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Posts Tagged ‘Animation’

Starting Out in Animation

Tuesday, July 6th, 2010

For people just starting out with the idea of making an animated movie–whether they have in mind a short 30 second clip or a two-hour feature-length film–knowing where to start is the hardest part. After all, there can be an overwhelming amount of content and tools available to you and knowing how to even get started can be pretty daunting for someone who has never done animation before.

If you’re unsure where to start, the best suggestion would be to start with the story. Animation is a method of telling a story and if you have a good story then that gives you a solid foundation for everything that flows after that.

A lot of people focus on the technical aspects of the animation, wanting it to look like Pixar’s feature films. However, Pixar’s films are great primarily because of the stories they tell. They have strong characters and themes that resonate with their audiences. The excellent animation that they do comes in on top of their excellent storytelling in films like Toy Story 3 and Ratatouille.

Story is right at the start of our own animation process, which consists of:

1. Story
2. Script
3. Storyboard/planning.
4. Gathering/building assets.
5. Production
6. Compositing/Editing.

Since we are all animators, while we are developing the story we can start playing around with animation and developing our skills with some test animations. Load characters and props into Daz or Poser and start moving them character around to get familiar with the animation tools available in those programs. Get used to how long it takes to render an animation. Don’t worry too much about how it looks – you’re not going to create Pixar quality right out of the gate, you’re still learning at this point. And that’s the important part with animation at this point–learning. Time + Effort leads to skill.

But quality animation all has to start with story.

We’ll get into the various aspects of creating your own animation in the future here on the Posermocap site.

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Investigations Moves Volume 2 WIP – Doorkicker and Fall Back with Rifle

Tuesday, June 1st, 2010

Here is the first look at motion-captured poses from our upcoming Investigations 2 Move Pack. This action/suspense thriller themed collection of animated poses for Daz3d’s V4 and M4 characters will contain seven animated poses. The poses shown in this clip are Doorkicker and Fall Back with Rifle.

The Doorkicker pose represents a first for us in including keyframed finger data. Because the pose requires the character to assume a two-handed firing stance, we took the added step of incorporating finger data to ensure that the pose could be used “right out of the box” without any additional tweaking or animating required.

Have a look at the two poses here:

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The Fall Back with Rifle pose is perfect for any animation where the character has bitten off more than he can chew and is facing down a horde of evil things, whether they be monsters, zombies, or xenomorphs.

Coming soon for Poser and Daz|Studio.

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Kids at Play Motion Capture – Hopscotch

Saturday, May 1st, 2010

We have just uploaded the latest video showing the Work in Progress of the upcoming Kids at Play Moves Pack. This clip shows the classic kid’s game of hopscotch, reproduced with motion capture for Daz3d’s Kids4 character and, like all of our animated poses, can be used in Poser or Daz|Studio. We will also include the BVH file, so that this pose can be used in any application that will import BVH mocap data.

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Kids at Play Motion Capture – Get Dizzy and Hugs

Friday, April 30th, 2010

Here are two more videos of animated poses from our upcoming Kids At Play Moves for Daz3d.com’s brand-new Kids4 characters. In keeping with the theme of kids playing in the schoolyard or back yard, we’ve added the poses of “Get Dizzy” and “Hugs” to the upcoming pack of motion-captured animated poses.

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Getting Dizzy is something all kids (and even a few big kids) have done. The Kids4 character spins around and then stops to watch the world spin around him.

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Every kid loves to be hugged by the people who care about him. Here, the Kid4 character skips up and raises his arms to ask for a hug.

We’ll have more sample animations coming soon.

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Kids at Play Motion Capture – Kick Ball

Sunday, April 25th, 2010

This clip shows the “Kick Ball” motion-captured move from our upcoming Kids at Play Motion Capture Pack for Daz3d’s Kids4 character applied onto the base Kids4 character. The Ball Prop is not included.

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This pack will feature seven motion-captured animated poses for the just-released Kids4 character, and can be applied in either Poser or Daz|Studio.

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Posermocap Motion Capture for Daz3d’s Kids4 – Kids at Play

Saturday, April 24th, 2010

Here is a first look at our upcoming Kids at Play pack, which will allow you to animate the Kids with motion-captured playground actions in either Poser or Daz Studio. This clip shows the “Tantrum” motion-captured move applied onto the base Daz3d Kids4 character.

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There are seven mocap animated poses planned for this release, including tantrum, hopscotch, and kicking a ball. We will post additional videos as we get closer to the product’s release.

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Tips for Poser Animators: The Best Free Film School

Monday, September 21st, 2009

When we’re starting out with character animation, we tend to rejoice when we finish a single render. But for every animator, there is the desire to do more, to actually combine the individual renders into a single, cohesive story. The problem is that for many of us, it’s a whole new level of complexity when we start looking at going beyond an animated clip and into the realm of film. Film is a new language to learn, and while there are many very reputable film schools scattered around the world, there are several free film schools available to those who seek them out.

Now, we’re going to talk a lot about the craft of filmmaking in this article, and everywhere you read filmmaking just substitute it with Poser Animation. For our purposes, the two are indistinguishable. The techniques may be different, but the language of film is the same as the language of animating with Poser or Daz|Studio.

So, what are these film schools? They are the Public Library, Film Festivals, and the Internet.

(more…)

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Tips for Poser Animators: Average Shot Length

Friday, July 17th, 2009

When you are starting an animation in Poser or Daz|Studio, it is good to keep Average Shot Length (ASL) in mind. ASL has been dropping in since the start of film as editing techniques have become more advanced, allowing for more kinetic storytelling that draws the audience in to the story.

Here’s a graph that shows how ASL has changed from 1903 to today. It’s amazing to see that the ASL in 1903 was 35.6 seconds and yet in 2009, it had dropped to 2.9 seconds. For years–from 1914 to 1985–the ASL tended to hover in the five to fifteen second range and then in 1986, the ASL started its steady drop to its present very short situation.

Average Shot Length in U.S. Movies: 1903-2007

While it’s tough to generalize across movies as a whole, there are certain tips that can be gleaned from the ever-shortening ASL.

First, the greater the action on the screen, the shorter the shot length needs to be. In almost any action sequence, the shots last little more than a second in many cases, with longer shots allowing the audience a chance to catch their breaths along with the characters, before demanding all of their concentration for the next sequence of one-second cuts.

Second, even in slower-paced scenes, the camera rarely stays in one place for long–a conversation will have lots of shots of relatively short length cut together to allow the whole. Shots of the speaker will be intercut with reaction shots of the listener, and even wider shots showing the surroundings as they speak.

Third, use the very long shots for majestic moments where you want the audience to be filled with awe at the images on screen and where you want to give them a chance to see and appreciate every single detail. Seeing a giant starship as it crawls past the screen, a slow majestic flight across mist-shrouded hills, or even a slow camera move across the form of an attractive actor/actress are all meant to signal to the audience–hey, you should be impressed by this!

Setting the wrong shot length is also the second biggest mistake that many starting animators make.

The biggest is whipping the camera around the with no relation to real-world physics and trying to really show off the “3-D” nature of their scene–either that or putting so much jitter in recreating a hand-held shaky-cam look that you can’t see anything on screen. But that’s another topic.

We have all seen animations of fight scenes that look like the participants are involved in a real knock-down, drag-out battle, but because the shot length doesn’t match the intensity of the moment, the life gets sucked out of the fight. Instead, we’re treated to shots that last 30 seconds or more. It’s even worse if the camera remains static.

Exception to the rule: If the scene has its own pacing, and you are willing to continually shift the camera’s point of interest, then you can get away with a very long shot. Director John Woo, in his movie Hard Boiled had a continuous shot that followed the two heroes shooting their way through one corridor, getting in an elevator and having a short, intense conversation, and then getting out of the elevator to shoot their way through another hallway–the shot lasts a stunning two minutes and forty-two seconds and is an amazing piece of choreography. Likewise, Orson Welles opens his movie Touch of Evil in a continuous tracking shot lasting three and a half minutes where Welles seamlessly moves from one vignette to the next.

By keeping shot length in mind, you can affect your audience’s mood–shorter clips get the audience more excited, longer clips let them breathe, and really long clips let them appreciate what you’ve done.

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New Demo Video for Zombie Moves 1

Tuesday, June 30th, 2009

We’ve taken the time to update the demo video for our Zombie Moves Pack Volume 1 to bring it in line with the demo videos for our other motion-captured animated pose packs for Poser and Daz|Studio. Many of you have already seen the Mummy Walks video that we have in our Gallery Page, which really shows off what can be done with Poser and our Moves Packs. Our present video shows the motion-captured animations in their simplest form–applied to Daz3D’s Michael 4. Enjoy!

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Kiss Kiss Bang Bang Demo Trailer

Wednesday, May 20th, 2009

We’ve added the demo trailer for Kiss Kiss Bang Bang to show off all the moves that are available in the motion capture pack. Each of these poses can be easily applied in Poser and Daz|Studio and are currently available for Daz’s M3 and M4 figures, as well as V3 and V4.2 figures.

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