{"id":278,"date":"2010-11-16T07:01:40","date_gmt":"2010-11-16T07:01:40","guid":{"rendered":"http:\/\/www.mariarabinovich.com\/physcomp\/?p=278"},"modified":"2012-10-03T03:07:45","modified_gmt":"2012-10-03T03:07:45","slug":"final-project-idea","status":"publish","type":"post","link":"http:\/\/www.mariarabinovich.com\/blog\/archives\/278","title":{"rendered":"Final Project Idea"},"content":{"rendered":"
Mira and I talked about exploring how simple behaviors (movements) can give an object personality.<\/p>\n
At first I was thinking about my fantasy device, a bag that follows you around, and how it would inevitably become like a child or pet and would need some simple code of behavior to understand how to follow somebody around.<\/p>\n
Mira was interested in animating ordinary things and exploring the emotion or ideas that their behaviors evoke with something like a performance in mind. We also talked about making clothing move.<\/p>\n
I keep thinking about the repurposed disposed ikea furniture that Adam Lassy turned into interactive furniture<\/a>. I saw it at the spring show last year, and I was struck with how much empathy and emotion the Ikea chair evoked while just rolling around the floor.<\/p>\n I stole this video from his website<\/a>:<\/p>\n [wpvideo Vfta0L2j]<\/p>\n We want to create an animated ordinary object and give it enough behaviors to be able to follow us around, and when engaged, dance with us.<\/p>\n Here are some examples of movement giving something ordinary character from Pixar:<\/p>\n [wpvideo lwArOkb5]<\/p>\n The famous Pixar lamp:<\/p>\n [wpvideo XKzOb0YQ]<\/p>\n I found an animation article by John Lasseter where he talks about animating everyday objects in a way that suggests they have a personality. Animals and people look, think, then act, while objects controlled by something else move unexpectedly. He recommends animating first the eyes, then the head, then the body motion in that sequence to create the illusion that the object is thinking before doing.<\/p>\n It is probably not exactly relevant to what we will do, but it is really interesting.<\/p>\n Here is the text by John Lasseter:<\/p>\n Some ideas we discussed\/thought about are a hat, a cup, pants, a bag, an amorphous blob.<\/p>\n I made this collage, and I’m only putting it here as a warning to the world, that unless it is animated nicely or given nice movements, an object isn’t necessarily going to have personality.<\/p>\n [wpvideo XiwWVPCM]<\/p>\n<\/pre>\n
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\"THE THINKING CHARACTER<\/strong><\/span>\r\n\r\nWhen animating characters, every movement, every action must exist for a reason. If a\u00a0<\/span><\/pre>\ncharacter were to move about in a series of unrelated actions, it would seem obvious that\u00a0<\/span><\/pre>\nthe animator was moving it, not the character itself. All the movements and actions of a\u00a0<\/span><\/pre>\ncharacter are the result of its thought process. In creating a \"thinking character,\" the\u00a0<\/span><\/pre>\nanimator gives life to the character by connecting its actions with a thought process. Walt\u00a0<\/span><\/pre>\nDisney said, \"In most instances, the driving forces behind the action is the mood, the\u00a0<\/span><\/pre>\npersonality, the attitude of the character\u2014or all three. Therefore, the mind is the pilot. We\u00a0<\/span><\/pre>\nthink of things before the body does them.\"<\/span>\r\n\r\nTo convey the idea that the thoughts of a character are driving its actions, a simple trick<\/span><\/pre>\nis in the anticipation; always lead with the eyes or the head. If the character has eyes, the\u00a0<\/span><\/pre>\neyes should move first, locking the focus of its action a few frames before the head. The\u00a0<\/span><\/pre>\nhead should move next, followed a few frames later by his body and the main action. The\u00a0<\/span><\/pre>\neyes of a character are the windows to its thoughts; the character\u2019s thoughts are conveyed\u00a0<\/span><\/pre>\nthrought the actions of its eyes.<\/span>\r\n\r\nIf the character has no eyes, such as an inanimate object like a Luxo lamp, it is even more\u00a0<\/span><\/pre>\nimportant to lead with the head. The number of frames to lead the eyes and head depends\u00a0<\/span><\/pre>\non how much thought precedes the main action. The animator must first understand a\u00a0<\/span><\/pre>\ncharacter\u2019s thought process for any given action. Consider a character wanting to snatch\u00a0<\/span><\/pre>\nsome cheese from a mouse trap; the eyes will lead the snatch by quite a bit because this is\u00a0<\/span><\/pre>\na big decision. The character needs time to think, \"...Hmm...This looks tricky, is this\u00a0<\/span><\/pre>\ncheese really worth it or is it just processed American cheese food?...Oh what the heck...,\"\u00a0<\/span><\/pre>\nhe decides, and snatches the cheese.<\/span>\r\n\r\nConversely, if the action is a character ducking to miss a low flying sheep, the anticipation\u00a0<\/span><\/pre>\nof the eyes leading the action should be just a couple of frames. \"What the...,\" and the next\u00a0<\/span><\/pre>\nthing, he is spitting wool out of his mouth.<\/span>\r\n\r\nThe only time that the eyes or head would not lead the action would be when an external\u00a0<\/span><\/pre>\nforce is driving the character\u2019s movements, as opposed to his thought process. For\u00a0<\/span><\/pre>\nexample, if that character was hit in the back by the low flying sheep, the force of the\u00a0<\/span><\/pre>\nimpact would cause the body to move first, snapping the head back and dragging it behind\u00a0<\/span><\/pre>\nthe main action of the body.<\/span>\r\n\r\nEMOTION<\/strong><\/span>\r\n\r\nThe personality of a character is conveyed through emotion and emotion is the best indicator\u00a0<\/span><\/pre>\nas to how fast an action should be. A character would not do a particular action the same way\u00a0<\/span><\/pre>\nin two different emotional states. When a character is happy, the timing of his movements\u00a0<\/span><\/pre>\nwill be faster. Conversely, when sadness is upon the character, the movements will be slower.\u00a0<\/span><\/pre>\nAn example of this, in Luxo Jr., is the action of Jr. hopping. When he is chasing the ball, he is\u00a0<\/span><\/pre>\nvery excited and happy with all his thoughts on the ball. His head is up looking at the ball, the\u00a0<\/span><\/pre>\ntiming of his hops are fast as there is very little time spent on the ground between hops\u00a0<\/span><\/pre>\nbecause he can\u2019t wait to get to the ball.<\/span>\r\n\r\nAfter he pops the ball, however, his hop changes drastically, reflecting his sadness that the object\u00a0<\/span><\/pre>\nof all his thoughts and energy just a moment ago is now dead. As he hops off, his head is down,\u00a0<\/span><\/pre>\nthe timing of each hop is slower, with much more time on the ground between hops. Before, he\u00a0<\/span><\/pre>\nhad a direction and a purpose to his hop. Now he is just hopping off to nowhere.\u00a01<\/sup><\/span>\r\n\r\nTo make a character\u2019s personality seem real to an audience, he must be different than the other\u00a0<\/span><\/pre>\ncharacters on the screen. A simple way to distinguish the personalities of your characters is\u00a0<\/span><\/pre>\nthrough contrast of movement. No two characters would do the same action in the same way.\u00a0<\/span><\/pre>\nFor example, in Luxo Jr., both Dad and Jr. bat the ball with their heads. Yet Dad, who is larger\u00a0<\/span><\/pre>\nand older, leans over the ball and uses only his shade to bat it. Jr., however, is smaller, younger,\u00a0<\/span><\/pre>\nand full of energy, he whacks the ball with his whole shade, putting his whole body into it.\u00a01\"<\/sup><\/span><\/pre>\n<\/pre>\n
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