Thursday 17 November 2016

Industry Experience 001 - 1st Animation Job (TV Animation)

This has been a great experience and i want to remember this!

My first Animation job in the industry after AnimationMentor, is Freelance 3D Animator doing TV Animation at Sparky Animation.

A quick description on this job: $10 per Sec/25 Frames of the Approved Shots (rate may differ for different projects), In-house work but no fixed working hours, average work load is 50 seconds per week, each Contract is 2 months (renewable as long as they have work). *Information may differ in the future.

No doubt it was really tough in the beginning. On the first week of work i was shocked and lost! And as time goes by, slowly but surely, my work flow was modified and animating speed was improved. Here are many things that were learnt from this 6 months.

1.) A Good Posture and Healthy habits

I've realised i have to sit down in front of a computer for at least 3 to 4 hours before lunch break and then another 3 to 4 hours till end of the day's work. I have never animate this continuously long before at home or even during AnimationMentor times. And as an ex-military guy i am certainly not used to this office duration. Of course i can take more breaks, but it will reduce the time i have to finish the work and also it will break focus and also distract me from the ideal "Zone". 

Having good posture really helps to last longer without feeling back aches or butt sores or leg numbness. So always sit up straight, with or without using back rest. Next adjust the height of the chair so that the arms are straight down while the elbows bend about 90 degrees which makes the wrist straight. At the same time adjust the keyboard, mouse and tablet position on the table so that it is comfortable for the hands. While sitting high, make sure the monitor are standing high enough so that the head looks straight ahead, instead of low downwards straining the neck.






I strongly recommend having a mouse in addition to a tablet, so that the wrist can have some rest while doing stuff that doesn't need a pen. Also do some fingers and wrist stretching before starting work in the morning. I was surprised even the keyboard hand fingers got strained from scrubbing frame by frame for too long.

Drink lots of water to have good hydration for the day. It keeps the body fresh and the resulting toilet breaks are good chances to give the body some more blood circulation. I drank lots of green tea during work. I had lots of candy and biscuits around to make me focus better. But after some reflections, i felt a healthier choice is to have some fruits on the table to curb the hunger instead. 

PC glasses also helps reduce the strain on the eyes in long duration. I bought one from Own Days. Unfortunately i can't get used to wearing glasses so i gave it a miss half way through the time there.


2.) Speed improvement

Along this journey, I've learnt many things that helped improve speed of animation which is the key to TV Animation's high quantity.

First thing that i did on the first day at work was to watch other people's approved shots. Getting a feel of the style, and the standard of animating the particular project, helped reduce countless corrections needed to be done in the future before the shot gets approved. I don't want to over animate something that is not present in other shots wasting a lot of time.

As time passed i realised certain things like Squash & Stretch, moving from Pose to Pose, Blinks, etc, their timing can be counted and noted down to be used for all other shots for the respective characters. For example, i used for a particular character: for head S&S +0.1 and -0.1, for blinks +0.3 for both upper and lower lids, for action to action 3 frames for fast speed, 4 frames for normal speed, 5 frames for slow speed, for blinks 3 frames close 3 frames open, for eye darts 1 frame. This will make the characters look consistent all the time, and again to save time from getting back disapproved shots. 

One of the most important thing to increase speed, is to use existing Shelf Buttons or create new ones. Every studio also has their own Tools and Buttons, so getting to know them helps use them in the most efficient way. I created lots of Shelf Buttons suitable for my own work flow, simply to reduce time for repetitive things. Things like Add Frames, Add Values, Select specific Curves (body, face), Create Display Layers (Main, Secondary, No_Anim), Preset Windows (graph editor, persp, shot_cam). Even for actions that i commonly do but have to go through menus to select them, i would create a Button, like Point, Orient, Parent Constrains. And i prefer clicking Shelf Buttons then using Keyboard Shortcuts, i don't have to memorise them.

Cycles or a series of actions from other shots can be reused either using Maya's Atom or the studio's own Tool to save animation. Of course there should be some tweaks to make them look different. But it depends on the shot requirement. If its a Close Up shot then add more Secondary Actions or Expressions like eye darts, eye brow and mouth movements, etc. If it is a Far Shot or Fast action shot then sometimes no tweaking is necessary. I always reuse cycles like Idling standing around or Idling on a plane ride. Because everything has to animate, even the hair reacting to the wind, so doing the same animation every time the character Idles is a real waste of time.  

A few more minor yet powerful tips: increase Manipulator size so that it is so much easier to grab and move, increase Time Slider height to improve control and visual, set Channel Sliders to own preference so that using middle mouse button, to manipulate curves, is smoother. Below are my settings.




3.) Work Flow

After i have done 6 months of work, i have came out with this Work Flow that i think works the fastest for me.

a. Recieve new shot.
b. Watch Animatics/storyboards.
c. Watch Director's video on explanation of the dialogue and actions of the shot. Write down notes.

d. Do a quick mental planning of the key poses to do and note down.
e. Open Maya and shot file.
f. Click Shelf Buttons for Preset Windows, preferred Settings, Graph Editor, create Layers, etc.
g. If shot is too heavy causing it to lag while moving Curves, hide the surrounding References.
h. When necessary, put respective Curves into Main, Secondary, No_Anim Layers.
i. Isolate Select the animating character.
j. Block Key Poses, usually on Major Accents.
k. Switch to Auto Spline.
l. Add Keys for Anticipation,  Follow-through, Overshoot, Holds, etc.
m. Playblast to check Timing.
n. Add Facial animation together with Lip Sync.
o. Add Secondary Actions during Minor Accents and long Idles.
p. Offset Timing of the head, body, arm, wrist and fingers by 1 frame apart, to create Overlapping Action.
q. Playblast to check Timing.
r. Turn on Simulations for Cloth, Hair, etc.
s. Animate anything else that is not on Simulation.
t. Show all necessary References.
u. Final Playblast to check for any mistakes.
v. Submit shot.


*This works only for this Project. Always adjust Work Flow to better suit other respective Projects.




Tuesday 23 February 2016

Rig review 003 - Too & Tre3

Next review on Partner's Rigs from Animation Mentor is Too!


Very simple body shape. These are the poses i tried it out with.



Same as all the Partner's Rigs, they have the same body and facial controls. Here are some pointers:

- Has no eye brows so may not be easy to tell the difference in shapes. Also there is no centre brow control.

- Has 2 antennas to play around but they are different in length, very stiff and long so may not be appealing when posing it curved.

- Eyes are big so its easier to show expressions.

- Arms are a lot longer surpassing its own height so it is a challenge where and how to place them.

- There is a glass helmet which looks cool but the tongue cannot be easily positioned without penetrating it.

- There is a Triangle control at the corners of the mouth but for some reason it is very small..

- Lips cannot roll limiting mouth shapes.

- The jaw control has to use the TY to open the mouth, using RX makes the jaw look odd.

- There is a control at the top of the head which can be use to stretch the head.

- Similar FK for arms and spine, IK for legs.

Overall, this character is more fun to play with. It can easily be posed into the line of action. But similarly to other Partner's Rigs, the facial controls are limited. To do a good lip sync is hard. To do action shot its good.



Last Rig from AM Partner is Tre3.


It looks better then Too. With better body proportions. Some poses with the rig.


This rig is very similar to Too rig, but with additional stuff. Her are some pointers:

- Additional antenna with a bird on top of the head. Though the controls are a little weird, they are not independent controls. Makes it quite hard to pose.

- Additional Belt Pouch that can be posed quite nicely.

- Additional eye on the forehead, without brow control, making it harder to make a similar eye shape as the other 2 eyes.

- Legs are longer, arms are shorter, so its easier to pose then Too rig.

-  Similar jaw control, using TY more instead of RX.

- Have similar Bows control at the knees and elbows for making nice curves.

- Similar FK for arms and spine, IK for legs.

- One thing i notice is when using the head stretch control too much, the tongue will warp and go strange..

Using this rig for body mechanics would be good, using for performance lip sync would be tough.



And this concludes the review on Animation Mentor Partner's Rigs Deivi, Fift, Too and Tre3. It was great fun posing them. Maybe when i have time i will do some walk cycles with them. Comparing to advance rigs like Aia and Jules, they have much less controls to do detailed close up performance. And also without the capability to change from IK to FK for the limbs and spine, doing more dynamic motions like flips or movement with props, will be difficult, of course it can be solved with creating some constraints. For AM classes wise, i think it can be used till Pantomime assignments.


Friday 12 February 2016

Rig review 002 - Fift

Another review on a Partner's Rig from Animation Mentor. Fift.


Similarly tried out 3 poses trying to experience the constraints of the rig. And get a feel what character it can fit into.





The rig controls are very similar to Deivi's. Proportion and geometry has a feel similar to Stan, with short neck, arched back, long arms and short legs. The 1st impression it gave me is that it is very squishy or blob like. So i managed to pose the limbs in a very curvy way without hard edges.

- Simple facial controls.

- No teeth and tongue limiting even more variety of expressions.

- Eyes are very small making it hard to read eye expressions.

- Finger proportion looks better.

- The shoulders are way behind the head so it is hard to position it forward without deforming weirdly.

- Availability of "Bow" control allows flexible adjustments of elbow and knee positions in polish.

- Similar FK for arms and spine, IK for legs.

Like Deivi rig, Fift has limited expressions and mouth shapes. And given that the arm cannot be easily rotated without deforming it, it is hard to give it dynamic poses. So i would say use for body mechanics practice or used as background character. 



Wednesday 10 February 2016

Rig review 001 - Deivi

I am taking this opportunity of giving feedback on Partner's Rigs from Animation Mentor to also practice on posing and expose to different rigs.

1st stop is Deivi.


Played around and got 3 poses which i felt fits the character's of the look. And of course i try as far as i can push it.




I liked that it is of a different style, a very cartoony goofy character, different from other AM human rigs. But it is also a lot simple, in terms of controls and geometry compared to rigs like Jules. Here are some pointers:

-The geometry are a little out of proportions like arms, fingers and jaw, and tend to get out of shape even when pushing within anatomy limits especially the shoulders, so there is a need to cheat the pose for the camera view. 

-Arms and spine are only FK, but the Translations are not locked, which allows alteration to proportions so that they don't loose form or get better proportions. 

-Legs are only IK so doing the cross-legged sit was a challenge. 

-Facial controls are very limited so doing expressions and dialogues will not be very dynamic. 

-There are no squash and stretch for the head which makes it hard to do whole body cartoony actions.

-No hair controls even though he has long protruding hair.

-Additional hips control which are seldom used except for minor tweak in polishing.

- No bend bows control for getting better limbs shape.

- Only PV control for legs but not for arms.

Generally i think this rig is suitable for basic body mechanics practice or as a background characters with little dialogues or movement.


Sunday 31 January 2016

Maya tips 011 - Finding missing Texture

Maya will sometimes lost track of where to get the Textures, as reflected in the White Texture on the object when "Hardware Texturing" is turned on by pressing 6 on keyboard.



Before finding the Texture in Maya, make sure the all the PNG files are downloaded somewhere in the computer. In Animation Mentor case, go to AMP, the Character file, right click and "Get Dependencies".



Also download the newest version Textures by pressing "Get".



Follow these steps:

1. Go "Hypershade".
2. There will be missing picture in "Texture" tab. Left click on it.
3.  Open "Attribute Editor".



4. Click on the Folder icon.
5. Look for the Texture in the "Documents" folder.
6. The file should be the same as the one indicated here. Unless there is an updated version with a different name.
7. Click open and it is done!

Maya tips 010 - Solving Texture Transparency issue

Sometimes after loading the texture, the body seems transparent and the other arm or leg can be seen.



I am not sure why this happens. And there maybe other ways to solve this but this is the way someone shared and it works.

1. Go to "Hypersade".
2. Click "Materials" tab.
3. Left click on the material that is affected, in this case the character's body.
4. Notice the Transparency values are highlighted in yellow.



5. Hold right click on the same material file, release on "Graph Network".
6. Nodes and connections can be seen in the "Work Area".
7. Notice the connection arrow is yellow.



The yellow indicates there is some Transparency connection to the Material. There are 2 ways to remove this connection.

Method A:

8a. Highlight the 3 Transparency attribute. And right click on anyone of them.
9a. Left click on "Break Connections". Their values will not be highlighted yellow anymore.



Method B:

8b. Left click the yellow connection arrow. And press "Delete" button.
9b. Press Ctrl Z to undo and the connection arrow should come back. But it is now green.



Either way, the Transparency connection is broken and the issue is solved!