Monday, 6 April 2020

LO3:


Create and edit assets (audio and visuals)/ evidence of creating assets


On Adobe Illustrator I drew my characters. I used this software as it uses a various amount of different brushes that I like to use. The quality of the brushes I believe is better for the drawing of comic as it the brush is bold. Also I used the graphic pad tool to help draw my character and. Using this tool makes the drawing process for me to draw as easy as possible.


I coloured in my drawings using the paint bucket tool on Photoshop. I used the paint bucket tool on photoshop as it is easy to fully fill the whole of the section of my character. I used various colours to make my character stand out in my animation. After I fill all my assets in with the paint tool. I save them as a PNG. I do this so I can easily put them into my animation. Also I set the background to transparent. This means that when I add the file into premiere it will just be the character, no background.



I used the shape tool to create this background. With this tool I made windows and buildings and chairs. I used the rectangle tool and the circle tool to make the objects in my backgrounds. I then used the free transform tool to adjust the size of the object.   


I speed some parts to make the animation longer and to make the speech seem not rushed and more calm and spaced out.


To animate my objects and make them move. I insert multiple keyframes of my object in different places. I used the position and the rotate option to make my assets move and rotate. I made the keyframes close together the character would move faster and if far apart they would move slower. I mainly animated mouth movements to signify talking.

Adding sound
I recorded my sound using Adobe Audition. After getting all my audio I cut and pasted my audio into the right position. I adjusted the volume on parts to make the voice louder than the background music. For the background music I used copy right free music as background music. This music was dramatic and in keeping with the heroic tension of the story. I added 3 of the same voice at different frequencies to imply there was a crowd.


Copyright free Assets
Copyright is very important for a product as it helps make sure that a creator is credited for their work and their cant be misused. I used copyright free music found on YouTube. This song was on a no copyrighted YouTube channel. The music was under the category of copyright free.

Log assets and footage





Rough Edit
Animate Assets
This background I have used in many of my scenes. This a establishing shot of the city of London. To create this I created rectangles using the shape tool and added smaller white squares within the building.

This is the side profile of Captain Gaul running. This was used when he is running through the city. I draw this in adobe illustrator and inked him in photoshop. I have two versions with opposite movement.

This is Captain Gaul from the front. This shows this characters whole body. I made this character using illustrator and inked him in photoshop. He is used in most of the scenes as he is the main supervillain.
This is a background I made in photoshop. In this background there is a chair and a bed and a computer. This background is the main super hero's bedroom thus giving Science Man as place he is based. I made this using multiple shapes using the shape tool in photoshop.
These are people who are captured by Captain Gaul. I made these people using Photoshop. I added a oval shape using the shape tool, on paint drawn bodies. I added white circles as eyes and mouth. I then duplicated them to create a crowd.

This is a fist I created in illustrator. In illustrator I drew a traditional fist using a thick outline. I inked the hand using the HEX code for skin colour for the fingers and thumb.

 
This is Science Man. I drew him in Illustrator. I added circles for his eyes. Using the paint tool I created his hair and coat. I then later inked him in photoshop using the paint bucket tool.  


This is Science Man's experiment. To create this I used the paint tool to sketch a jar. I then used the shape tool to add bubbles. I used the paint bucket tool to fill the jar in with a pink colour.
This is another background that I used. I created this by using the shape tool to create buildings and the windows within them. I then duplicated them to fill the background. I used the custom shape tool to make the cars. I decided to fill them in with different colours using the paint bucket tool.

Project Files
I sorted my files into folders. The folders named sound, Assets, screenshots and the final versions of my animation. The way I have sorted out my files has made it easier for me to locate my file whilst creating my animation. This helped me transfer files from project to project. I have a folder that splits my sound files from my video files to my audio files. This is makes it easier when adding sound in. Organising my files allows work to found easier making the production process quicker.

Optimising  And Exporting Animation
The word optimisation means making the product as good as it can possibly can, pushing out every variable to its max and making sure its final outcome is the best of its ability. In terms of my animation I have exported each of my assets to the best quality possible with making the files to big for my animation. I did this by exporting my assets as a PNG making very accessible and very good quality. This is evidence of me pushing the quality of my animation to its max in terms of visuals as the quality is the best it can be.
It is important to save my PNG files as high quality as possible as the file is Lossless. This meaning that the files can be processed quicker allowing the animation to run smoother. As I am working Premiere and each frame has multiple assets on it. This allows the product to be the best quality in terms of graphics and frame rate. A benefit for the files being lossless is that my assets can decompressed without loosing any quality. Meaning transfer speeds are quicker and it does not effect my animation in a major way. This works in my favour when rendering my animation, it makes the rendering time smaller. Meaning the exporting time is also shorter.
I created my animation in 6-12 FPS. I did this as I knew it takes a lot of time to animate as you have to create every asset and move a particular frame. It would require a lot of skill to animate at a higher FPS because it more work on more frames. This FPS used by animation companies such as DreamWorks and studio Ghibli as they use Adobe Animate and Adobe Premiere as they normally use this software. As this software is industry standard and has all the tools needed to create a professional animation.

 Rendering was important for my animation. Rendering my animation allowed for me to see the animation at its current state. If I did not render the animation would be not be smooth and movement would be stuttered. This could effect my movement of my assets. As I am moving my assets by the frame I need my frames to be smooth. This helps me with my transitions with the title and the credits. This makes the graphics runs smoothly with the animation. Rendering doesn't take long as the assets don't move much and the assets aren't the most detailed. This making the whole animation runs at the same FPS.

Exporting the animation

User Testing
Debug

Issues:
  •  Sound for my animation was placed in the wrong place, this required moving and trimming the audio

  • Having to locate files from PC to PC. Files with same name put in wrong place such as Background 1.
  •  Another issue I had was some assets animating faster than normal. To change this i spread out my keyframes more.


  • Another problem I had is the amount of power it takes to run Premiere. I had to wait to render my video. This is because my computer could not handle to process all the keyframes. This required multiple saving projects techniques, this was to avoid crashing.
  • Another problem I had was when I was adjusting the shapes, the program would crash or not respond because of the amount of instruction wanted.
Evaluation justification of frame rates and duration.
My animation "The Adventures Of Science Man" is 3 minutes and 14 seconds long. Within this amount of time I have had a start and a middle and a climax. The start of my animation Science Man is starting the day ready to fight crime. In the middle of the animation has the incident where Captain Gaul is causing chaos within the city. This has Captain Gaul making cars explode and people scream. After, there was a climax where Science Man and Captain Gaul fight and Science Man wins. After this the conclusion of this is the hostages being free. This follows the Narrative theory of Todorov. Where equilibrium starts and then falls back to equilibrium at the end of the animation. However at the end my animation there is a twist at the end. This is where Captain Gaul says he will be back at the end. In terms of duration all sections of my story are not too long and can become easily boring. The fact that the duration is slightly short, it contrasts with the slightly high frame. This includes the motion being faster. The frame rate is 6-12 FPS. I did this as all animation companies use 24FPS and a different program such as Animate. I chose this FPS as it is easier to create my short story. Companies such as Aardman Studios use this style of FPS. Another reason why I did this FPS is because my computer couldn't handle this style of animation as the playback of my computer couldn't handle it. This also links to the quality of my animation. This style of FPS means I needed to create more visuals for each frame. My FPS means I have more time to create my animation. I created a new project by choosing that FPS, this allows my playback to work.  In terms of the duration of my animation I made the episode of a short webisode. A webisode also links to the superhero genre. For example SpiderMan comic webisodes. The duration is short enough for action straight away. This appeals to the younger target audience as they are around 8-12 years old. This also links to style of my animation as it is a simple bright animation that appeals to a younger mind.

Production Schedule

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