to other people or environments)

“The size of an object in the frame should equal its importance in the story at that moment.”

Alfred Hitchcock

Composition does not have to be focusing on the one shot it can be a cumulative effort whose meanings emerge over the course of a film: just like in the narrative it can witness some evolvement and development taking different directions and intentions. However in order to achieve a better composition in a scene filling the frames with elements is not compulsory: even the lack of props or characters can convey meaning by reducing the amount on screen the director can create unique moods, less can be more.

When the camera frames a scene it make different moments either to follow the actors on the screen or to showcase a frame. Movements and Composition should be working hand in hand since when the camera is not static the lines and composition details of a frame may vary altering the overall meaning and power of it. They also help enhance one another showing an element at fist and then panning to reveal other elements.

Overall composition should carry meaning displaying emotions not only visual appeal.

Composing Movement

Akira Kurosawa implemented the movement in his film composition at his advance: he used natural movements of the elements, for example showcasing rain or fire that may reflects the characters state of mind, he also made use of group movements with which you can enhance emotion having crowds movements since it “feels bigger”. Regarding its use of the movement of the individual every characters has certain movements that make them distinctive to the eyes of the audience, this movements are also exaggerated e.g. when a character is sad and ashamed it stands down. He is also famous for his fluid camera moves: each movement created and narrated a story having a beginning a middle and an ending in it. He also has this characteristics of editing using cuts on movements and they would end up appearing to be very subtle almost invisible.

He understood that is the visual stimulation that hits the audience and that this various movements should “cooperate” with each other to create compelling compositions.

How David Fincher Hijacks Your Eyes

David Fincher visual style in his film is very distinctive this also depends the way he uses camera movements: the camera matches exactly the velocity of the moving character in the frame, what this moments achieve is to lock the audience in into the behaviour of the character: he makes you enter in his reality. Behaviour holds a very important role in this process since it can tell a lot about a character and its personality and feelings, in order to create an emotional bridge between what the character feels and make it accessible to the audience. Is not a coincidence that the word “emotion” itself carries “motion” in it since emotion express themselves physically.

What is Cinematography?

Cinematography comprehends how directors show an action within a scene: is all about communicating with the viewer. Even though

cinema is a language and like language you must learn how to speaks all the elements that are part of cinema.

Cuts & Transitions

Cuts and transitions are an important and dynamic aspect of editing in a film production process. The most basic edit that you can do is the cut going to one shot to another. But the are may other cut types: the cutting action- cutting to one scene to another when the subject is still in motion; the cut away- cutting to an insert shot of something and then back; the cross cutting- where two scenes are intercut to establish continuity; the match cut- that uses elements of one scene in the transition to the next scene; the fade in and out- when one scene closes with the image disappearing (fade-out), then transitioning into the next scene, which slowly comes into view (fade-in); the smash cut- abrupt transitions; the l-cut- in which the audio from preceding scene overlaps the picture from the following scene.

Which ever cut, transition or editing you may choose is when and how you use them to tell your story.

How can this be applied to the immersive project using VR?

So considering everything stated above, camera movements, editing and cinematography in general are an essential part in cinema and in particular in films. Our project consists in a person taking part in the Virtual Reality environment and witnessing a narrative involving two seagulls talking to each other (even with the player) and probably even having an acting role in it. I think that cinematography rules and notions cannot be applied in the “traditional way” since everything would be seen in variable perspective of the player, however these notions can be applied to the Previs stage to better visualise the development of the narrative and the positioning of the various characters, props and environments in the VR environment. In this regard the camera movement, even if in this case is employed slightly differently, can have a “common ground” which is attract the audience or, in this case, the player: the player must be included in the narrative, not just in an interactive way but also visually. For example we decided that the dialogues between the seagulls are going to be displayed using speech bubbles to resemble the comic style of which this project is an adaptation of but also to clearly show to the viewer what the seagulls are saying. Moreover, in the same way dynamic and movement is important to achieve a better composition, the dynamics in which the actions will take place in the VR will have an important role. Even though we are not producing a short film or video material but an immersive experience instead, there are going to be some sort or “transitions” between one comic sketch and the next where the player would have the possibility, by doing some action, to change scene along with the characters in the virtual reality environment.

Week 1: Storyboard and Staging

Storyboarding takes place in the initial stages of a Design process/Project Setting in the Industry where initial ideas are developed. The design process in the Industry follows a specific pipeline and meetings with clients are regularly scheduled to update them on the progress made on the project.

Storyboard

In the storyboard may aspects are considered and it is a crucial phase of the project initial ideas. Things such as overall style, the quantity of characters, the environments or even camera angles are decided and considered.

When considering style in a storyboard there could be made choices such as using cartoons or humanoids, to simulate the real world or having an anime environment style even if is going to be a 2D or 3D animation and how the law of physics are applied. However even if the storyboard determines the overall style, the style does not determine the logic of an animation.

In order to work efficiently while creating a storyboard is better working following a hierarchy of elements present within the scene. Time is another important aspect of storyboarding since it can also determine how many frames or how detail you want to show off for a singular action. A possible approach may be the pose to pose where every action and frame are showed.

If there are are dynamic designs this aspect can boost the appeal of the entire stage so storyboarding can help determine the amount of appeal on your stage. Proportion may be useful since it can give emotion and characteristics. Audience is easy to be drawn towards shapes and colours rather that specific details. Storyboards don’t have to be too complicated, good achievements can be obtained with simplicity too: form follows function and function follows forms.

Staging

Staging is one of the 12 principles of animation, when talking about staging we are referring to camera angle and position, timing, acting or even settings. Camera has a role in staging since that it controls the presentation and viewpoint. Different distance and angle of a camera position will have different outcome based on what you wanted to communicate from the protagonist. Screen Space is also an important element to take in consideration since it is where the attention is directed in the scene. Camera distance may also determine different meanings: for characters you can use a code up for facial expression and fa r shot for body gesture; for buildings close ups are used for details and to see properties while far shots for more overall book like a city skyscraper. The camera is not supposed to be positioned away from what is supposed to be focused on unless there is a reason for it. The camera viewpoint must be switched on what you are showing.

Contrast and focal point

Our attention will change if there are distinct difference of colours, animation, scale, size, lighting: we need to consider what to put in the stage, work out the balance and make sure it delivers what you want to show.

Timing: pausing

Sometimes delaying allows audience to absorb and digest what is happening so pausing, slow-paced camera shift are elements to not be discarded.

Acting

Characters’ act and pose will be important to tell the story or the moment: with the correct angle of posing and camera, even stripping all the details and colours, good characteristics can still understand in silhouette shade.

Setting: emotions, characteristic and themes

Every colour indicates a certain state of mind, so they must be used wisely to convey emotions in the scene. Settings and props must reflect the state of mind of the characters they should align with him or her, however over detailing can obscure what’s happening taking out balance to the background. Well planned storyboards will allow you to understand what is needed to be included in the project, what should be prioritised, what is not and how much time you should spend on each element.

After the lecture we were given a chance to create a storyboard for two possible ideas to use and develop as two 3D animation projects for this module. Our professor gave us some guidelines to use to plan them.

Project 1 idea

Intro

Name of the project: Cats’ secret life

What is it?: a short animation film

Narrative

What is the story?: the animation short is going to showcase some habits that a cat does when is home alone without his or her owners with an ironic tone.

What is the event?: the sort is going to start with the owner leaving the house and after there will be showed three actions where the cat would do things he is not supposed to do.

Storyboard:

Project 2 idea

Intro

Name of the project: Fisherman

What is it?: a short animation film

Narrative

What is the story?: A not-so-lucky fisherman is out fishing on his boat, and suddenly something take the bait he is using to fish and he struggles to pick it up because it seems extremely heavy, however it turns out to be a very small fish and he feels disappointed in the end.

What is the event?: A fisherman fishing on his boat trying to catch a big fish, or at leat some fish since he has not been so lucky so far.

Storyboard:

Narrative arc

These are some notes on the lecture we had about story arc in term 1:

to develop the story for these two project I have followed a narrative arc for the path that the story itself follows providing a clear beginning, middle, and end of the story.

Every story has a beginning, middle, and end, with the middle typically taking up a longer period of time than the beginning or the end. Every narrative arc has key points, traditional stories have key plot sections and points that map nicely onto this arc:

  1. Exposition: which introduces the setting, the character and the problems they face. For the “fisherman” project this would be the first few frames where he is out fishing and he is sad because he has not caught any fish yet. for the “cats’ secret life” project the owner of the cat leaves the house and the cat stop pretending to be asleep and shows that he has a plan from his expression.
  2. Rising action: moves the plot forward by showing characters fighting against their problems. For the “Fisherman” project the fisherman realises that something catches the bait and he put so much effort to catch it and do not loose it. In the “cats’ secret life” project the cats is showed in a series of actions that he is not supposed to do but the owner is not at home so he is free.
  3. Climax: tensest moment of the crisis; it describes the moment when the characters face a crisis that controls the rest of the plot. For the “Fisherman” project the fisherman finally catches the catches the fish and falls on the boat. In the “cats’ secret life” project the owner comes back home.
  4. Falling action: which moves the plot from the climax towards an ending. For the “Fisherman” project the fisherman sadly realises that he has only caught a very small fish. In the “cats’ secret life” project the cat realises that the cat is back home and is surprised.
  5. Resolution: brings the story to stability by showing the final results of the climax. For the “Fisherman” project the fisherman leaves the fish free in the water disappointed. In the “cats’ secret life” project the cats goes back pretending he is asleep before the owner notices that he has doing things he should’ve done.

Week 1: Concept and Animation Research

Characters Mood Board

In this moodboard I have created I picked films and comics that might be reliable to get some inspiration for our project since they all involve anthropomorphic birds with emotions and expressions proper of human beings. They are the following:

American Goldfinch and the character inspired from it in Angry birds
  • Angry birds: it previously was a video game which was then adapted into a film and a tv series. The most inspiring aspect is that they took inspiration for their character designs from existing birds using their features to exaggerate and amply them into they cartoon adaptation. The Yellow Angry Bird, for instance, is an American Goldfinch.  In the game, it’s special ability is to have sudden short bursts of speed. 
  • Finding nemo, in this Disney movie, they are portrayed as greedy, single-minded eating machines who only shout one word: “Mine!”. Seagulls briefly appears also in the prequel “Finding Dory”. Similar to the seagulls in the film, seagulls in real life are also known for being a very opportunistic bird that will approach people trying to obtain their food in urban locations. They can also be aggressive when trying to obtain food, so in some places feeding these birds is not only discouraged, but also illegal. This is an aspect we wanted to add income of the comedy sketches we are writing to include in the narrative. The seagulls’ design is based on Feathers McGraw, the antagonist penguin from the Wallace and Gromit short “The Wrong Trousers”.
  • Rio, in this film the main character Blu is a completely domesticated – and flightless – bird who has lived his entire life indoors, so he has strongly human features and behaviour and his knowledge over what humans study comes to help in a few scenes to help solve problems he encounters; since he has never lived with other birds his movements can be an inspiration for our Animation process considering they would be more “human like”.
  • Spies in disguise, in both this film and Rio the Character designer Sang Jun Lee worked in these two projects here he contributed in the character design process for the birds, so conducting a research over his work would be very useful. The three other pigeons which don’t talk differently from the character dabbed by Will Smith represent different aspects of pigeons: as the Directors say themselves “Crazy Eyes is like that gnarly pigeon that you see in the city eating garbage (which can be inspirational for one of ours Seagull characters). Lovey is those cuddly ones that you see huddled up on the top of rooftops and Fanboy is the one that you see always following somebody else so they each represent a type of pigeon.” This process was very useful in order to differentiate them from the human character trapped in the pigeon body. Crazy Eyes is distinguished by his unfocused green and blue eye which is a feature that may work for one of our seagulls the childlike looking one.
  • Joshua Barkman comics of seagulls; obviously I have also include the comics on which this project is based on which is “False knees” I especially gathered these sketches including seagulls since their will be useful to generate some ideas for sketches that we are going to write for the narrative; what is useful is the dynamic of this jokes: there is always a clever seagull talking to a more clumsy seagull and the difference between them is what create the comedy and make people laugh, which is what we want to achieve.
Environment Moodboard

We wanted to include in the storyline both seaside and city environments since that nowadays seagulls can be easily found in both. Brighton is the ideal place to set our narrative: it has the seaside side where it can be difficult to eat in peace since you always have to be on alert because a seagull may appear from nowhere and steal you food (idea for a sketch) and it also has the city environment where is easy to find them peaking from the garbage (starting from this I thought that a funny idea may be to create a sketch where they have a “Lady and the Tramp” kind of situation where they have a dinner outside of a restaurant eating some garbage from that same restaurant and ending up find themselves slurping up the same long noodle for instance.

Next step was starting working on the characters design and concepts to use to after model the seagulls to include in the virtual reality environment. I started by using some real life reference pictures and carrying out a study of the main pictures of this intriguing animals. As I noted in this picture beneath, I have noticed that they tend to a have a quite flat head, their neck is quite thick, their eyes are small and mean and kind of soulless (ready to attack), their beak is sharp, they have grey wings and a big body which can be stylised into a half circle when I draw its structure I even noticed that on their body they don’t have very defined feathers; the legs are characterised by very pronounced knees and thin legs.

So starting from real life I started to stylise and draw some characters ideas using the outcome of my observation and their “normal” actions and expressions. I also included some sketches involving some expression that I may take in consideration for the final characters.

I After tried to create a more precise characterisation for our main two characters based also on “false knees” seagulls personalities and the outcome of the moodboard as well as the study on features proper of seagulls:

He is characterised by a really flat head and his distinctive feature is his eyes which are unfocused and of different dimensions, he has a slightly bigger body and paws.

This second seagull on the other hand, has a more “pointy” head (pointing out the fact that he has a brain, smaller body and paws and his eyes are more expressive and “active”.

I thought it might be useful to create an expressions concept for both seagulls since eyes and eyebrows are essential to interpret characters feeling and better understand and defining their personality as well.

Comedy genre

The comedy genre humorously exaggerates the situation, the language, action, and characters. Comedies observe the deficiencies, frustrations of life, providing fun and a momentary escape from day-to-day life. Comedy is a performance of light and humorous character with a happy or cheerful ending which may also lead the audience to reflect on serious life matters. Just like Joshua Barkman does in his comics, by taking every day circumstances for the animals we see around us in urban areas, like raccoons, rabbits, and various species of birds, and applies absurdly humorous conversations or thoughts adding a degree of seriousness to them but using comedy lighten them. 

Comedies usually come in two general formats: comedian-led (with well-timed gags, jokes, or sketches), which resembles more with Joshua Barkman’s comics, and situation-comedies that are told within a narrative.

Even though comedy is aimed for making people laugh another aspect of it is to make people reflect and has a degree of seriousness in it as if the division between them becomes blurred. Humour can be considered as a copying mechanism a way to express serious subjects but with the excuse of keeping it light.

Comedy Duos

“I think the thing that people love about double acts is it reminds them of their two best mates down the pub, or the relationship they have with their best mate,” Dominic Wood.

A comic duo in theatre and cinema indicates two actors where they comedy act relies on their asymmetric relationship (meaning they look different from the way they look to the way they act) which is intended to stress their differences in a grotesque way. They do tend to have some common features: they usually have the same age and they share the same ethnicity and profession, however their sketch usually highlights their differences especially referred to their personalities.

In cases of comedy duos one of the two comedians (once the leading comedian) impersonates the strong, volitional figure, and is depicted as a serious, reasonable and totally reliable person, while the other (usually the shoulder) is painted as a often rude figure, unintelligent or coarse, however funny and comical to excess for the hesitancy and embarrassment shown within the gag or sketch staged. The comic actor who plays the ‘serious’ role within the couple, must not necessarily be devoid of a sense of humour. In fact, often the laughter is aroused by the reply of this actor to a joke provided by the shoulder.

  • Lauren and Hardy

One of the earliest duos to find success, Laurel and Hardy were a study in contrasts in many ways. They began working as a duo on-screen so early their first films were all silent shorts. However, their career carried on for decades, delighting fans of slapstick humour and helping to bring the comedy duo as a concept to the big screen. They made more than 100 comedies together, with Laurel playing the bumbling and innocent foil to the pompous Hardy.

  • Totò e Peppino

They were one of the most well known Italian comedy duos in one of their films “Totò, Peppino e i fuorilegge” (1956) they even pay a tribute to Lauren and Hardy since its plot follows the one from Lauren and Hardy’s film “Sons of the desert” (1933). They were two actors from Naples when they were making movies together in the duo Totò was the lead and Peppino the shoulder: Totò had a really expressive range of facial movements and Peppino had a face of good-natured person.

  • Lillo e Greg

Lillo and Greg are one of the most loved and talented contemporary comedy couples in Italy: an irresistible duo that for years has held the bar on TV, at the cinema, in music and on radio. Greg shoulder Lillo has the leading role. However the two roles in this case are not the traditional ones because the comical aspect of Lillo is very accentuated his role as a victim. 

  • Shrek and Donkey

In Animation this Comic duo is one of the most famous among the animation movies: Shrek being the hero is grumpy and hot-tempered, but is also caring and brave and Donkey has some annoying traits, flightiness and occasional cowardliness, however he is a good-natured, golden-hearted, sweet, and euphoric character. He is a deeply caring and loyal friend who will stick by his best friends side and be supportive of them through thick and thin, especially Shrek. What makes them work so good together is they very different personalities but also the fact that they are both outcasts at first.

Week 1: First Group Meeting

This week we had our first meeting as a group, where we established our role within the projects and the concept behind it. We first confronted the two briefs from both courses (MA 3D Computer Animation and MA Virtual Reality) and we shared some ideas on the narrative of the project since we know that it should be structured as an immersive group media prototype based on an adaptation of a cartoon which in our case would be the comic “False knees” by Joshua Barkman. We after agreed before our next week weekly meeting we should research into the comedic genre and will argue how this genre reflects in our adaptation through the characters, storytelling, content, design, technique and style. The author often features creatures found in Ontario, such as squirrels, birds, racoons, however we are going to include in the virtual reality environment some Seagulls since they are notoriously considered to be as an aggressive species of birds and many animations are featuring them, moreover the author has made some comic sketches we could use to get some inspiration create our own sketches and puns.

Us from the MA 3D Computer Animation will work on both the characters, the seagulls, and environment concept, development, modeling, rigging and texturing and the members from the Virtual Reality course will work on the development of the virtual reality environment first concentrating on the script writing in Unity showing us also how it would work (we planned a session were they would show us how to “move” within this environment to to get a better understanding on how to include the 3D models in it. We are all included in the research of the comedic genre. I think that the collaboration within this two fields can be very interesting and that all together we can archive something innovative and original.

I will try to find some examples of previous animations including seagulls or birds in general to get inspiration from as well as reading some comedy sketches from the author itself so that I can create a mood-board out of it. We agreed that the narrative should include two main seagulls with distinctive personalities since that in comedy genre a “duet” dynamics is really functional such as the famous comedic duo of Laurel and Hardy where Laurel would play the clumsy, childlike friend to Hardy’s pompous bully features. The person playing and having the control in the virtual reality environment word be living the experience in first person impersonating an actual bird witnessing the puns next to the other birds at their same levels.

Esme and I tried to think of some narrative coming up with the script involving the two birds in different environments: we thought of some plot set in the city of Brighton since we can the seaside and the pier settings as well as the city one were in the last few years has been largely populated by seagulls. We are also going to create some storyboards and animations out of it to better visualise our Animation Process. We thought that also some PreVis animation and scene settings planning may help for the visualisation process and to see how it would work within the environment of VR.

In our meeting we agreed on sharing all our ideas on a platform to get the update from everyone’s development which is Miro a digital whiteboard that makes it easy to collaborate with others. The software allows you to create notes and designs, move things around, and communicate through embedded video calls or online chats.

https://miro.com/app/board/uXjVOTsXnB8=/?invite_link_id=529926724090

Miro Whiteboard

Esme and I, since we are from the same course and will work on similar tasks for this project, we thought it might be useful to have a pallet page to share our progress.

https://padlet.com/esmeduncan99/kc04ozilhwg9bs8q

FMP 1: Considerations for my practical work

Ever since I got acquainted with 3D Computer Animation I thought I could apply my interest for art in it and turn it into a career path. Other that animating, especially characters, I also enjoy the pre-production phase of an Animated movie concerning the concepts art regarding the development of a character and its design: I find so fascinating to stylise concepts and features of human being’s emotions and feelings into characters and give them a context into a narration. I do have some modeling, rigging and texturing background, however I think there is always new knowledge to apply to them which is why I want to work in a project that involves them so that I can improve my skills by employ them and put them in practice. I am planning to create an animation short film around a subject and develop a narrative starting from it, including some main character to showcase the idea behind it. My project will include a pre-production a production and post-production phase so to simulate a “professional” pipeline of work.

I suppose I can link my Final Major Project with my Thesis by researching into the topic I am going to explore in the project in order to have a foundation for my animation. Some area I find quite interesting and made me reflect are: Parasocial interactions between the audience and the characters in a movie or a tv series, exploring how the connections with them is created; facial expressions and how is imperative to get them right in an animation in order to convey certain emotions; and how to achieve believable and real behaviour performances in character animation. Another Idea I am planning on to work on for my Final Major Project is to create a short animation on Art and explaining its importance for people (especially for me) involving one specific artist and one of its artworks, where the main character may meet the artist and thank him or her for giving so much inspiration to the world.

I think that for my Final Major Project I will explore the screen and expanded cinema production, however during the duration of the course I might research into interactive installations and augmented reality which are some fields which I find very interesting and full of possibilities but that I know little about, so it could be a chance to experiment with them.

This is a project plan for games which can be adapted for my FMP proposal.

Week 1: Expectations of professionalism – What do you think this means? – (and Project thoughts)

Professionalism is not the job you do, it’s how you do the job.

 Professionalism helps you to impress and inspire others, is a really important quality. When thinking of professionalism I firstly link it to workplaces and business environments, however professionalism has many facet and can be applied to smaller occasions especially those linked with group works both in a school environment or other events, not necessarily only work places. When being professional and working with professional people its always easier to develop a more creative environment to work in where the best results can be achieved easily.

The Merriam-Webster dictionary defines professionalism as “the conduct, aims, or qualities that characterise or mark a profession or a professional person”; and it defines a profession as “a calling requiring specialised knowledge and often long and intensive academic preparation.”

So, what I am aiming to get out of this collaborative unit project is to strengthen my skills as an animator and modeller and explore the discipline with whom I am going to collaborate with. Some keywords I associate with the term “professionalism” are: Competence, Knowledge, Conscientiousness, Integrity, Respect, Emotional Intelligence, Appropriateness, and Confidence. Within this group of words the one I find that is not always linked to professionalism is “emotional Intelligence” since managing your emotions, and having a clear awareness of other people’s feelings is very important especially if working in a group with other people.

With some of my peers in my course we had a meeting with people from other course and it was so great and interesting to talk to them about their course and their background. We found some people from The MA Virtual Reality course who we can collaborate with since they were given a brief concerning an Immersive Cartoon Adaptation where they have to create and deliver an immersive group media prototype based on an adaptation of a cartoon; they showed us the comic they were thinking to work on which is the False Knees series, where Joshua Barkman depicts birds and other fauna in casual conversation, philosophical quandaries and wonderfully relatable banter. It would be related to the comedic genre and a research on how this genre reflects in the adaptation through the characters, storytelling, content, design, technique and style. I have found it perfect for me, since I am very fond of visual arts (both 2D and 3D) and working with animated characters is my interest. What I can contribute in within this project is the development of the characters the modeling of the characters their rigging and texture and the animation to “incorporate” within the virtual reality environment. I look forward to collaborate for this project since I am sure I will work on something new and maybe this would help me to find new interests and possible fields I could work in the future.

Submission

Link to the blog:

https://marianna3dcomputeranimation.myblog.arts.ac.uk

Showreel

Additional links:

additional walk animation
Tracking shot and match move workshops on week 5
Tracking shot and object tracking workshops from week 6
Spaceship animation using a motion path
Additional tracked scene and final video showreel of the process
Pan shot animation

Critical report: research

The research path I followed is the following:

Reading or watching the material regarding suspense techniques in Hitchcock’s films so that I could identify a common threat that I could investigate into since writing the critical report on suspense techniques in Hitchcock films in general it would have been dispersive. In fact I decided after completed a few readings that I would get into detail of if the suspense felt by the audience is the same felt by the characters of his narratives.

Article: Toward a theory of audience response to suspenseful films

This article took an interesting take on the reason of how we can scared as an audience and why after so many film and the rewatch of those films they still manage to make us sit on the edge of our seat also mentioning Hitchcock’s works as masterpiece of achieving cinematographic suspense. In his article, Martin f. Norden analyses the issue from A psychological point of view and how as humans we are actually searching for scary situations to release build-up tensions. He also refers to the phenomenon of “catharsis” which deals with purgation of emotion (pity and fear) through art resulting in renewal. But the most fascinating aspect it can be found in statement referenced in the article “Stress… makes man more similar to lower animals” which makes us all on the same level and leads to a suppression of analytical and critical skills which makes us vulnerable and easy to manipulate for the spectator since we are more receptive to visual and auditive cues: this can also answer the question on why we still feel suspense for a scene already watched of the techniques of suspense with which us, as audience should be acquainted to.

Hitchcock Suspense, Humour and Tone

Susan Smith in her book analyses thoroughly the role of suspense in Hitchcock films, and it was one of the sources I used the most within the critical report and it also had few common threads with other sources I found. The feature which helped me the most is that the three elements (Suspense-on which I have focused-, Humour and Tone) where analysed also from a viewer point of view which was essential for me in order to better understand the suspense felt by the latter and that felt by the character protagonists of Hitchcock’s narratives. I also found a detailed descriptions of different types of suspense which Hitchcock employs: these modes are used in a non-exclusive way and each concur for its part to generate suspense. Throughout her analysis, Susan Smith, refers to many other critics and cinematographers offering a wide and comprehensive view over the most important elements that create suspense in Hitchcock’s films.

Interview with the Master of suspense & psychological thriller genres 1973 “tomorrow show on nbc”

Hitchcock on the Dick Caveat show (1972)

While researching I also referred to footages of interviews with the director that helped me to frame the director’s view about the techniques he employs.

Film and Suspense by Altan Loker-

Loker analyses how the audience gets involved with a story, when and how it happens, since there has to be some realistic elements which contributes in creating a story on a side for every spectator.

According to the author point of view a good film has to give to the spectator the impression to be the witness of the events represented: the audience has to wish that the situations showed in the movies were real, though these process belongs to the story of each spectator and therefore it cannot be the only element to build a solid fiction. Moreover according to Altan Loker the feeling of reality can be an obstacle to obtain the audience satisfaction when looking at the film, especially when dangerous or frightening situations are shown. Loker concludes that this is the main reason why it is quite easy to please the audience while it is quite difficult to obtain their consent while representing dangerous or fearful moments.

The book also analyses the implications of Freud’s theories on Hitchcock suspense techniques, though of course, the father of modern psychoanalysis never became aware of the use of his studies in drama. On the contrary Hitchcock has made a large use of such studies, that he well known, in his works, because he well understood that the mechanism of the human mind revealed by Freud could help him in obtaining the feelings he wanted to evoke in his audience. Some Hitchcock movies as Psycho and The Birds are indicated in the book as the clear examples of his fascination for Freud’s studies.

Hitchcock a definitive study by Truffaut

This is one of the longest interviews Hitchcock ever released by another famous director François Truffaut.It is a very informative and entertaining introduction to Hitchcock’s works offering interesting insights on his films, his life and it also mentioned suspense. I thought I could use as a source fro my critical report since I have read other books regarding the subjects and from the references I was curious and interested in reading it myself.

Chapter from Camera Obscura, Camera Lucida: Essays in Honor of Annette Michelson “Hitchcock and Narrative Suspense”

The chapter regards Hitchcock suspense and how it develops in his narratives. It arrives to the conclusion that Hitchcock works of suspense are defined by the inversion of moral co-ordinates which are what is desirable to happen but less likely and what is undesirable but more likely to happen. In this inversion of moral-coordinates characters commonly defined “bad” end up being accepted by the viewer who feels complicity for them if not sympathy, and the occurrence of situations that would normally appear undesirable are judged as more likely. It also analyses the two different aesthetics defined by Hitchcock himself: the first one being the pure suspense situation where the audience knows elements of which the characters are not aware and the elements of the narrative are organised in a way that those probabilities mentioned before tend to intensify the likelihood of the undesirable outcome where there is a higher manipulation of the audience. the second one, the subjective or impure suspense situation, is characterised by the alignment to the psychology of a character rather that being privileged as audience with further information and there is no calculus about the narrative outcome.

Neurocinematic study of the suspense effects in Hitchcock’s Psycho

I felt that since suspense can be felt by every viewer there must be some studio conducted in order to explain near cognitive brain mechanisms behind the suspense effect employed by Hitchcock are watched.The scientific study I have found concerns Neurocinematics, which focuses on movie research from an empirical perspective, adopting functional magnetic resonance imaging (fMRI) and other cognitive neuroscience technologies as well as theoretical methods. The experiment aimed to detect audiences brain activity when watching movies and verify the manipulative power of narrative film. The scientist observed brain activity watching the sequences of Psycho and a non-narrative scene form the entrance of the Beijing university to compare the two activities of the cognitive brain while watching them. What was found is that the average brain activity of the subjects was influenced by the content of the film, activity in the visual and auditory brain regions was also influenced by the characteristics of the visual and the soundtrack designs. The audience’s brain cognitive activities were found to be particularly active during dissonant music, critical visual information and camera close-ups (rather than framing wide scenes).

After I gathered a few information which I could analyse in my critical report I decided to create a conceptual map with interesting notes and quotes I could work with and find a common thread with some of the sources I have found. To create the map I have used pallet: https://padlet.com/capriomarianna99/kjphad07odi3nke2

Films

While researching I rewatched and watched for the first time the Director’s work since many sources I have found referenced to some scene to explain the suspense techniques he employed with concrete examples. To Catch a Thief, Murder!Notorious, North By Northwest, Psycho, Rear Window, Rebecca, Sabotage and Vertigo this a list of the films I have watched in order to get a better perception on Hitchcock’s suspense.

Week 9- how to animate eye darts

Eye dart is the fast moving micro-changes of eye direction. Characters eyes are the element where the attention is most directed to. Eyes are very expressive and are key for communicating thoughts and feeling.
changes of eye direction are usually accompanied by blinking.

animate the brows: eyes and eyebrows should be animated together such as it happens on a blink when the eyes and eyebrows tend to close and open together (which is something that was useful in my performance animation: after I animated the brows I animated the eyes up and down according to their movement)

eye direction can help maintain the connection between characters or a character with an object: making sure a character is looking at the object his or her speech is aimed at may help to improve the overall intention of an action.

Eye darts:

eyes often dart from side to side moving around rapidly as they do if one think or talking. Eyes dart in animation happen fast so maximum three frames and they are used so to not make eyes look dead and keep them alive, however they should not move too much otherwise they would appear detached from the body action.

”eyes are the window to the soul”

in some animation the eyes have to carry all the expression as it happens in the phone character in toy story 3 where the eyes and eyebrows are the only mean to unrestricted the characters expressions and they are enough.

eye lids can carry a great amount of expression in the eyes: wide eyes can give a blank look. In the film “Robots” they had a problem on how to design the eyes of the robots characters. So to create an appealing eye expression they decided to use the down eyelids.

when changing the eye direction is recommended to use an eye link as a transition otherwise it would result in a odd animation because we always blink in real life.

there are different types of blink:

a light blink, a heavy blink or a half blink. And when animating the eyes lids the eyebrows should move as well in unison. Slow blinking can show the character thinking compared to a fast blinking. The eyelid carries the moment of the pupil usually. An offset eye blink for the eyes can add texture to the animation.

Williams, A., 2021. How to Animate Eye Darts. [online] Animationapprentice.blogspot.com. Available at: <http://animationapprentice.blogspot.com/2019/07/how-to-animate-eye-darts.html> [Accessed 13 December 2021].