In seiner Funktionalität auf die Lehre in gestalterischen Studiengängen zugeschnitten... Schnittstelle für die moderne Lehre
In seiner Funktionalität auf die Lehre in gestalterischen Studiengängen zugeschnitten... Schnittstelle für die moderne Lehre
The task for this short-project was to create a perfect, seamingless loop-animation. The finalization could vary from classic stop-motion film, to hand-drawn frame-by-frame animation up to 3D-Animation. In this project we learned different tools ranging from Krita, Adobe After Effects and Blender to prepare us for our own loop-animation.
For our first animation practice, the task was to create a loop out of just 4 frames, in a Pixel-Art aesthetic. My intention was to simplify a dynamic movement with an always occurring impact. My tool of choice was Procreate. I call it „Chilling with Tyson.“
The second task was to create a morph animation with the software Adobe After Effects. In this practice we learned to actively use forms and shape layers to visualize the transformation between two objects. I wanted to portray an egg morphing into a chick, while maintaining an organic, but dynamic timing.
Both practices gave us a solid foundation into animation, to prepare us for our own ideas and also to highlight, which tools and ways we could use.
In the beginnings I hesitated between the ideas of moving energy/matter, a walk-cycle and mechanical animation. The main outcome of the animation was meant to be some sort of evolution or development. I decided on the idea to visualize an „Open-Close“ mechanism, that should show different components and the overall evolution of a mechanism or object. I had a kind-of-idea of how I wanted it to be, so I started with two Sketch-Trials in Procreate.
Though I really enjoy 2D animation, I made the decision to move on to 3D animation for my final product. I researched various artists and animations and was heavily inspired by an Artist named @noxx_art. Through his artworks I decided on a futuristic, Sci-Fi look. For my main object I wanted to create a humanoid cyborg, which head components will activate one after another and then close again. For my idea I had no storyboard and or 100% certain outlook. I just started right away, experimented during the process and while letting my thoughts and ideas guide the creation.
My process started with Nomad Sculpt, a 3D-Modelling and sculpting application for iPAD. For myself, it feels more intuitive and controllable to model and sculpt with my Apple Pencil, so all the shaping and deciding on the mechanisms of the components happened in Nomad sculpt.
From this female head template I downloaded, I started to extract shapes for the armor or small components, added objects for the ears and developed everything around the template. In the first trials I kept the components simple, to test if the movement and mechanisms would work like I imagined. Simultaneously I did various trial renders in Blender, before moving on to the details.
After a lot of testing, I changed the basic components with more complex and detailed ones. At this point, I had 70% of the animation timing prepared, so I could just exchange the components, while keeping the movement of the original objects.
For the detailing of some components, I used patterns and structures I generated with Leonardo AI and used them as a brush to give the components a complex Sci-Fi look. Some components were detailed and sculpted manually, while some components where re-used from projects I did before , like parts of the face mask or the small city.
In the renderings you can see, that some errors occurred during the process, like the mesh breaking in the head part or that the patterns couldn't be transferred 100% clean. Luckily it had no big impact on the final animation, because I could cover it up in Blender through texturizing and coloring.
Out of respect of the interface I always avoided using Blender, but for this project I finally got the chance to use it to my advantage and I turned out to be the best decision I made.
In Blender I animated every component separately, each having a slightly different timing and order. This part of the process was the most time-consuming, sometimes spending hours on a few keyframes, but I enjoyed it though. Also adding light and material changed the whole apperance of the scenery , though I have to admit that this part also took a lot of time.
In the video below you can see parts of the evolution of my animation, texture and color process.
Animation was done, timing was done and the decision for the final material and appearance was made. So one last big task was left: After Effects.
In my last steps I added a loading bar, bloom effects and sound effects, that were offered for free on Youtube. Colleagues of mine recommended me white background, to make the colors pop out. I tried to increase the contrasts and saturation of the model and make everything more appealing. This stage was fun, but slowly my lack of sleep kicked in, so I just wanted to get finished.
After this really intensive 2-Week project I feel beyond proud. From the beginning to the end I enjoyed the whole project and process and learned so much just in this two weeks. My colleagues really motivated me, because everybody was delivering incredible work and my professor Mathias Jüsche guided everyone of us exceptionally. I have never seen a whole class growing this much in two weeks and presenting this kind of variety of the projects. My most favorite project up till now and I'm just thankful that I could be part of this.
OPIA - KP Loop 2023
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