History of Film, Animation and VFX

History of Film!!

Movies are a way to tell stories through images and photography and it is important to understand how they speak and make us a part of the story. It all starts with the camera, so the first chapter will be:

Shot Dialogue

How do movies speak?

Shot Lenght

How far is the camera from the action, it can be Wide or Tight (far or near) and this category is divided in 6 main shots.

  1. Extreme wide shot – a shot from the whole scene from a distance (usually used as a “preview” of the scenary and characters position in it)
  2. Wide shot – where the viewer sees the whole scene and it’s characters movements and full body.
  3. Two shot – usually a view from one of the characters shoulders allowing the viewer to also see the other character (frequently used in western movies when a character confronts another)
  4. Medium shot – a partial shot from the body (from the knees or waist up)
  5. Close up – a complete shot from the characters face, like a portrait
  6. Extreme close-up – used to show a detail wheter it is a facial expression or a discret action in the scene, important for the understanding of the plot.

Angle

The chapter before was about how far the camera was from the action, now this one is how high is the camera from the character.

  1. Eye level – as the name says, is when the camera is at the eye level of the actor. Also known as a neutral angle.
  2. High angle – the camera looks down at the subject (gives an idea that the actor is small)
  3. Low angle – the camera looks up at the subject (gives the idea of the actor being biger or taller)
  4. Dutch angle – the camera looks at the subject from a tilted angle (used to make a scene or action look more weird and unreal)

Depth

Depth is controlled by lens and focus, which gives us the defenition of depth of field, what is the camera focused on? like the human eye the camera focuses on important details and characters along with the line of action.

  1. Deep Focus – long depth field, where everything in the shot is focused
  2. Shallow focus – short depth of field in which only part of the shot is focused, and it can vary throughout the action (for example, the camera is focsused on a character that then, interacts with another one and the camera focus on that one and can jump between characters in the same scene)
  3. Rack focus – when the camera is still the focus follows the path of an object or actor
  4. Tilt shift – it is usually made with a special lens or in digital post production in which the focus changes within the shot

Movement

The camera is also a character and characters need movement and movies are made of it. There are a variety of movements that a camera can make that alsp tell a story.

Handheld – is when the camera man grabs the camera and that gives a much more genuine movement to the scene. It is used to make an action more stressfull or active, the camera man has more freedom moving it but much less control in the scene.

Steadicam – the camera is following a straigh line and is stabilized, making the scene more fluid

Pan – the camera is on a tripod but can still follow an horizontal movement

Tilt – also on a tripod but the movement is vertical

Zoom – follows the action with a zoom in or a zoom out (ajusting the lens from wide to tight or vice versa)

Dolly/tracking shot – camera is on a moving dolly and moves with the actors

Jib/ Crane Shot – camera moves upwards or down to a character (like it just finds a character randomly in the scene)

Editing

Movies have to be edited and cut, but sometimes there is a part of a movie which is in fast motion and displays a lot of information, multiple actions that happen continuasly, usually for a short period of time – it is called Sequence Shot. There have been some exceptions in which the director lets the movie play for a long time, but it is very hard to do and rare, it has to be filmed all at once without any cuts.

There are a few main cuts to transition scenes:

  1. Cut – the most basic transition method
  2. Dissolve – the current shot slowly fades to the next one
  3. Wipe – second shot rolls over the current shot
  4. Fade in and fade out – going to and from a black scene to the movie

And ofcourse, we have the more complex ones:

Continuity Editing – is when a scene looks like it was filmed all at once but in reality the actors had to shot a variety of shots that mimic the previous frame of the last shot so that it has a continuity effect on the scene.

Ofcourse, sometimes an error has to be induced in order to be possible to use a different angle of the scene, to show a detail or really just another view – it is called continuity error.

Screen direction, as the name describes is the direction that something is happening and has to be maintained so that the viewer knows, for example from where the treat is coming or the direction their going.

Match on action is when an action goes from one shot to another, as well as eyeline is when an actor looks in a certain direction that cuts to another where an object or action is located, allowing the viewer to have a better idea of the space in the scene. The actor can also look directly in to the camera to give the idea of one actor looking directly in the eyes of another, to enphathize emotion.

180 degree rule – is when, for example in a fight the camera always stays on the same side of the fight to give a certain balance to the position of the actors in the scene.

When the axis in a scene is broken it must have other things that give a balance to the viewer towards the space, like the direction of the look of the actores or a fixated shot of the scene that can’t change much orelse the viewer loses his orientation – that is called crossing the axis.

Mise En Scéne

Is a french expression meaning “placing on stage” – the feel and look of a film, basically how it speaks visually. There are four main categories for the mise en scéne: decor, lighting, color and space.

Decor

Before anything else, a movie has to be set, something that tells part of the story before the actors do, a location, and everything that’s part of the scene is the set dressing – the objects that are only part of the set, they dictate how the story goes but they’re not “used” by the actors.

The props (objects that actores use) always make part of their character, as for the costume that can give a lot of answers in a characters intention or background.

Lighting

Three point lighting

  1. key light – main source of light
  2. fill light – fills the shadows from key light
  3. back light – to separate the subject from the background

High Key lighting – strong light, color, fill and key. Everything is vivid and colorfull.

Low Key lighting – lights are darker, has a weak fill light, can have a strong back light to enpahthize outlines.

Color

Makes feel of the movie, it can indicate emotion – for example, anger with dark colors and blues for a melancolic sensation or happiness with warm colors. It all makes part of what the movie is about and the context in which it is told.

Space

Is how the shot is composed and organized within the frame. The balance of every movement and action create a look and have to tell the story, even if the actor is interacting with something off the screen and their movements within the frame make part of how the story is told.

History of Animation and VFX

Animation is when a group of drawings are moving at once to create an ilusion that the drawings are animated and have life, tricking the brain.

1609 – The magic lantern

1800 – Zoetrope

1914 – First animated character

1928 – Introduction to music as a sound – Mikey Mouse!

1929 – Wall street crash which made the people relly on animation as entertainment.

1929 – Skeleton dance, from Walt Disney.

1933 – King Kong

1937 – Snow White – the first animated film made by Disney.

1958 – The 7th Voyage of Simbad – Stop motion animation

1963 – Jason And The Astronauts, the skeleton battlle (stopmotion animation)

1985 – Young Sherlock Holmes, first CGI character – the stain glass knight

1986 – Pixar is created – CGI animation is born

1989 – The Abyss, the water tentacle

1991 – Terminator 2: Judgement Day, the metal cyborg

1993 – Jurrasic Park, the dinossaurs. First detailed 3D characters which poses where converted form real life movements into keyframes in a computer

1995 – Casper

1995 – Toy Story – First movie made entirelly by computer – Pixar

1996 – Dragonheart

1999 – Ep 1 – Star Wars

2002 – Lord Of The Rings: The Two Towers – Gollum character

2002 – Ep 2 – Star Wars

2003 – Matrix – universal capture

2005 – King Kong – Emotion in an animated characters face

2006 – Pirates Of The Carabean – david jones octopus beard

2007 – Beowulf

2008 – The Curious Case Of Benjamin Button – Brad Pitt face

2009 – Avatar

Tailed Character Animation

On week 2 we had to make an animation with a tailed character, in order to use the overlaping principle, in this case the tail will follow the ball that it is attached to. Using the ultimate tailed model and some cubes for it to jump to.

It is pretty exciting to be making so much (notably) important exercises to make me a better animator, as I want to persue the movie industry this will clearly teach me how to give life to characters and its assets.

As I’d never done it, I searched the web for references in how the tail would move and behaved along with the character and I followed the example from class and created a few cubes elevating in space for the character to jump to. I used the beaver model.

reference
setup

This time I decided to apply the principle of squash and stretch, so thats what I did first, the bouncing ball exercise with squash and stretch and then I began experimenting movements and ways to make the tail movement look real, at first it was all looking very bad, but as I was making another and another step I would go back and change what didn’t look so good in the step before.

Animals with tail use it for balance, so I tried to produce that given balance in the animation. So, when the beaver squashed the tail would go down and has it stretched it would go up or down according if it was falling or jumping, when it was in the highest point of the jump the tail would be in some sort of in-between movement. The tail must follow the trail from the head, like a lighter limb attached to the body.

Playblast (Motion trail)

After this playbast I thought it was too fast, so I jumped to discord to ask if anyone new how to add one more keyframes to the animation all together without using the region tool in graph editor (because I would get keyframes in half frames), and I discovered a new way to do it, but it would get too slow if I added one more frame to every keyframe.

I stretched it and sort of liked it but it was looking weird after I watched the playblast several times so I let that idea go, and stuck to what I had.

Finally…

Bouncing Ball!

Chapter 1

This one will never leave us, animators, since day 1 the first thing an animator has to know how to do is the mystical bouncing ball. It is supposed to teach us at least 2 principles of animation: squash and stretch and timing and motion spacing. So, ofcourse, the first exercise we had to do is the bouncing ball. Always fun, so simple yet so important!

I focused on the principle of timing and spacing as I always had trouble with timing, everything is always too slow or too fast. A ball takes 12 frames to touch the floor and as it bounces it will lose strength so we must reduce 2 frames in each bounce until it stops. Then we have to open the graph editor so we can actually mess with its weight and timing, edit the curves (translate X and Y) to make an animation look real.

translate x bouncing ball graph editor

So as you can see a round curve shows that the ball slows down and the more pronounced angles indicate a faster motion.

translate y bouncing ball graph editor

Then it’s always good to use the motion trail tool to check if the movement in space is correct and if it looks good.

As the ball reaches the ground the balls in the motion trail separate because the movement is much faster
As the ball goes up the movement slows down a bit and the balls in the motion trail are closer

This is the final result: