Before shooting reference, I found a guide video to find some shooting skills.
If we take our own photos for reference, the efficiency will be very high.
If we look for reference on the Internet, we may be biased by the movie and TV plot in the process. I don’t know what the real purpose is.
The reference taken by ourselves helps us understand the characteristics of motion better.
Try to make the animation reference consistent with the actual situation, that is to increase the ‘weight’ into the performance. If we need to perform with props, we must take a thing with weight. If we are interacting with others, we must ensure that there is such a person to assist in the performance, so that our eyes and limbs will have a goal and explicit direction to the performance.
Don’t rotoscope the reference content completely or replicate reality, because it will lose the innovation and make us rely on the reference too much. Therefore, we must take “self-style” for subjective processing and modification, in order to have our own animation style.
Part2 Shootreference
It really took me a lot of time when selecting the animation action, and finally I decided to focus on performance, that is, silent performance without dialogue. I think the clip is a person sneaking out of the room looking for food, tiptoewalking , almost knocked down the wine bottle on the table.
Tiptoe Walk
Facial Expression
Some techniques for facial expression.
Also some reference to the details of a surprise expression.
Surprise expression reference
I also found a very good plug-in ‘malcolm’ of maya on this website, and the models offered have very detailed and comprehensive rigs.
Shooting
There is no particularly complex and large-scale movement in this paragraph, so I would like to emphasize the performance part, that is, careful movement and expression.
I guided my friend to perform two pieces of reference.
Week 2 Blocking
Storyboard
Action analysis
The first step is to open the door. Feeling hungry, the girl touches her stomach. Then she looks around to make sure there is no one. She slowly closes the door.
The second step is that she walks slowly to the door next door. She leans on the door and listens for any movement. Then she steps back, turning around and going out.
The third step is to look around in a relatively dark environment. She stands on tiptoe, hoping to be as quiet as possible.
The fourth step, she does not notice the wine glass on the table, almost hit the glass bottle on the table in the process of walking, panic to help.
Animation Principles
timing
arcs
slow-in & slow-down
pose-to-pose
anticipation
follow-through and overlapping action
One of the more important is time, because this action has several pauses, which can better increase the chance of breathing for the furtive performance.
Character and Scene
Because the character belongs to the cartoon type, so I chose some lovely object scenes. At the same time, I chose a simple block object that won’t be too prominent, there won’t be too many colors, and the mapping is not complex, which can meet my needs for performance.
Four lights
The spotlight on the left Yellow warm light — main light
Spotlight on the right Purple warm light — shadow color
The table can’t shine, so it’s dark. Add supplementary light.
The character’s orange supplementary light
Two rooms
Although I finally chose not to light up the room
Rendering
Arrangement
This performance is in a relatively closed scene, so for the performance, I want to follow the reference step by step, so I first set the position of the objects that need to interact in the scene, and then determine the proportion and height of each object. So I hide the scene so that I can watch the reference video easily. I only show them when I touch them.
Process
I have a big problem in this part, that is, the girl’s head is very big, so in the interaction process of the door, I should try to keep no overlapping of models. So I changed the action in the original reference, and changed the half body exposure to the whole body. Even so, the animation of the head is very difficult. I also adjusted the size of the door, the position of the handle, and the size of the step when stepping out.
Secondly, her legs are relatively short. For taking a big step, she should master the waist controller, otherwise her feet will be empty or twisted together.
The second is the position of the door handle. I try to keep her body tilted to reach the position of the door handle. Then the hand part is also very difficult to master, because her hand is also very short, but the head is very big, which adds a lot of difficulty to the animation. So I tilted her body a little bit to avoid touching other parts of her body.
In fact, her legs are slightly bouncing in the process of creeping. That is to say, when one toe is not completely down, the heel of the other foot is lifted up, and at the same time, the crotch is pulled up, like walking, so that her center of gravity has ups and downs.
I also added a belly touching action and a left and right eye probing action to make up for the gap caused by the change of the first second action.
The next step is to go to the door and eavesdrop. The hand animation here is relatively difficult because it is very close to the wall. It takes a lot of time to prevent the overlapping of models and keep the movement fluent. It’s really difficult to do the hand movement here, because she is very close to the wall, which will cause the model to pass through the wall, so I made a lot of detailed adjustments in the hand.
However, I feel that there are still some problems here. I’ve been correcting her crotch movements, so that when she takes more steps, she doesn’t feel like lifting her feet. This step is a little difficult, because her legs are really short, and the distance is very long. I delay this piece of adjustment and hope to finish the whole blocking part first.
I went on with the rest according to the reference. I found that I didn’t master my tiptoe animation very well, and then I found some other people’s reference to figure out where I didn’t do well. Now I feel like she has been dragging her feet. I try to make sure that the whole movement is done first to see if the rhythm is comfortable. I want to change the details later. I hope I can refine my work about the tiptoe walk next week and add some blinks and micro expressions.
performance draft0
Week 3 Polish and Spline1
After last week’s animation, I want to improve a few points this week.
Make it a little more creepy, and the landing more light and slow.
Make the feeling of standing on tiptoe more obvious.
Increase the range of action, but also to ensure that the action more coherent.
Add blink and head swings.
I found an animation made by someone else to find my problem. I found that this movement needs to emphasize the tip of the foot movement, that is, not every step is very average, there should be a clear sense of pause. So I try to make her heel do not completely step on the ground, but slightly raised, so that the feeling is walking gently.
Then I added the details of the head shaking from side to side and the eyes looking around. It also makes her body more curved and adds a sense of atmosphere.
It likes the stylized walking I did before, but they are in two different position shape. In this position, the body leans forward, and the range of looking around is relatively large. The details of the toes and the body center of gravity are the key parts.
After finishing this part, I encountered a problem, that is, I keyed blink on the animation, but the preview did not show, I have not figured out the reason, the rendering of this action is same problem.
I hope when she walks, her hands also have some posture, not rigid in the air, so she has animated her fingers.I think this model is very good, because there are many kinds of hand movements and shapes to choose from.
performance draft1
Week 4 Polish and Spline2
In this part, I adjusted some expressions to exaggerate her surprise and panic when she knocked down the glass bottle. So far, I feel that my animation is almost finished. I just need to clarify some details and enlarge some parts like the bottle. I’ve corrected some inconsistencies in the feet, and also corrected some overlapping models. Although I’m not particularly satisfied, because if I have time, I may revise it again, but I’m still happy that I’ve made some progress.
I also adjusted the position of my eyes. I thought it was too high at the beginning. The process of walking on tiptoe is very long, and there are two turns on the left and right, so I hope he has some changes in his expression.
I also added the motion blur
Finally, I chose to remove part of the head turning animation, because after I played the animation repeatedly, I felt that the action was too full, and it was repeated from left to right or from right to left all the time, so I felt that if I removed some of them, I didn’t feel that fast, and the rhythm would slow down. And through the PR clip, make the rhythm more obvious.
performance draft2
Finished Rendering
In addition, I also made two process animations, one is the later color matching process, and the second is the comparison of several versions.
I’m going to give a talk about the fusion of comic-book visual language in 3D animation which will focus on the case of Spider Man: Into the Spider Verse. I thought it would be useful to divide my talk into 4 parts. I’m going to first discuss the definition of comic book film as well as the brief introduction of Spider Verse. Secondly, I’ll talk about the background of comic-book Style. Thirdly, I plan to analyze the visual expression in animation, involving the approach of changing frame rate, abandoning motion blur, using chromatic dispersion to create depth of field, adding ink lines, Hand-painted special effects and comic panel shots. The forth part will focus on the visual effects , which is associated with the picture skills including Kirby Dots, Halftone, Glitch Art, Pop Art, Cyberpunk and exaggerated perspective.
Comic book film is one of the performance styles of a film in which the story is sciencefiction, fantasy, dark, and the picture style is obvious and colorful, like the comic world, with strong contrast and visual impact. However, with the development of comic films today, the audience is used to the special effects stacking and narrative mode in comic films. The form of comic films tends to be the same, and the situation of storyline routines is becoming more serious. In this case, some filmmakers with keen sense of innovative spirit try to make a breakthrough in form and explore new ways of expression for the creation of comic book films.
Spider Man: Into the Spider Verse, shown at the end of 2018, has proved to be one of the most groundbreaking animation released in recent times which uses 3D technology combined with more of a 2D visual language to bring the story of the latest Spider-Man, Miles, to life. It not only breaks the limitations of the film screen in form, but also strives to restore the scene and atmosphere of the comics, so as to be more unprecedented. With Into the Spider-Verse, the filmmakers are looking to directly reference comic panels in telling their story. Instead of realism, the film presents a highly designed comic book language where the effects looked artistically designed to fit within the overall comic book aesthetic.
Next I want to state the background of comic-book style with four ages. The first is the Golden Age, during which time though printed in booklet form, comics did not deviate far from their newspaper ancestors, telling a straightforward story through basic sequential images. Panels were laid out in basic square grids, often full of more dialogue than imagery. The second is the Silver Age when Comic books found true artistic expression for the first time in the Pop Art movement, which appropriated commercial objects such as product labels, magazine ads and comics for the purpose of fine art. The third is the Dark Age and night was the prominent setting for virtually all stories of this age, leading to an art style that favored lighting and long shadows. The last is the Ageless Age, from 1993 to present day. The line between film and comic is now so thin that some series are adapted into motion comics, adding voice actors and animation to the panels with no change to the art itself.
With regard to the visual expression, the first one is the purposeful change of frame rate, enabling the animation characters to present a sense of discontinuity in action movement, which causes the transient visual impact and increase the comic-book effect of the animation. Ones, twos, refer to how long a single image holds on camera in relationship to frames per second. Ones mean every single frame is different, so at 24 frames per second it’ll have 24 individual and unique drawings with that second. Twos means that something holds for two frames. So, if we want to animate one second on twos, it means every other frame will be different and we will have a total of 12 individual drawings. In spider verse , the movement of the characters is on twos while the background, lens animation and other displacement animation keep ones, so as to maintain the unique advantage of smooth lens of 3D animation. Look at this scene, When they’re swinging through the forest, Miles is on twos because he is clumsy while Peter Parker is on ones because he is more skilled. This subtly helped illustrate how Miles was slowly becoming more comfortable with his powers.
Next is abandoning motion blur which helps to restore the visual experience of comics. Motion blur is the smearing of rapidly moving objects in a still image or a sequence of images. In film, this happens when objects move too fast to be captured clearly because of a slow shutter speed. It is a CGI trick which most animations use to soften a movement and make it seem more real. The directors of spider verse want every picture in animation to be like a 2d illustration when it is frozen, which is more in line with the style of comic books, hence it eliminates the motion blur. Instead, the team adopted a variety of solutions to make up for the effect including using line tools to let artists connect shapes while drawing blurred lines; using camera shutter technology; quickly panning the camera on the background, trying to avoid any smooth gradient or blurred objects. Besides, An old-school technique is used called a smear. This was used a lot in early animations to create the sense of motion. If you look at a single frame, you’ll notice things like multiple arms to create the of movement.
And then making use of chromatic dispersion from printing defects to create depth of field pushes the comic-book feel cleverly and increases the arrangement of ideas after approaching to the 2D style. In optics, dispersion is the phenomenon in which the phase velocity of a wave depends on its frequency. The effect of dispersion is to play the role of virtualization and blurring. If you look at a comic book, you may notice a common error where the ink is misprinted and the poor printing situation often appeared in the printing industry in the 20th century. The director take inspiration from old comic books then they split and offset the image in a way similar to misprinted comic pages and an “error” that became a trademark in comic book art styles: “printing error” dots. Animators used these dots to shift focus, completely avoiding the need for simulated camera focus and motion blur. On some shots, you can see these dots used to separate foreground from background, or to attract attention to the focus of the shot. This choice to avoid motion blur subsequently gives the film a unique trait.
Next is the ink lines. A key ingredient to the comic book look is line drawings on the characters, also known as ‘ink lines.’ When we read comic books, we notice that the facial lines of characters can give them emotion. This inspired Sony’s idea of drawing lines on a character’s face and they layered 2D ink lines on top of the 3D art to give the characters more of a hand-drawn look. Finally, the production team decided to divide the lines into three categories. The first is the line fixed on the model, which does not produce any expression, such as the side line depicting the ear. The second is added from the perspective of painting which is aimed to separate the chin and neck of the same color while the third is made to express emotion, like facial line. However, because the animation is in 3D, it can’t just rely on 2D solutions to draw these lines. Therefore, these lines must exist in 3d geometry that can move around. One way is for the production team to embed ink lines into the binding, and the other is for the animator to add them manually with various tools.
Then I want to talk about the part I like most — the hand-painted special effects and graffiti. The pronounced and stylized hand-drawn method with regard to explosion effect with 2D shape, hand-painted shadow structure, pop-up subtitle dialog box, graffiti and onomatopoeia emphasizes the focus and depth of comic-book style animation. In the movie, we can see a lot of techniques and effects commonly used in American comics which are constantly let us review the feeling of reading comic books. For special effect , there are several moments in the film that involve explosions or particle effects, all of which have the mix of a 3D and 2D feel. For text descriptions, the animation uses many comic book expressions. They used words on the image to frequently represent sounds and motion. Text descriptions appear directly on the screen, and these text boxes follow the camera as part of its movement. And signature Onomatopoeia, Many shots have added onomatopoeia often used in comics, such as: Bang ~ brake sound and so on. And also hand-drawn symbol, the spider’s buzzing signal makes us watch a movie like holding a comic book. Even the light beam of the car lamp is a comic-book technique.
And the last one is shots and scene-switching effect with comic panel. In the movie, there are many places to use “comic panel”, which is the most commonly used narrative form in comic books. For instance , we often see the “four panel comics”. But from the perspective of film lens, because the animation changes with time, the production becomes quite complicated. It means that it should not only ensure that the actions in each frame remain independent, but also integrate into a whole, so it needs to arrange the animation sequence of multiple actions to work together. In addition, animators need to adjust the grid shape or aspect ratio to better tell the story. Comic panels made out of webbing show montages and background actions.
The following part is the visual effect and the first one is Kirby Dots and Halftone. The film adopts the 4-color printing mode of the digital version of the old comic book, which increases texture and visual interest by mixing cross ink shadow lines and halftone dots. This mode runs through the whole picture of the animation. The film references and uses the effect multiple times, when the portal opens and when Miles is spray-painting. Kirby Dots is an artistic convention in superhero and science fiction comic books and similar illustrations, in which a field of black is used to represent negative space around unspecified kinds of energy. They are typically used in illustrations of explosions, smoke, the blasts from ray guns, “comic” energy, and outer space phenomena. They also used a technique called halftone, which uses dots to create colors and gradients. Halftone is the reprographic technique that simulates continuous-tone imagery through the use of dots, varying either in size or in spacing, thus generating a gradient-like effect. On one hand, the combination of these two filters simulates the situation of using a small amount of primary colors to get different bold colors and gradients and on the other hand, imitating the imperfection of color shift.
The next one is the Glitch Art effect , which produced by the combination of hand-painted pattern and multi-layer effect, showing great visual beauty and creative stimulation for animation. As an art form, it comes from some common details in our life – the failure of data and digital equipment. Visually, the picture becomes a broken, defective image and distorted color. Computer images are made up of pixels, and when several of those pixels misfire, it will end up with a glitch. The effect of pixilation is most productive when attempting to anonymize an aspect of the design, leaving the exterior and abstract views of the space within. It visualizes technology as having a combination of textures and patterns but without perfection. Glitch Art has become a unique visual language, which is gradually accepted by artists. In spider verse the glitch effect splits the screen into cell patterns and assigned an alternative camera to each cell. One cell could be a zoomed in version of the character’s eyes, the next one could be the character’s face seen from a 90 degree angle shift. This created a fractured look of the character. They not only represent imperfection, but also mean accidents and changes. Every failure is like a recreation breaking the convention.
Next is Pop Art. It is a kind of art style mainly derived from commercial art forms, which is characterized by magnifying and copying some details of popular culture, such as comic strips, fast food and packaging printed with trademarks. Pop art developed in New York in the late 1950s, when its opposition to abstract expression was in its final boom. The film highly restores the viewing experience of comics. The use of Ben day dot in the rendering of the picture makes us feel the texture of reading paper comic books.
And Cyberpunk is a subtype of science fiction, which constructs an anti-utopian future with advanced science and technology, but only on one side. On the other hand, illegal trade, underground gangs and social unrest coexist at the same time. In the film, the night scene of New York City is brilliant and dazzling. Relying on animation technology, it creates a cyberpunk wind city which is in line with the concept of parallel universe and has a strong sense of science and technology.
The last one is exaggerated perspective. In comic books, the use of it in the image processing technique is very common. But in 3D images, using exaggeration is more difficult to deal with. Because it means that this not only increases the difficulty of processing the lens, but also distorts the structure of the actual geometry. In the animation, when Miles jumps out of the building, all the buildings are actually guided by a character centered ring.
To conclude, there are many breakthroughs in the visual effect and expression of this film. The creative team is very bold to mix a variety of characters with different styles, rationalize the concept of spider verse, and achieve a high degree of unity by combining the visual language with the theme of the whole film through graphic comic. The whole film reveals a sense of contradiction which is unstable everywhere. Instead of weakening the contradiction, the creative team shows them all. This experimental picture effect breaks the experience of previous comic film and makes an exploration and innovation for the presentation of comic-book style 3d animation.
This is my article, video and book reference which is refer to my research and they are mentioned and presented in by blog too. Thank you.
Fusion of comic-book visual language in 3D animation The cases of Spider Man: Into the Spider Verse
OUTLINE
Definition and Introduction
Background of Comic-book Style
Visual Expression
Change frame rate
Abandon motion blur
Use chromatic dispersion to create depth of field
Ink lines
Hand-painted special effects and graffiti
Shots and scene-switching effect with comic panel
Visual Effects
Kirby Dots and Halftone
Glitch Art
Pop Art
Cyberpunk
Exaggerated Perspective
Embrace Imperfection
Houdini
RESEARCH
1 . Definition
Comic book film is one of the performance styles of a film. The performance form of comic book film is a unique comic film style composed of theme, picture, plot and other elements. There are many comic style characteristics: the story is science fiction, fantasy, fresh, dark, the picture style characteristics are obvious, like the comic world, colorful, strong contrast, strong visual impact, often used by the director in highly entertaining business works.
However, with the development of comic films today, the audience is used to the special effects stacking and narrative mode inherent in comic films. On the contrary, special effects have become the norm of comic films. The form of comic films tends to be the same, and the situation of storyline routines is becoming more and more serious. In this case, some filmmakers with keen sense of innovative spirit try to make a breakthrough in form and explore new ways of expression for the creation of comic book films.
As early as 2005, the comic film Sin City, adapted from the famous comic master Frank Miller’s classic comic of the same name, attracted a lot of attention when it was released. The film breaks the Convention in form, boldly uses black and white, high contrast and hard tone pictures, and strives to simulate the sense of form and picture atmosphere of the original comic book, forming a unique and new style of black comic film.
Introduction
Spider Man: Into the Spider Verse, released at the end of 2018, extends the adaptation technique of Sin City. Ithas proved to be one of the most innovative animated features released in recent times which uses 3D animation combined with more of a 2D aesthetic to bring the story of the latest Spider-Man, Miles Morales, to life. It not only breaks the limitations of the film screen in form, but also strives to restore the scene and atmosphere of the cartoon, so as to be more bold. The film not only won the high box office, but also included the best animated feature film of the 91st Academy Awards and the second best animated feature film of the 91st Academy Awards, The 76th Golden Globe Award for best animated feature film, the 72nd British Film Academy Award for best animated feature film, etc. This is not only the success of comic films, but also a great innovation of post-modern film creation techniques in comic films.
Unprecedented 3D animation
Antitheses
With Into the Spider-Verse, the filmmakers were looking to directly reference comic book panels in telling their story. In some ways, this was the antitheses of much of what Imageworks had been crafting on previous shows, both in terms of animated films and in visual effects, which was photorealism or at least material photorealism. Instead of realism, the film presents a highly designed comic book language where the effects looked artistically designed to fit within the overall comic book aesthetic.
This frame from the film shows the mix of materials and effects that would typically make up a scene.
Style
From the beginning, Sony image studio’s goal is to create something new, either to make the audience unable to figure out how to do it, or to never see it. The original intention of ‘Spider-Verse’ is not to make comics into animation, but to make a moving comics which stands out on its own as something new for viewers. Spider-Verse certainly had highly unconventional effects, including ‘glitching’ characters and buildings, a ‘multi-verse’ world, heavily stylised rigid body dynamics, custom sprite systems, 2D-inspired designs, and a need to highlight individual character ‘lines’ on 3D modelled characters.
Explosions were a mix of 2D and 3D elements, but always with a comic book aesthetic
Evaluation
After using CG technology to realize the basic animation model, through repeated experimental research, this film skillfully explores a kind of experimental style, that is, to manually describe the sense of line and modeling of cartoon into the 2d and 3d animation models of the film.
In the characterization, in order to enhance the character’s comic texture and enrich the character’s facial expression, the film creatively adds hand-painted comic lines to the character’s face and body. In terms of the texture of the screen, in order to give the audience a comic like viewing experience, the creative team creatively added speckles and textures to the film screen, and simulated the ink printing effect in the four-color printing era. In animation design, in order to pay homage to 2d animation and comics, in 3d rendering action, abandoning the fluency of 3d animation action, try to “frame” the dynamic picture, simulate the traditional 2d animation shooting “twos” shooting method, so that the dynamic picture of the film is not so smooth. This sense of non fluency is very similar to the feeling of reading comic books quickly. It does not affect the audience’s viewing experience at all. Instead, it echoes with the theme and music of the film, creating a sense of inexplicable novelty and cool.
Secondly, cartoon dialog box, onomatopoeia, cartoon grid, text effects, wavy lines and other elements appear directly in the processing of sub shot pictures. When these performance techniques that are used to in comic books appear on the film screen, the audience’s viewing experience is refreshed again, which is a bold attempt never seen in the previous comic films. In addition, a large number of special effects such as explosion, crossing, splash, spark and flash appear in the film, which not only carries out comic visual effect processing, but also uses the color contrast effect with very high color saturation, making the picture of the film in the explosion and sudden situation extremely cool and avant-garde. A lot of pop art elements and street art elements can be seen everywhere in the scene design of the film. This experimental picture effect breaks the sensory dimension experience of previous comic films and makes a bold exploration and innovation for the presentation of comic films.
This new attempt is no longer limited to the cartoon content and characters of the film, but let the film ‘caricature’. This strong post-modern style from content to form opens up a new way of thinking for comic adapted films.
2 . Background of comic-book style
The amazing stylistic history of comic books(including the art styles)
The Golden Age was truly an idyllic time. There was a clear stylistic distinction between good and evil, and superheroes were nothing more than happy-go-lucky do-gooders that battled and always defeated villains motivated by money or world domination. And that’s exactly why the comics of this age caught like wildfire. They fulfilled every kid’s dream of gaining larger-than-life powers, effortlessly overcoming their bullies and leaping out of their colorless neighborhoods into adventure.
Art styles of the Golden Age of comics
Though printed in booklet form, comics did not deviate far from their newspaper ancestors, telling a straightforward story through basic sequential images.
Cartooning was simple as publishers were not yet at the level of investing in or attracting serious artists.
Panels were laid out in basic square grids, often full of more dialogue than imagery.
The Silver Age (1950-1971)
Not unlike the youth of its readers, the Golden Age was a time of whimsy and innocence that couldn’t last forever. Fans were growing up—some of them returning home from a horrific World War—and the idea of an invincible, caped avenger casually overcoming the world’s great evils became less and less convincing. These factors led to a decline in superhero stories and a rise in comic titles that would appeal to more adult sensibilities—the Silver Age of Comic Books.
Comic book world of supernatural and alien powers made it an obvious target for colorful, abstract illustrations
Art styles of the Silver Age of comics
Comics took their inspiration from art movements of the past, most notably surrealism, to illustrate the strange worlds in which their heroes lived.
With comics now established as a lucrative medium, cover images relied less on cheap, attention-grabbing tactics and instead became an artistic representation of the issue’s themes or a protagonist’s state of mind.
Comic books found true artistic expression for the first time in the Pop Art movement, which appropriated commercial objects such as product labels, magazine ads and comics for the purpose of fine art.
Artist Roy Lichtenstein’s pop art gem, “Drowning Girl,” turns the traditional comic panel on its head by portraying only a drowning woman in despair.
The Bronze Age (1971-1980)
It all began with a story in Spider-man in which the hero’s best friend suffers a drug overdose. Spider-man is helpless, and his alter ego, Peter Parker, has no choice but to take the stage, relying solely on his gifts of persuasion and empathy to save the day. The CCA opposed the inclusion of drug topics, whatever the message, but Marvel published the issue anyway with reader support. This caused the public to lose respect for the CCA and led to the end of censorship, paving the way for darker stories. As the stories became more focused around gritty, realistic stories, the style of the imagery morphed to match.
Art styles of the Bronze Age of comic books
Comics traded in surrealism and experimentation for photorealistic depictions of the urban landscape.
The alter-ego side of the superhero’s life is given more panel time, and sensational costumes took a backseat to depictions of everyday people.
Depth of focus and lighting gave comics a cinematic style, heightening the reader’s emotional connection.
Pencilers dropped their cartoony style and brought realism to comics.
The Dark Age (1980-1993)
Unlike the actual Dark Ages, this era was where comic books achieved enlightenment. Until then, the Golden Age’s uncomplicated right and wrong still echoed (if just subtly updated to suit the times). Here, writers threw all of it out the window and showed us that a comic book hero’s world was just as gritty as the enemies he faced.
Ironically, as the imagery in these comics was becoming darker and more stylized—playing with lighting and deep, dark, contrasting colors—the genre was thrust out of the shadows of pulp and into the light of literary awareness. The idea of a sustained comic as a single work of literature led to the publication of several graphic novels, culminating in Art Spiegelman’s “Maus,” the first comic series to win a Pulitzer Prize. Comic books were finally regarded as a legitimate art form, as malleable and open to creative expression as any medium.
Art styles of the Dark Age of comics
Night was the prominent setting for virtually all stories of this age, leading to an art style that favored strategic lighting and long shadows.
Similarly, artists took their inspiration from hard-boiled noir films of the 40s and 50s, creating gloomy, dubious worlds of smoke, rain, alleyways and silhouettes.
Silver Age horror comics influenced the Dark Age in a more psychological sense, with disturbing portraits and unnatural angles that created a perpetual sense of unease.
The Ageless Age (1993-Present Day)
We’ve now reached the point in our journey across many colorful panels at which there is no definitive way to categorize the present “age.” Comics have expanded into something without shape or borders—a nebulous mass of nerd wonder.
One thing can be said about our current comic book age: it’s a time when the superhero doesn’t have to be heroic or dark or even present at all. Comic books can be as pulpy or as serious or as just plain weird as you want them to be. Like the invincible Superman of the optimistic Golden Age, now is a time when anything is possible.
Art styles of the Ageless Age of comics
Advanced technology has led to creative illustrative techniques—everything from digital painting to 3D modeling.
The line between film and comic is now so thin that some series are adapted into motion comics, adding voice actors and animation to the panels with no change to the art itself.
The ubiquity of publishers has led to a wide variety of art styles. Design now varies drastically, depending on the nature of the comic and the choices of the creator (rather than the uniform “in-house” styles of the past).
3 . Change frame rate
One of the most noticeable differences involves frame rate. Animated films are typically 24 frames per second, and creating a different image for each frame is known as animating on ones. “Spider-Verse” broke the mold and animated much of the movie on twos as well, meaning they kept some of the images on screen for two frames, which makes the animation feel, as the producers describe it, “crunchy” .Each character’s pose lasts longer and is much more pronounced.
Ones, twos, and threes refer to how long a single image holds on camera in relationship to frames per second. Ones mean every single frame is different, so at 24 frames per second you’ll have 24 individual and unique drawings with that second.
Twos means that something holds for two frames, rather than one. So, if we were to animate one second at 24 frames per second on twos, it means every other frame will be different. So we’d have a total of 12 individual drawings within that second.
How Changing the Numbers of Frames Creates the Illusion of Realistic Movement
Mixing content and changing the duration of frames is a great way to create the illusion of a realistic or even stylized movement. Faster frames imply faster movement, so we can plan each frame be different to show that there is more change in the position of whatever object we’re moving. The slower something goes, the more we can use threes or fours to show that between each frame, the subject moves a lot less.
It helps to think of ones, twos, and threes similar to how you would think of a storyboard. For each second of animation at 24 frames per second, you’ll need to fill in 24 blocks. Ones, twos, and threes just decide how many times you can copy and paste an image into those 24 blocks you’re trying to fill up.
Spider-Verse
Twos is the traditional practice of 2D animation. Forced to do so by 3D animation, people can have the illusion of texture of 2D animation. But at the same time, Sony chooses the background animation, lens animation and other displacement animation and keeps ones, so as to maintain the unique advantage of smooth lens of 3D animation.
The “Spider-Verse” animators alternated between on twos and on ones depending on the nature of the scene. They could make Miles seem fast or skilled in some shots, on ones, and struggle in others, on twos. Sometimes he would be on twos while other characters were on ones. When they’re swinging through the forest, Miles is on twos because he’s clumsy while Peter B. Parker is on ones because he’s more skilled. This subtly helped illustrate how Miles was slowly becoming more comfortable with his powers. Different characters have different frame rates. Whenever the camera switches, Miles it will be on twos, and when it switches back to other roles, it will be on ones, so as to show that the Miles is learning skills gradually become proficient.
On one hand, this kind of processing approach makes pictures focus on the texture of frame by frame animation. On the other hand, it engenders such an incongruent feeling that the characters and the scene seem not to belong to the same time and space, which has built up the connection and unity between the visual performance and story theme.
Although this kind of one shot two provides a good effect for the comic style, it increases the difficulty of special effects simulation. We must combine the animation data of “one shot one” and “one shot two”, and let the special effects engineers make their own decisions according to the part to be simulated and the part bound to the animation. One of the most challenging is the cloth simulation in the way of one beat two. In order to achieve a certain continuity of the fabric simulation of character clothing to the greatest extent, Sony studio calculated the function and inserted a “ghost frame” in the middle frame to result in a pause at any moment in the animation.
4 . Abandon motion blur
Motion blur is the smearing of rapidly moving objects in a still image or a sequence of images such as a movie or animation. In film, this happens when objects move too fast to be captured clearly because of a slow shutter speed. This is also a natural occurrence and limitation of the human eye, which is why we so readily accept film’s frame rate of 24 frames per second (FPS).
Animators created all these effects using traditional medias on acetate. Now with digital media, new motion effects are waiting to be discovered. The modern animator learns by imitating traditional techniques and then exploring new ways to create fast action. CG Animation typically suffers from relying on algorithmic motion blur. This results in a muddy image, making all in-between frames impossible to see. In this case, taking the discernment of speed effects away from the artist and giving it to a machine has produced mush.
Motion blur is a CGI trick which most new films use to soften a movement and make it seem more real. Instead, “Spider-Verse” used an old-school technique called a smear. This was used a lot in early cartoons to create the sense of motion. If you look at a single frame, you’ll notice things like multiple arms to create the illusion of movement.
“Smear animation” is a rapid movement portrayed across 3 to 4 drawings. The anticipation drawing is followed by 1 to 2 smeared drawings and finally the resolution. You can find this effect mostly in limited animation with lower budgets that produce fewer drawings. But it does find its way into feature films. It creates art that is more symbolic and abstract in nature and some artists regard this as a stylistic choice instead of a budgetary necessity.
In some cases, the effects are combined as seen below using dry brush and multiples.
Smears, multiples and dry brush
Directors want every picture in the film to be like a picture scroll when it is frozen, which is more in line with the style of comic books, which requires eliminating motion blur. Finally, the team behind the scenes adopted a variety of solutions to this problem. For example: using line tools to let artists connect shapes while drawing blurred lines; using camera shutter technology; quickly panning the camera on the background, trying to avoid any smooth gradient or blurred objects due to motion blur.
For example, in the case of train shuttling, the line is placed above the train, and the shutter effect is introduced to indicate that there is no motion blur. The graphic elements and superimposed lines which used to avoid the situation of dynamic blur not only pay homage to comics, but also contribute to enhance the visual experience of hand-drawn style.
Sony studio’s line tool allows artists to draw speed lines that can be connected to the main body. There’s also technology inspired by the camera shutter. Basically try to avoid anything that looks like smooth gradients or blurry due to dynamic blurring, and instead use a very graphical approach.
5 . Use chromatic dispersion to create depth of field
In optics, dispersion is the phenomenon in which the phase velocity of a wave depends on its frequency. Media having this common property may be termed dispersive media. Sometimes the term chromatic dispersion is used for specificity. Although the term is used in the field of optics to describe light and other electromagnetic waves, dispersion in the same sense can apply to any sort of wave motion such as acoustic dispersion in the case of sound and seismic waves, in gravity waves (ocean waves), and for telecommunication signals along transmission lines (such as coaxial cable) or optical fiber.
Multiplaning is the technique of creating different layers of movement at different depths within an animated scene to create an effect of movement and dimensionality. This gives the scene a feeling of depth, as characters and objects move closer and further from the camera, and the camera shifts to provide different perspective.
Multiplaning was popularized by Walt Disney Studios. In 1937, inventor William Garity helped build Disney’s first multiplane camera. The camera used seven “planes” of glass to create dynamic scenery for Disney’s early films. Different layers of each scene were painted on each pane of glass. The panes were then shifted by hand as a camera pointing down at the scene took photographs of each frame.
With the advent of the computer, multiplaning has grown up. “Of course, we do it digitally now, but the principle is the same,” IdeaRocket founder William Gadea said. “The movement of objects that are close to the camera is emphasized, while the movement of objects that are far from the camera is de-emphasized.”
As technology has progressed, so has the art of multiplaning. The introduction of computer-generated animation (CGI), or 3D Animation, made the traditional multiplane technique obsolete. The last Disney film to incorporate the traditional multiplane camera was “The Little Mermaid,” released in 1989.
If you look at a comic book, you may have noticed a common error where the ink is misprinted. The filmmakers decided to use this misprint style in the film to create a depth of field instead of blurring the background. When something is in focus, the colors align and are crisper. This is similar to the live action movie. For example, sometimes some things in the lens are not in focus or blurred, so that the audience can focus on the important and clear picture.
One stand-out trait of comic books is the lack of motion blur or camera depth. That’s because in most illustrations, it’s pretty hard to convincingly draw motion blur. This is especially true in a field such as comics, which historically had very short turnaround times for publication. Spider-Verse‘s animators decided to avoid motion blur and camera depth entirely, but still wanted a way to showcase the focus of a shot. So, they took inspiration from old comic books and an “error” that became a trademark in comic book art styles: “printing error” dots. Back when comics were cheaply printed, they were layered with a series of colored dots that created a final, full color product. Sometimes, those dots would be printed off-center, giving the comic these gritty, shifted color palettes that we immediately associate with comics today.Spider-Verse animators used these dots to shift focus, completely avoiding the need for simulated camera focus and motion blur. On some shots, you can see these dots used to separate foreground from background, or to attract attention to the focus of the shot. This choice to avoid motion blur subsequently gave the film a unique trait.
The effect of dispersion and high overflow is to play the role of virtualization and blurring. For example, the poor printing situation mentioned by the director often appeared in the printing industry in the junior high school of the 20th century, when CMYK 4-color printing will result in wrong printing due to the error of matching. This kind of wrong printing has become a stylized treatment in the later development. The director noticed this and applied it to the film, which not only restores the texture of the cartoon to a higher level and resonates with the audience, but also uses this kind of dislocation to generate a sense of visual scene, which makes the film more hierarchical and solves the problem.
In “spider verse”, the production team studied the printing process in order to achieve the most suitable color with the comic style. The production team studied the printing process of many different types of comic books. They found that when all the colors are not aligned correctly, there is an image overlap mismatch, which is what we usually call “ghosting”. So they split and offset the image in a way similar to misprinted comic pages, and then applied this method to camera focusing, resulting in defocusing and the illusion that something is printed on the screen.
6 . Ink lines
Co-director Phil Lord said, “If you freeze any part of the movie at any time, it will look like an illustration with hand-drawn touches and all.” There are even moments in the film when hand-drawn still images pop up in the shots to replace the computer animation. They layered 2D ink lines on top of the 3D art to give the characters more of a hand-drawn look.
A key ingredient to the comic book look were line drawings on the characters, also known as ‘ink lines.’ When we read comic books, we notice that the facial lines of characters can give them emotion. These lines are not fixed and have no relationship with human structure. This inspired Sony’s idea of drawing lines on a character’s face, which is part of the animation, not a material or a model.
Inking may be one of the most misunderstood disciplines of the comic art world. All it involves is tracing over lines that have already been drawn. Inking is integral to the comic-making process before digital technology. It makes comics easy to reproduce and print on bad paper. The goal of inking is to enhance the pencils and make it stand out.
Finally, the production team decided to divide the lines into three categories. The first is the line fixed on the model, which does not produce any expression, such as the side line depicting the ear. The second is the lines produced from the perspective of painting, such as the lines of chin and neck, the segmentation lines used because of different colors, and the segmentation lines between the nose and the other side of cheek, which are used to depict the shape.
Ink lines is a key part in production, and it also helps to connect the image style of the film and cartoon. Sony image studio hopes that the film will have a two-dimensional drawing feeling. If it is hand drawn, you will get all the beautiful defects, such as line thickness, line weight, line color and so on. But it has little to do with emotional depiction, it can make the picture closer to the hand-painted style.
The “drawing line” added for comic book effect and the shadow line added while retaining the drawing line.
“The fundamental problem,” notes Grochola, “is that that artists simply do not draw based on these limited rule-sets. We also realized tracking hand drawings to character animation was not a trivial task. We couldn’t just use texture maps because the drawings needed to adjust throughout the animation. We needed a way to take an artist’s drawing, stick it to underlying animation, while also having the control to adjust the drawings throughout the performance.”
However, because the movie will eventually be shown in 3D, we can’t just rely on 2D solutions to draw these lines. Therefore, these lines must exist in three-dimensional geometry that can move around. One way is for the production team to embed ink lines into the binding, and the other is for the animator to add them manually with various tools. Later, the special effects Department developed a system to add sidelines. You can add lines at the edge of the figure, and most of these lines appear for drawing and depicting the shape. But most of them are added manually. Finally, it’s up to the synthesis team to integrate all these manually and automatically added lines. Therefore, the entire sideline processing work is not completed by a single department, but the entire pipeline is involved in it. The solution came in the form of the procedural abilities of Houdini, along with its Python integration. Imageworks artists created a custom GUI in Houdini that executed Python scripts to create, destroy, reconnect nodes, change tools and ‘hop’ around the network automatically.
Ink lines added to Miles’ CG face.
Example of inklines on Miles’ face. Note how the drawing adjust to the character’s animation.
Finally, inklines were exported as polygon lines from Houdini to Katana. Artists then picked lines to allow lighting to adjust the line thickness at render time.
Example of artist nudging drawings around in Houdini using the ink line tool.
It is worth mentioning that the props and buildings in the film also add this unique line. This process actually starts from the modeling stage of buildings and props. This is because the panes of some buildings are not actually connected to the main structure of the building model, so the added lines are often floating. The technology Sony uses to achieve this look is also planned to be used in other works of the studio in a “more updated” way.
7 . Hand-painted special effects and graffiti
In the movie, we can see a lot of techniques and effects commonly used in American comics. For example, hand-painted onomatopoeia such as boom of explosion, ahhhhh of jumping from a building, dialog box describing the mental activity of the protagonist when running and before participating in battle; speed line, signal prompt of perceiving danger, etc. These are constantly let us review the feeling of reading comics.
Special effect
There are several moments in the film that involve explosions or particle effects, all of which have this said mix of a 3D and 2D feel. Inspiration for this effects work came, says Imageworks FX supervisor Ian Farnsworth, from 2D hand-drawn anime. “We had initially tried doing some smoke or explosions using some simple particles and spheres, and then having them erode or evolve in interesting ways using solvers and shaders. While the results looked really cool, they never really hit the mark, and definitely never felt stylised or hand-drawn enough. They always had this element of ‘CG’ to them, and while we feel given enough time we could potentially push it a lot farther, we decided to look for a 2D FX artist to help us out.”
Hand-drawn shapes for an explosion.
That artist was Alex Redfish, whose Vimeo demos exemplified a style that would fit the desired language of the film. He provided Imageworks with a small re-usable library of 2D FX, starting with an explosion. “We had him provide as many layers as he could for us, so we could mix and match as needed, and also place things in depth for the 3D stereo side of things, too,” details Farnsworth. “He was able to provide us with a few explosion variations with multiple layers each, gun muzzle flash shapes, spark hit shapes, smoke, steam and flame elements.”
At Imageworks, an HDA in Houdini was created that would allow artists to select images from the library and then view the animation in real-time in the viewport. The same HDA also output a separate geometry for render. “Being able to view the animations in real-time was really important to us,” says Farnsworth, “so we created sprite sheets for all the animations we were going to use. This is a common technique used in games, where instead of loading a specific frame of animation for every card, you only have to load a single image that has all the frames on it already and you modulate the UVs to switch frames.”
The effects were composed in screen-space.
The explosions were often animated on 2’s – then shifted to 1’s – to enhance the desired look.
The development of a particle accelerator by the character Wilson Fisk opens up parallel universes (and brings in alternate versions of Spider-Man) into our universe. But it also causes almost catastrophic glitching on buildings and in several characters.
For destruction effects, a procedural modelling tool was used to generate stylised shapes, with Bullet and DMM used for dynamic simulations.
Text Descriptions
The film uses many comic book expressions. They used words on the image to frequently represent sounds and motion. For example, text descriptions appear directly on the screen, and these text boxes follow the camera as part of its movement.
Signature Onomatopoeia
Many shots have added onomatopoeia often used in comics, such as: Bang ~ brake sound and so on.
Hand-drawn Symbol
The spider’s buzzing signal makes us watch a movie like holding a comic book.
Even the light beam of the car lamp is a comic-book technique.
These techniques of expression make the film screen more tension in the plane caricature, which is related to their changing attributes (the history of caricature follows different cultural paths, and has a lot of blending in the development, mainly from the perspective of American caricature techniques). Let’s take the common dialog box in comics as an example.
the revolution of dialog box
The appearance of words helps the painter to enrich the information outside the image to express the protagonist’s thoughts and activities, and at the same time increases the tension of the picture. Although these words are part of the whole, they are also independent of the image and have little relevance with the image. In the Central American civilization around the 7th century B.C., abstract symbols were used to summarize language. Later, this kind of symbol gradually developed into a figure similar to scroll or flag, which appeared in European Medieval and Renaissance art. Perhaps because of the limited composition, the language involved in this way of dialogue is relatively simple, but at this time the text has been able to better integrate into the picture.
Since the 18th century, political caricatures have been popular, in which there are a lot of dialogues. Cartoonists in this period have been very familiar with how to use dialog boxes. Some are like simplified scrolls, and some are like balloons with thick front and thin back. In short, the form is very close to the dialog box in modern comics. Moreover, these dialog boxes have been able to carry more text, playing a certain role in rendering the atmosphere of the screen.
At the beginning of the 20th century, the role of dialog box in comics has been very important. At the same time, it also derived some comic techniques, such as onomatopoeia, emotional symbols and so on. They are not only the transmission of content and ideas, but also have the functions of emotional expression, promoting plot, atmosphere rendering.
8 . Shots and scene-switching effect with comic panel
In the movie, there are many places to use “comic panel”, which is the most commonly used narrative form in comic books. For example, we often see the “four panel comics”.
But from the perspective of film lens, because the animation changes with time, the production becomes quite complicated. It means that it cannot only ensure that the actions in each frame remain independent, but also integrate into a whole, so it is necessary to arrange the animation sequence of multiple actions to work together. In addition, animators need to adjust the grid shape or aspect ratio to better tell the story. Comic panels made out of webbing show montages and background action.
9 . Kirby Dots and Halftone
Kirby Dots is an artistic convention in superhero and science fiction comic books and similar illustrations, in which a field of black is used to represent negative space around unspecified kinds of energy. They are typically used in illustrations of explosions, smoke, the blasts from ray guns, “cosmic” energy, and outer space phenomena.
Halftone is the reprographic technique that simulates continuous-tone imagery through the use of dots, varying either in size or in spacing, thus generating a gradient-like effect. “Halftone” can also be used to refer specifically to the image that is produced by this process.
This shows energy without having to use small particulates to simulate energy beams, like many have done with CGI in the past. These dots really keep the “comic” feel intact within the movie. The Kirby Dots also come into play with the use of the ubiquitous “POW” markers that come into frame with physical action. Comic books like to show action with verbiage creatively illustrated beside the drawing to let the reader know what kind of action is being conveyed. When you have a limited medium such as illustration, you have to work around your limitations. The animators of Spider-Verse made the choice to include “POW” markers in their project. So, it feels like a comic book come to life.
The film adopts the 4-color printing mode of the digital version of the old comic book, which increases texture and visual interest by mixing cross ink shadow lines and halftone dots. This mode runs through the whole picture of the film. They used a technique called half-toning, which uses dots to create colors and gradients. Shadows were created with hatching, or crisscrossed lines. Legendary Marvel artist Jack Kirby was known for his abstract dots, or “Kirby Dots,” which create the illusion of energy. The film references and uses the effect multiple times, when the portal opens and when Miles is spray-painting.
With the inspiration of comic books as the starting point, film makers also focus on the effect of offset printing. The static offset printing effect is applied to the dynamic film, so the splash texture makes the picture more cool. Another rules used is to avoid smooth gradients. If an area is gradients, it will be implemented with dot patterns. For example, at the crucial moment of the climax of the story, there is a string of floating bubbles in the air. This kind of design with dots and splashes looks cool. They are like passing through multiple universes.Using the digital version of four colors printed in traditional comic books, mixed use of cross hatch ink and halftone points, with halftone to create colors and gradients, add texture and visual interest. On one hand, the combination of these two filters simulates the situation of using a small amount of primary colors to get different bold colors and gradients and on the other hand, imitating the imperfection of color shift.
10 . Glitch Art
There is a form of new media art called “Glitch Art”. As shown in the figure below, in order to show the influence of multi universe on things, the “Glitch Art” is introduced in this animation. As an art form, it comes from some common details in our life – the failure of data and digital equipment. Visually, the picture becomes a broken, defective image and distorted color. Glitch Art has become a unique visual language, which is gradually accepted by artists. They not only represent imperfection, but also mean accidents and changes. Every failure is like a recreation breaking the convention.
Glitch art is a great opportunity for brands. Not only is the form visually stunning, the inherent provocative nature of glitch art creates a memorable image behind a product. Although this DIY-focused, haphazard-looking art form seems to operate without guidelines, it’s important to understand where it all came from and ways to begin if you’re new to working with glitches.
Computer images are made up of pixels, and when several of those pixels misfire, it ends up with a glitch. The effect of pixelation is most productive when attempting to anonymize an aspect of the design, leaving the exterior and abstract views of the space within. There’s a controlled imperfection to glitch art, and it’s a reminder of the technical elements of design. It visualizes technology as having a combination of textures and patterns but without perfection.
“Using 2D animation as inspiration,” adds Farnsworth, “we also did some fun timing experiments on rigid bodies, outputting the geometry on 2’s, and sometimes switching from 1’s to 2’s or vice versa to get us a unique ‘stepped’ look that matched what the character animation team was doing. We used that in combination with some minor re-timing to really create a nice ‘punch’ and accentuate the action as desired. We also had to create a few custom boolean-based tools for creating stylised patterns and cuts.”
“The glitching effect splits the screen into cell patterns and assigned an alternative camera to each cell,” explains Imageworks FX lead Viktor Lundqvist. “One cell could be a zoomed in version of the character’s eyes, the next one could be the character’s face seen from a 90 degree angle shift. This created a fractured look of the character.”
“It was crucial to have a high level of control of how the characters were ‘pieced’ together,” continues Lundqvist. “We used Houdini to procedurally create both an array of ‘alternative’ cameras and cell pattern. This was used as an input to a custom HDA that automatically kicked off renders and gave a preview of the resulting look.”
The fault effect produced by the combination of hand-painted pattern and multi-layer effect shows good visual beauty and creative stimulation for animation. There are many breakthroughs in the visual of this film. The creative team is very bold to mix a variety of characters with different styles, rationalize the concept of parallel universe, and achieve a high degree of unity by combining the visual language with the theme of the whole film through graphic cartoon. The whole film reveals a sense of contradiction which is unstable everywhere. Instead of weakening the contradiction, the creative team shows them all.
Buildings and structures begin to glitch as a parallel universe is opened.
It happens on characters, too, who have themselves come from these parallel universes.
Houdini was used to stage alternative camera angles and generate cell patterns of the glitching.
The glitching buildings were also bathed in colorful patterns.
11 . Pop Art
Pop art is a kind of art style mainly derived from commercial art forms, which is characterized by magnifying and copying some details of popular culture, such as comic strips, fast food and packaging printed with trademarks. Pop art developed in New York in the late 1950s, when its opposition to abstract expressionism was in its final boom.
In the past, comics were drawn with dot paper. Later, pop artist Roy Lichtenstein enlarged the origin and copied the characters’ prototypes. He put them on the canvas with flat color blocks and accurate and solid black line drawing. Even the dot in the cheap color printing process was copied.
Ben day dot, whose full name is “Ben day dot plate making”, is a printing plate making technology invented in 1879 after Benjamin Henry Day, Jr., an illustrator and printer. According to the principle of color and optical illusion, it generates the desired effect through the spacing, size or overlap of small color dots. For example, magenta dots are widely spaced to form pink. Color comic books in the 1950s and 1960s were very popular, but the cost of full-color comic books was very high, so comic book publishers used Ben day dot in four-color printing (cyan, magenta, yellow, black) to print shadows and secondary colors For example, green, purple, orange, flesh color, etc., because of the characteristics of this wear point, this way can save a lot of ink, comic book manufacturers can produce comic books on cheap paper through such a cheap printing method, so as to obtain higher profits.
Later, this method was fully used and carried forward by Roy Lichtenstein, the American pop art master. In the middle of the 20th century, when abstract performance painting flourished, he and the younger generation of painters in New York proposed a new form of concrete painting — pop art. In the 1960s, pop art became famous and became the main promoter of American new art movement. Even many foreign cultures that had been influenced by American business also felt the shock of his works. Lichtenstein’s paintings or sculptures are based on cartoons, daily necessities, advertisements and the works of some famous artists in the history of fine arts. Combined with the characteristics of Ben day dot,, they represent the strong commercial culture and the characteristics of the times in American society at that time.
The film highly restores the viewing experience of comics. The use of Ben day dot in the rendering of the picture makes us feel the texture of reading paper comic books. The difference between Ben day dot and halftone is that the size and distribution of Ben day dot in a specific area are always the same, while halftone can adjust the size and gradient of points according to the color details of the image.
12 . Cyberpunk
In the film, the night scene of New York City is brilliant and dazzling. Relying on animation technology, it creates a cyberpunk wind city which is in line with the concept of parallel universe and has a strong sense of science and technology. It is similar to the hue of silver wing killer 2049, shell attack agent team and number one player.
Cyberpunk is a subtype of science fiction, which constructs an anti-utopian future with advanced science and technology, but only on one side. On the other hand, illegal trade, underground gangs, political corruption and social unrest coexist at the same time.
Traditional cyberpunk scenes are mostly dark environment with colorful lighting rendering, creating a bright and colorful sense of prosperity.The distinctive characteristics of cyberpunk: dark, decadent and desperate. However, punk culture insists on describing the darkness of this era and the struggle of people in the dark to reflect the brightness and hope of the world.
13 . Exaggerated Perspective
In comic books, the use of exaggerated perspective of the image processing technique is very common. But in 3D images, using exaggeration is more difficult to deal with. Because it means that this not only increases the difficulty of processing the lens, but also distorts the structure of the actual geometry. Therefore, in the film, the production team has done a lot of work, especially in the performance of the urban environment.
In the animation, when Miles jumps out of the building, all the buildings are actually guided by a character centered ring. These buildings are not perpendicular to the ground, they are seriously inclined, and the height is five to eight times higher than the height set by New York buildings.
14 . Embrace Imperfections
Good taste is more important than accuracy.
It’s not just the computer, it’s the hand of the artist in there as well. Sometimes having things miss a line or feel slightly imbalanced is appealing and adds to the design.
The animation team created a hell of a great looking film. The way they approached the style and animation design was perfect, even with all the imperfections.
Those are some of the things they borrowed from older animated films, but there’s plenty of new innovations too. Some things they borrowed from comic books, but we’ve never seen them in a movie. Basically, the entire movie is a comic book that moves.
The Spider-Verse filmmakers have a complicated relationship with the computers that enabled them to make this stunning film. “Computers are too perfect and that’s one of those things that felt sterile,” Beverage said. By bringing their hand-drawn expertise to the film and using that to create a new technology, however, they made a true piece of art. “They had so much more design in it because there’s all these little misregisterings, little misalignments, and contacts aren’t absolutely perfect,” Beverage added. “The imperfect is charming, life’s imperfect.”
15 . Houdini
When the Spider people travel to our universe, they go through the ‘Multi-verse’. After exploring a number of ideas for how this should look, Imageworks landed on a highly detailed environment consisting of procedurally generated web-like structures, mixed with many points and volumetrics – crafted in Houdini.
Going through the Multi-verse.
Of course, Spider-Man would be nothing without his signature webs. Houdini was relied upon again here, especially for its procedural nature, as Farnsworth explains. “Using one setup as the base, we were able to easily create unique web variations for some of the different Spider-Man characters as well as the webs in the Spider-Man hideout and the webs wrapped around Miles during one sequence. Mile’s and Peter’s web was very thin/fine and had a few extra spiral webs around the main core, with a graphic almost 2D looking ‘eiffel’. We built on that and modified it for Gwen’s web. Her web was much more ribbon-like and graceful looking just by tweaking a few parameters. The hideout and ‘wrapped up’ webs were packed with more small webs along with ‘knots’ randomly added into the structure.”
To get the webs into shots, the animators used a ‘curve’ rig that would then go through CFX. That department had a web rig for simulating secondary motion and also added that ‘eiffel’ end-piece. “Having this in their court was ideal,” says Farnsworth, “because of web-cloth interaction. When CFX was done, the webs would go through the procedural setup in Houdini and, depending on the variant they wanted, it would add spiral webs around the main core, and completely replace the effect with a more stylized and customizable one.”
Houdini allowed us to iterate fast and go through many variations with some minor parameter tweaks, and really allowed us this painterly abstract leaf placement that would not have been easy to get otherwise. –Ian Farnsworth | FX Supervisor
Webs were crafted in Houdini based on a single original setup.
For a forest scene, Houdini was used by Imageworks to help create leaves. Like the rest of the film, the trees in the forest appeared in stylised form. “Having somebody hand place thousands of leaves just to hit the look wouldn’t be very efficient,” suggests Farnsworth. “The artwork we got had leaves floating on their own as if an artist just used a loose brush stroke to add them. We ended up turning to Houdini to scatter, place, and colour all the leaves for the trees. Houdini allowed us to iterate fast and go through many variations with some minor parameter tweaks, and really allowed us this painterly abstract leaf placement that would not have been easy to get otherwise.”
Houdini allowed artists to scatter, place and colour leaves.
Manga-inspired streaks provided suggested movement to the characters.
Tentacles on the character Doctor Octopus were another thing that Houdini was used for, in particular to generate extra wires and geometry inside of them. “The need for them came late in the game, and so instead of going back through the whole modelling, rigging and animation pipeline,” says Farnsworth, “we used Houdini to generate all of the extra geometry procedurally in the shot level, saving us a lot of time. This setup was eventually automated to the point where we could just run it anytime there was an animation publish, and it would create the geo, publish the geo, and submit renders for you.”
Additional uses of Houdini included for procedurally generating snow mounds at the bases of tombstones and trees, and on other vehicles or buildings. Plus, the software helped generate motion blurred streak effects, this time referencing such effects done in traditional 2D manga animation. “We also used a similar technique on the snow streaks when Miles and Peter are being dragged through the city by the train,” adds Farnsworth. “The stylised look of the snow was done with Houdini, not a result of real motion blur. These effects gave the scene more punch and also helped reinforce the comic-book style of the film.”
Book References
Hughes, D., 2012. Comic Book Movies-Virgin Film. London : Virgin Books
Simon, M., 2003. Producing independent 2D character animation: making and selling a short film. Boston : Focal Press
O’Hailey, T., 2010. Hybrid animation: integrating 2D and 3D assets. MA : Focal Press
Parent, R., 2012. Computer animation: algorithms and techniques. MA : Morgan Kauffman
Whitaker, H. and Halas, J., 2002. Timing for Animation. New York : Focal Press
Wheeler, L.J., 1969. Principles of cinematography: a handbook of motion picture technology. London : Fountain Press
Grunwald, R., 2007. Thin film micro-optics: new frontiers of spatio-temporal beam shaping. Amsterdam : Elsevier
Rhoades, S., 2008. Comic books: how the industry works. New York : Peter Lang
Nickelson, J., 2018. Fine Art Inkjet Printing: The Craft and Art of the Fine Digital Print. CA : Rocky Nook
Martin, G., 2019. The Art of Comic Book Inking. OR : Dark Horse Comics
Jeffries, D., 2017. Comic Book Film Style: Cinema at 24 Panels Per Second. TX : University of Texas Press
Johnson, D., 2019. Transgenerational Media Industries: Adults, Children, and the Reproduction of Culture. Ann Arbor : University of Michigan Press
Kerlow, I.V., 2009. The art of 3D computer animation and effects. N.J. : John Wiley
Sabin, R., 2013. Adult comics. New York : Routledge
Betancourt, M., 2016. Glitch Art in Theory and Practice: Critical Failures and Post-Digital Aesthetics. London : Routledge, Taylor & Francis Group
Brod, H., 2012. Superman is Jewish?: How Comic Book Superheroes Came to Serve Truth, Justice, and the Jewish-American Way. New York : Free Press
Rogers, D.F. and Earnshaw, R. eds., 2001. Computer graphics techniques: Theory and practice. New York : Springer-Verlag
Hughes, D., 2012. Comic Book Movies-Virgin Film. Random House. London : Virgin Books
In this lesson, we mainly talk about how to import audio files into Maya and follow the audio to do mouth animation. Only audio with WAV and AIFF format can be imported into Maya, and you only need to drag directly to the timeline to display the green audio track.
The next step is to get familiar with the models. In class, the teacher showed some models, and their mouth binding is complex. That is to say, the mouth shape corresponding to the corresponding letter can be found in the mouth attribute, which will save a lot of time.
Because I don’t have a professional knowledge of English pronunciation, I found some 2d and 3d references to help me understand and be familiar with this knowledge.
Reference
Then I recorded a video for reference by myself, in order to facilitate the phonemes animation.
Key points
1. According to the shape of the mouth and the position of the tongue. Pay attention not only to the upper and lower lips of the mouth, but also to the teeth.
2. English is a rhythmic language. In addition to using lips, teeth and tongue as the basis of pronunciation, the emphasis of notional words and the weakness of functional words produce the rhythm of light and heavy. Then, according to the context, personality and emotion, we should emphasize or weaken the pronunciation.
Animation
In this process, I will focus on the key frames of two parts, one is the mouth on the face AI and its attribute bar, and the second is the rotation axis y of the controller that controls the opening and closing of the mouth. At the beginning, I would adjust the shape of my mouth to the corresponding letter pronunciation, but I found that it was very easy to not match because of the fast speed. At this time, I found that I should first close the key frame of the mouth to determine the opening and closing of the mouth, so that I can determine which frame to adjust the mouth shape.
the opening and closing of the mouth ( rorate y )
mouth shape
In fact, when speaking at a relatively fast speed, the amplitude of the mouth won’t be exaggerated. Because of the lack of time, I didn’t make every mouth shape very obvious and exaggerated. Instead, I tried to make sure that I could listen to the audio without making it strange. Sometimes the pronunciation needs to be superimposed by two letters at the same time. This is not done all at once, but some changes are added in the process of repeated proofreading.
This process is much smoother, but since the speed is too fast, much mouth shape can’t be seen clearly. At this time, I didn’t realize that the reason why my movements are always not smooth is that the mouth shape is too large. I always thought that the mouth shape is not big enough and it is not obvious. In fact, when I saw some tutorials later, I realized that I had done too many mouth shape changes in too short a time, leading to some not smooth.
There’s a lot of tongue licking.
In fact, I found that because the speed of this sentence is very fast, I hope its mouth shape can match the audio more accurately. If I choose these points and move a frame or two, it will look much more comfortable.
Phonemes
name
is
sure
rest
save
love
Tongue
This is all phonemes animation.
When I have finished all the mouth animation, the next step I hope is if some facial expressions, including blinking, make him look less rigid. It’s more difficult than I thought, because my model is not smooth when adding other actions. I can’t watch the changes of actions in real time, which makes my work very time-consuming.
In this process, I basically joined the shaking of my head, the slight rise of facial muscles and eyebrows, and several eyebrow picking movements. In fact, I’m not very satisfied with these expressions, but I don’t have much animation skills about the expressions, so I will modify them if I learn the skills later . For the time being, it’s just to match the mouth shape with the audio and add some simple head manipulation.
Eyebrow picking
Facial muscles
Nose
Head movement
Blink
Then I found some tutorials about adjusting the lips.
Try not to make all the facial features move together, nor too symmetrical, that is, there are some wrong frames in the nose, mouth and muscles, which is also part of the overlapping movement.
Some exaggerated mouth patterns should be neglected to ensure the continuity of the movements.When speaking at a high speed, some exaggerated mouth patterns should be properly ignored to ensure the continuity of actions.
When speaking at a slow speed, the mouth shape can be exaggerated, especially some obvious pronunciation.
This is my final animation for the current, and I think I’ll probably spend some time later to modify my animation with regard to the tutorials.
This week we learned about body mechanics, which is body milk and exercise. It studies how to use the principle of mechanics to study how to maintain and master the balance of the body, and how to effectively coordinate the body when the human body changes from one posture to another. For instance, Basic Body mechanics; Hammer hit, Hammer throw, Tyre toss.
2 . Reference
I chose a reference video of Spiderman Parkour, because I think Parkour’s body range is relatively large, which can exaggerate the flexibility of the body, and its movement is relatively fast, whether the movement is smooth can be seen at once.
This is the reference.
Storyboard
1
2
3
4
3 . Animation Principles in Body Mechanics
timing
arcs
slow-in & slow-down
pose-to-pose
anticipation
follow-through and overlapping action
4 . Process
In this animation process, I made a mistake. I found a model that I had never used before. I hoped that there would be less bound controllers for it, but I didn’t notice that her arm could not be adjusted to IK.
Before I knew this, I had finished the leg part. Later, I found that Parkour’s movements are the same as walking. There are several movements that need to be held still by the hands to drive the body’s movement. That is, in places like this, the hand should be fixed because it needs to be forced. Just like walking, when the other foot is lifted up and stepped out, one foot only raises the heel and does not move forward.
In fact, at the beginning when I found that the hand could not be changed, I had thought about using the plug-in to solve the problem of hand sliding, so I didn’t do it with the whole body, but split it into the crotch and feet to adjust first. This made me find it very troublesome and difficult to correct. I realized that when I made the model, I should be familiar with the skeleton first, and think about whether IK and FK were needed and whether the body should be regarded as the body and be adjusted as a whole.
Then I asked Luke for help, and he told me it could be adjusted here. It’s so hard to find that I almost thought it would be redone. So this is what I looked like after it became IK.
In the process of adjusting the hands and feet, I try to make the two sides not too synchronized, that is, there are some staggered frames between the left rear right hand and the left foot and right foot, which can feel more natural. And adjust her body’s center of gravity accordingly so that her body has a slight tendency.
In fact, I didn’t study the hand regulation very deeply, so I always felt stiff, so I modified the swing of the hand frame by frame and changed the shape of the hand. Sometimes it’s clenching, sometimes it’s curl, spread or relax, which can make the hand feel more real.
In fact, I hope this animation can be more animated, so I always debug the squash and stretch of the body and the bending degree of the legs. I hope it is not true, but more exaggerated. Although the effect is not obvious, I think it is better than the previous ones.
I think the fast movement should grasp the following points: the first is the rhythm, the second is the sense of balance of the body. Now the movement is a little stiff, and the slow in and out movement is not very obvious, I will pay attention to improve this part later.
Character and set development for use in end product (how the character and set is going to be used and how the design has been influenced by this in the development process.)
Character development
1 . How to develop a character
Step 1 Summarize the role in a short paragraph. Step 2 Identify the role. An ally? opponent? Or a false friend?
Think about the key points of the role
What is the goal of a hero?
Who is the opponent? Conflict is an important part of the story, so consider who the hero’s opponent is and what strength / ability they have.
What are the characteristics of characters? It includes physical, social (married, homeless, class) and psychological (fear, phobia).
Stereotypes / prototypes
Stereotypes should be avoided because they tend to reinforce negative images, such as Hollywood, which took decades to get rid of black stereotypes. We can subvert stereotypes by giving a character a strange characteristic to create interesting characters. For example, a bodybuilder may love classical music or flower arrangement.
Prototypes
Prototypes are very powerful because people are already familiar with them.
Hero
age
Magician
Rulers
Clown
Lover
A free Explorer
A rebel who breaks the rules
Location
Where will the character live? Do villains prefer dark nests full of science and technology, or do they want to live in dimly lit caves? Or do they want to break the rules, show the villains and their families live happily together, or give them an attractive sense of humor.
Props
Use props to express the character’s feelings.
Select the clothing / hairstyle / make-up required for each character
If a character is gentle and kind, and he or she doesn’t care about his or her appearance more than other aspects of life, he or she should use a small amount of nude or light colored cosmetics.
If the character is very outgoing and likes to stand out in the crowd, try bold colors, especially around the lips and eyes.
Empathy
The audience must resonate with the protagonist. This can be achieved by creating obstacles or conflicts for the hero, and by creating some romance and showing the hero’s trouble free help in the film can also bring good resonance to the audience.
Tips
When creating a character, describe them with action rather than emotion. For example, describing someone washing his hands 50 times a day is more effective than simply thinking that he or she has obsessive-compulsive disorder.
When creating a villain in a movie, make sure that anger is not his only emotion. If you want the villain to arouse people’s fear, make him merciless, mean, cruel and vulgar. But remember, villains have very different emotions.
They can fall madly in love with someone, do anything for that person, and show gentle kindness around them. They may also feel abandoned and lonely, or have terrible memories of childhood, which the audience will never know, but can feel the feeling of being abandoned. For the creation of villains, 60% of the bad and 40% of the good.
2. How will the character be developed throughout the story
Hollywood movies are actually very simple. Although it is certainly not easy to write a successful Hollywood film, the stories of mainstream Hollywood films are based on three basic elements: role, desire and conflict.
All the stories in the movies depict a hero who faces seemingly insurmountable obstacles when they pursue a compelling goal.Whether it’s a romantic comedy, a suspense thriller, a history play, or a big budget science fiction, all successful Hollywood films follow the same basic structure, so what happens in a 90 minute comedy at 25% of the time is the same as a 3-hour epic at 25%.
Stage 1 Positioning
The first 10% of the play must attract readers and audiences. The initial orientation of the story must reveal the protagonist’s daily life. The audience and the protagonist must establish a sense of identity through the factors of the hero’s sympathy, threat, liking or powerful power.
By 10% of the script, the characters in the story must get a chance, which will create a new desire and will start their journey.
Stage 2 New Situation
In the next 15% of the stories, the character will respond to the new situation brought about by this opportunity. At this stage, the character adapts to the new environment, trying to figure out what’s going on, or making a specific plan to achieve his overall goal.
The story structure tends to follow the “geographic location,” because opportunity brings the hero to a new location. In most movies, characters are willing to enter a new environment, often with excitement and expectation, or they believe that the new problems they face can be easily solved, but when conflicts begin to form, they begin to realize that the obstacles they face are much larger than they think.
When writing a quarter of the script, something must have happened to the character in the story, which will turn the character’s initial desire into a clear goal and a clear end point.In this scene, the concept of the story is defined, and the extrinsic motivation of the characters in the story is revealed. The extrinsic motivation refers to the audience’s hope that the characters in the story can reach the end point at the end of the film.
Stage 3 Development
In the next 25% of the stories, the character’s plan seems to be achieving his goals By the middle of the script, the characters in the story must be completely committed to their goals. Because there is no reward for passing this, the characters in the story have to deal with what happens later.
Stage 4 Chain Reaction and High Risk
In the next 25% of stories, obstacles will become bigger and more frequent, and achieving visible goals will become more difficult, and if the heroes fail, they will lose more. The conflict continues until success seems to be in the hands of the character, and then the character begins to suffer.
Around page 90 of the script, something must have happened to the characters in the story, making the audience feel that everything is over.
Stage 5 Final Sprint
He’s going to take all the courage and the strength that he has to take to achieve his goals. At this stage of the script, the conflict is overwhelming, the rhythm begins to accelerate, and everything must run counter to the hero in the story until he reaches the end.
In the climax of the film, these things must happen: the character must face the biggest obstacle in the whole story; he must decide his own fate; the external motivation must be solved once and for all.
Stage 6 Results
No film ends with a clear purpose, and the audience must experience the emotions of excitement, sadness, or romantic climax. It may also be necessary to explain to the audience the outstanding issues and reveal the hero’s new life after the journey.
3 . Weakness
Soldier Advantages: Physical / mental self-confidence chill Be ready Weakness: Underestimate your opponent Conceit Objectives: If someone wants to save the world, why don’t I?
Children Once thought that there was only one way in the world, and then met the cruel reality, this is the story of children. They are young, naive and study hard. Advantages: Rich imagination trust Hopeful Weakness: Physically or physically vulnerable It’s naive to the world Easy to use Objectives: Study, get happiness, seek truth
Orphans They don’t know their value unless someone tells them. They are usually designated as the savior or protagonist of the story. They live a normal life until the environment puts them in the spotlight. Advantages: They are chosen, so they will be respected. They are survivors. They sympathize with the civilian population. Weakness: Care too much about other people’s opinions No faith Eager to please others Objectives: And they want to be accepted by others. They want to be understood.
Creator How does it feel to start from scratch? This character needs to create something tangible or intangible in their world. They will make any necessary sacrifice to achieve the bigger goal. Advantages: Infinite driving force Creative genius Weakness: Normal people can’t understand their vision. Perfectionism without understanding fireworks Bear what ordinary people can’t bear Objectives: No matter what they create, they will make a deep impression on people. Goals are above everything.
Caregivers Unselfish behavior is rare in real life, as well as in movies and television. The prototype of the caregiver role has been sacrificing everything in life to help others. They care about their family and friends. They are reliable people. Advantages: Tolerant heart Selfless behavior fervent Weakness: Easy to be deceived Stubborn Value the survival of others rather than your own Objectives: Protect the people they love at all costs. They live to serve others.
Tutor It’s hard to succeed without a mentor in Hollywood. The same is true of character archetypes. A wise or wise teacher is a good teacher. They can have magic, or wisdom, or both. Advantages: About the wisdom of the world one ‘s mind settles as still water Good at listening Weakness: You can’t solve your own problems Predictions may go wrong Moving forward in the dark Objectives: Teach the next generation to accept challenges
Clown Scrape through or seeks relief in comedy. Their story can be a warning or just a joke. Advantage: Everyone likes it. It’s fun to be with them. Can have a deep soul Weakness: Unreliable when needed Usually for themselves. Indulge in entertainment Objectives: What can make my life easier, what can make me happy?
Magician For some, seeking enlightenment can take a lifetime. The difference between this person and his mentor is that magicians have something they want everyone to follow. Advantages: knowledge strategy Historical knowledge Weakness: Proud of Lucifer If they can’t do what they want to do, they get angry. Sometimes it’s belligerent Objectives: They need power and organization. They see chaos in the world and know how to solve problems.
Rulers “Take me to your leader,” said the king or queen, who runs the country (or company). They are the people you follow, the people who give orders. I want them to be good at management. Advantages: power communicate Leadership Weakness: Control at all costs The illusion of their conspiracy Objectives: Maintain social peace and order, maintain power and gain more power.
Rebels Life is not fair. The rebels are tired of it. When they think they deserve more, they are no longer satisfied with their normal day. Rebels usually have leadership, but that doesn’t mean they are the leader’s first choice. However, people follow those who want to shock the world. Advantages: never give up It can motivate the masses Know how to get more out of it Weakness: Often at the bottom of a totem pole You have to get what you want in a hard way They have no power and no clear direction Objectives: The world is terrible. Let’s change it.
Lover Love will let us together, let the lover go on. They lead with their hearts, with their sleeves. They are selfless and sometimes neglect their health and safety even if they are totally devoted to the people they worship. Advantage: Give to each other Be passionate about the people they love Open your heart Weakness: Willing to die for each other To be able to please the other side at the same time lose their own personality Objectives: Give each other everything they have. Make any relationship as strong as possible.
Seducer Some people call them snake and scorpion beauty or snake and scorpion man. These beautiful people control every situation with their appearance and charm. They’re conniving. They only value what they want. Nothing can stop them. Advantage: charming Beautiful / handsome Weakness: There is no morality Strong desire for control Not loyal enough Objectives: They want power and control at all costs.
Story Development
1 . How to write a good story
First, structure is the key to success or failure of a story.
Second, when expressing the theme, we must not preach, but use the actions of the characters to convey the meaning.
Third, if the story wants to be convincing, it should be designed according to different narrative objects, and the characters in the story should be authentic.
2 . The rules to a good story
Storytelling is like climbing a mountain with an audience. It has to be a zigzag process. Only in this way can we attract the audience’s attention. It can be realized through five steps.
Beginning
Incentive events
Progress entanglement
Climax
Ending
Three Film Analysis
Avatar
Scene 1: disabled but righteous jack is taken to Pandora, where he can manipulate avatar against the natives. Plot point I: Avatar controlled by Jack meets the aboriginal neydini in order to avoid being separated from his companions. Scence 2: Jack gradually integrates into the life of Na Meiren and wins the love of niedini. At the same time, the Colonel constantly urges Jack to threaten Na Meiren to move out of the settlement, and finally launch a mutiny to attack the settlement.. Plot point II: Jack enters avatar’s body and returns to the settlement. Scence 3: Jack leads Na Meiren to defeat the colonel and defend the homeland.
Opening scene: Jack’s lower body paralyzed, but still in the bar justice, but was thrown out by the security guard. Theme presentation: Jack monologue: “you want fairness, but you’re on the wrong planet. The world will always bully the weak. “ Bedding: disabled but righteous jack is taken to Pandora. His twin brother died unexpectedly, leaving an avatar body that no one else could operate. Push: avatar can get paralyzed jack up again. Argument: Grice, a female scientist, opposes letting jack, a Navy born man, manipulate avatar. She believes that human beings should get along with Na Meiren on an equal footing. See Tutor: Jack and grace link avatar to receive knowledge and training on how to manipulate avatar. Scene 2: Jack escapes from the beast and falls down the waterfall alone. In the night, she was rescued by the woman nemesis. Later, she was brought back to the village as a booty by the Na Mei warrior Su Tai. Story B: Jack is gradually integrated into Na Meiren’s life under the leadership of nidini. The two gradually fall in love, which causes Sutai’s dissatisfaction. Game: Jack chooses his flying mount and flies on Pandora. Midpoint: people come to attack the surrounding settlement of na’meiren Tribulation: when the village is attacked, Sutai discovers the relationship between Jack and nidini and duels with Jack. Jack is forced to disconnect and Sutai wins. Dying: Jack gets the last chance to lobby for peace from the colonel and tells nietinina that beauty must give up the settlement to the people of the earth. He completely loses the trust of Na Meiren and is disconnected from avatar and locked up. At the same time, niedini’s father died in human hands. The climax and reward of the second act: Jack and others escape from the base, link avatar, tame Toruk, become the “ghost Knight” in Nami legend, and regain the trust of Na Meiren. Scene 3: the Colonel launches a coup and decides to attack the na’ami tribe and bomb the sacred tree. The last battle: Jack leads Na Meiren against the human race, but there is no chance of winning. At this time, the life on the whole planet launched a counterattack, and finally beat back the human beings. Ending: the earth people leave Na Mei Xing, Jack gets Na Mei’s acceptance. The final picture: with the help of the divine tree, Jack becomes a real beauty. This part of the introduction to this end, the following into a more complex structure division.
The theme of avatar is full of pessimism about the present situation and future of mankind. By Jake’s words, we can say that human beings have destroyed the earth, and now we are going to destroy Pandora. In fact, to show the author’s pessimism about human beings, the best choice is to use a physically disabled ex marine. At the beginning of the film, Jake says he doesn’t have the money to treat his disabled body, and he lives on the dole. Such a soldier who lives at the bottom of the society, has no source of income and no future, and his twin brother is still killed by gangsters, can be said to have tasted the pain and sorrow of human society. You can understand his excitement when he became avatar for the first time, running around crazily regardless of the advice of scientists. It was his long suppressed desire for health and freedom. Only when he became avatar, he was not an old soldier pushing a wheelchair, but a beautiful young man full of vitality. Jake decided almost from the beginning that he would rather be avatar than human.
After encountering Neytiri and the real na’amie tribe, Jake’s “mutiny” became more logical. Is it a warrior who has been tested by hunters in the beautiful jungle and finally won the approval of the beauty and Neytiri, or is it a soldier who pushes a wheelchair and is confined to a human base and reports to Colonel Quaritch all day long? For Jake, it is a multiple choice question without difficulty. Among all the “good people” in the film, to be exact, the break and struggle between RDA and mercenaries, Jake has always been the most resolute and tenacious. Because no matter doctor Augustine or female pilot Chacon, their help to the beauty is out of sympathy for the beauty and “distaste” to Colonel guaritch. Only Jake’s “rebellion” is really because only in Pandora can he realize the happiness and significance of life.
Jake’s handicapped setting, which I think is quite skillful, plays a reasonable role in promoting the plot. You can see that Jake’s Avatar’s first movement after sitting up is to move his toes, and even the later running can show Jake’s adaptation and satisfaction with his new body, which foreshadows Jake’s tendency towards Na’vi people.
AndHadHun
False blind, true moral blind
Akash, the male host, said he pretended to be blind in order to concentrate on music, and put a film on his eyes to block his eyesight. Can be in no one’s place will immediately take down to return to normal, after meeting his favorite girl, go out without that layer of membrane, unscrupulously deceive everyone.
After witnessing Simi and her lover killing her husband, he prepared to go to the police, but found out that the police chief was the lover, and then he counselled him. Although there was a struggle, the truth was never told. Later, he saw Simi push the neighbor’s old lady down the stairs, but he still chose to be blind.
When Simi, one of the killers, found out that Akash was not blind, he was afraid that things would be revealed, so he blinded Akash’s eyes and made him a real blind man. Akash fell into the hands of a taxi couple who secretly made money by buying and selling livers. Akash almost had his kidney cut off, but he told the couple that Simi had killed his husband with his husband’s sheriff, and that he had taken 10 million yuan to save his life. But in fact, the 10 million is fake. The sheriff and Simi are involved. After a scuffle, Simi, the sheriff, the taxi couple all got some retribution, and Akash survived.
At the end of the film, Akash is somewhere in Europe, wearing sunglasses and playing the piano as before. He tells Sophie: Simi killed the doctor and was going to kill me by driving. But it happened that a killed rabbit flew to the window of the car, so she turned around and lost her life.
Many people have questioned whether the truth in Akash’s mouth is true, whether he finally discovered his conscience or lost his morality. I think the ending should be the latter. It can be seen from the film that Akash’s eyes return to normal, because when the waiter asked him if the rabbit crutch was his, he said yes without hesitation. How can a blind man know if this is his crutch? The first is a shot of the doctor telling Akash to sell Simi’s liver and use her cornea to cure Akash. By this time, the car is far away. But in the back, when Akash told Sophie the truth, the car stopped under a tree. The implication is that Akash is lying.
When I looked at it for the first time, I thought that Akash still had some good people. He had morality, but he struggled in it and finally fell down. When I saw it the second time, I felt that Akash had never been a good man. He pretended to be blind and lived in a house with low rent. He was taken care of by many people. He was timid and did not dare to tell the truth under the power. He was greedy for life, willing to hurt others’ lives for his own life, and buried the truth for his own reputation. He was pretending to be a good man.
Taxi couple, police chief — take the bad consequences from oneself
Taxi couple and black heart doctor cooperate to trade liver for profit. They don’t care whose liver they take. As long as they can make money, it doesn’t matter if people die. But unexpectedly, the husband was seriously injured in the fight with the police chief and could not be rescued. His wife went crazy outside the emergency room and said to the doctor, “I have money, I have money. You must save him.”. But the doctor told him that he could not be saved, and said, “you can consider donating the liver to other people, as well as the cornea.”
The sheriff loves power and reputation. He does a lot of selfish things with his own power. In order to keep this power, he does not hesitate to hurt other people’s lives and violate professional ethics. But he was trapped in the elevator and hurt by his pistol.
Sophie — a simple and innocent perspective of God
Sophie’s appearance is not only to make the film appear “love” this factor, she also symbolizes a group of people, who are naive, simple, easy to believe other people’s words, and believe it. In the play, Simi and the sheriff find that Akash is a fake blind man, while Sophie, who has been with Akash for the longest time, does not find out. Moreover, Akash has many loopholes in the process, such as the one in front staring at the mural in the corridor and recognizing his rabbit crutches. Sophie didn’t have any doubts about others. Even knowing that Akash had cheated herself once, Sophie believed what he said and believed that he was a good man. Finally, there is to fight for him: “you should listen to the doctor’s advice to take away her cornea.”
Spider-Man: Into the Spider-Verse
Although “spider man: parallel universe” tells the story of six spidermans fighting the villains together, it is obvious that they can’t be the protagonists at the same time. This is due to the limitation of the length of the film. If we describe each spider man too much, we will lose the rhythm. Therefore, the film depicts three spider men in detail. However, this film, like other films, focuses on one of the protagonists, Mel The middle-aged Spiderman Peter Parker and Spiderman Gwen are designed as secondary plots.
Minor plot refers to the story that has less screen time and emphasis than the main plot. Although it may not be associated with the main plot, a secondary plot should still support the protagonist’s story. In Robert McKee’s the story, he wrote: “if a minor plot does not contradict or resonate with the dominant idea of the main plot on the theme, if it can not help to introduce the incentive events of the main plot, or complicate the action of the main plot, if it is only parallel in the storyline, it will split the whole story and destroy it Effect. ” In essence, a minor plot must reinforce the main plot, no matter how. In spider man: parallel universe, there are two main methods.
They connect with the theme of the main plot When miles lost his Spiderman identity, Peter Parker was lost in the pain of his divorce from Mary Jane, and Gwen lost his best friend because of his identity, so she decided not to make friends. The story of the three revolves around the same theme – seeking for self-identity value.
Enrich the world of the story In Peter Parker’s story, we learn about spider man’s life as an ordinary person, and he also has emotional crisis; in Gwen’s story, we see the danger of spider man’s identity and the loss of her best friend. Through the stories of Peter Parker and Gwen, the identity problem faced by miles has a deeper background. Together, these minor plots form a unified theme and depict the obstacles in the story world in more detail and forcefully.
Elements of secondary plot In spider man: parallel universe, the main plot is how miles grows into a new generation of spider man. The secondary plot is similar to the basic elements of the main plot, but with less emphasis and turning points. Each minor plot should have five key elements.
Desire
Incentive events
Conflict and struggle
Climax
Solution
Peter Parker Desire: getting married again with Mary Jane Motivating events: coming to a new world Conflict and struggle: Miss Mei and Mary Jane Climax: confide in Mary Jane of the new world at dinner Solution: go back to the old world and knock on Mary Jane’s door again
Gwen Desire: longing for friendship under Spiderman’s identity Incentive event: meet miles Conflict and struggle: getting along with miles and other Spiderman Climax: admit the new hairstyle is great Solution: acknowledge your friendship with miles
Miles Desire: Hope father understand him, no longer restrain him Inspiring event: Uncle Allen’s death Conflict and struggle: Miles blames himself and other Spiderman partners comfort him Climax: father confides to him through the door Solution: call your father and hug him
It is worth mentioning that every minor plot deepens the theme. Peter Parker finally decides to renew the relationship with Mary Jane; Gwen gains the friendship with miles and other Spiderman; miles cherishes the kinship with his father more, and his father doesn’t force miles. The themes of the three stories are all about regaining self-identity.
Compare and Contrast
This similar sequence of film plot development uses a tight rhythm to capture the audience. The general plot is that the character changes from one character to another, in which a series of things happen. The emergence of villains, crisis, motivation and other factors promote the development of the whole plot.
I think the characters in these three films have a process of transformation.
The protagonist of avatar, because of his own physical defects, is actually not very expected of this. It can be said that he hates his own pain, but when he has a new body and contacts a new race and love, he shows a state of love. He thinks he has a goal and mission to accomplish the protection of the planet.
The role of the tuner also has a process of transformation. At the beginning, he is very kind, and later, because he is threatened and saved his life,becoming a false person who can tell lies.
The protagonist of Spiderman, the little boy starts from the fear and bewilderment at the beginning, and begins to bravely accept the fact, and undertakes his own mission to save the world together with other spider man. This is an improvement of his personal body and soul, including the relationship with his father.
And I think the three films listed above used similar narrative structures as well. This narrative structure can make the story twists and turns, that is, the rhythm of the film is compact and fast, which will not make people feel bored or expose the main line and goal of the story at he first sight.
The similar structure
Start
Usually this picture represents the theme / tone / and attitude of the whole story Core themes. Usually, within five minutes of the film’s opening, the theme has to be brought out, whether it’s a dialogue or action between the characters. In other words, five minutes before and after the beginning of the script, an interesting question or discussion must be raised for the protagonist / Director / audience to answer together.
The framework of the plot
The first 10 minutes or so of the film is when the screenwriter introduces / constructs the film world: the relationship between characters, “personality”, what they want, etc. In the first ten minutes, we should also show some shortcomings of the protagonist. These shortcomings will come back later and cause some problems or laughs.
The exciting point of the plot
About 12 minutes after the opening of the film, there will be a turning point in the plot: for example, a phone call informing rich dad of his death.
In other words, it is an event for the protagonist to say goodbye to his comfortable life. If this point is not strong enough, the audience will think that the film “has no plot.”.
The conflict and contradiction of the characters in the plot
After the turning point, the protagonist has to face the self struggle Do you want to keep going? In this section, the protagonist should be more active, so as to be a “hero” and the audience will have a sense of identity.
The story enters the second stage
After the protagonist’s self struggle, he decides to accept the task, decides to set out to destroy the ring, decides to participate in the beauty contest, and decides to love bravely The story officially enters the second paragraph.
Open story line B
As you enter the second paragraph, you should also start the second axis of the story. The main character’s love story usually takes place in the second story line; this section is also the best opportunity for the protagonist to meet his new partner.
Add more game time The middle of the story. If so far, the protagonist has been all smooth sailing, then the middle point is the climax / bottleneck of his good luck; after the middle point, everything starts to go down until the final tragic ending.
The villains are coming
In the middle of the previous point, perhaps the protagonist temporarily defeated the enemy, but in this period, the enemy will regroup and make a big counter attack. The enemy of the protagonist is more and more powerful in these 20 minutes. Before the end of this period, we have to force the protagonist to a corner.
Let the protagonist lose everything At this point in time, the protagonist has been cornered.
The story enters the third stage
Just when everything seems desperate, the protagonist begins to turn defeat into victory. Often, the key to the protagonist’s turning from defeat to victory is the people he knows or what happens in the story line B: the seemingly trivial events or characters at that time become the key to turning defeat into victory.
Ending
The protagonist successfully defeats the enemy and establishes a new self / life / even a new world by using the people and things learned in the story line B. The minor problems, habits or problems of the protagonist at the beginning of the story have also been solved.
Ending screen
The last picture of the film should correspond to the first one. The first and last pictures of the film can be used as a set of pre – and post use photos, reflecting the changes of the protagonist in the journey of the story.
1 . Some supplementary points for camera tracking (Leak filling)
1 . Create a point which may be blocked for some frames by the moving objects and polish it to make sure the stable tracking
step1 Start frame – Ctrl + left click
step 2ctrl+< & ctrl+> means go to the former and next frame ( frame by frame)
step 3 Go to the frame when you want the point to be ended and click end point
step 4 Slide on the timeline to the frame where you want to start tracking the point again and add click + left click again on the same point so to add the key frame (pgup & pgdown to check the same position of the point) and then track the rest , then go the the frame ended and press E to open the point to create a splining (predict) between the two key frames (like spline animation)
2 . tracking the point which has large contrast and brightness
step1 trackingmode — marker
step2 Gauge Marker
3 . Modify the lens
make the deviation below 1
fix the camera
4 . Create new point group
first group for background and second group for the person
double click the second point group to create new points
II . Tracking the face
Step1 Outline the centre of the face (Middle)
change the color for easy seeing
Step2 Create points symmetrically along the edge of the hair
Step3 Import
Step4 Click the point (Alt+Drag) and go to the another window view and click Extract vertex / ExtractLine / Extract Polygon and click corresponding vertex on the obj object (both in object group)
This step is accurate alignment point, so that the model can completely replace the face in the video, so it is necessary to track the points symmetrically and ensure accurate positioning along the hairline.
Step5 Calc
The value of the deviation in this step will be higher than one because of the angle mismatch.
Step6 Translate & Rotate (to match the face shape)
Step7 Project points and calc again
Step8 Select the background points and create mesh from point legacy
Step9 Run Warp4 ( for sourceimages)
Step10 Export to Maya and Nuke (for mel)
Step11 Import to Maya (set project)
Mel & Sourceimage
Mel for the object and camera
Sourceimage for the plane of the footage
Step12 Parent
Delete the original object and drag the new fbx model to the group which contains the locators so the new model will track the location of the locators.
TEST
Reflection and Summary
I have redone this project for three times. For the first time, I found that the points in the 3D view did not overlap with the points in the 2D view I tracked, which meant that my calculation was wrong. Maybe I moved the camera or activated the angle and length of the camera.
The second time I found that I mistakenly took the point of group 2 as the point of group 2 and gave the command of plane generation, which led to the error of my point and model and could not be withdrawn.
The last time, I summed up the lesson twice and checked my files at any time. In fact, tracking is a process that requires patience. It needs a little bit of correction to ensure that there is no significant deviation. This process also needs constant practice.
So I summed up a few points to pay attention to in the process of doing
Save it at any time and save it as a new file. Do not cover it.
See the name of the group clearly, and distinguish the group of objects and the group of lens.
In the calculation, strictly follow the steps to adjust the tracking of points and the position of the box, instead of deleting points or constantly calculating to ensure that the curve is lower than 1.
Tracking point is not only to track those easy to trace points, but to ensure that the tracking points cover all planes, that is, three dimensions of a three-dimensional space.
When we are familiar with a new software, there will be many problems and difficulties. In fact, if we have time, it is necessary to do it repeatedly. It can strengthen memory, discover new problems and then solve them. This process can also learn more.
Start – start frame End – end frame Browse – Footage File Path
Export Buffer
Playback – Export Buffer Compression File
8 bit color (for EXR footage)
Save File
Create Point – Ctrl+Left Click
Select Point- Alt+Drag Left Mouse Button + Track
Choosing corner point, dark points and light point. Do not choose reflective points, invisible points or moveable points.
The inner frame is to determine the feature area of tracking, and the outer frame is to determine the size of the area with difference from the feature area. Generally, the part with obvious color or brightness difference is selected for tracking. The two frame not to be too tight or broad.
Center 3D – Focus on the point
PGUP & PGDOWN – Select Key Frame
Ctrl B – Delete trace data before timeline Ctrl E – Delete trace data after timeline
When tracking, if the discovery box is about to move out of the interface, it is necessary to stop tracking. If accidentally track a few more frames, select the correct frame and click end point.
If the tracking does not start from the first frame, we need to use the backward tracking, and select the backward direction from the frame where the tracking starts.
Select Frame 1 + E – The frame will turn blue to the end , so it will know the track frames.
Tips
If the tracking point you want to track has a large displacement, but your large frame is not large enough, and the tracking point in the next frame moves outside the large frame, the tracking will fail because no tracking point can be found in the large frame, but if the large frame is too large, the calculation time will be increased.
If you have more than one tracking point pattern in the small frame, it will be inaccurate. For example, if you track a brick on a mosaic wall, the computer does not know which brick to choose in the next frame, and they are all the same length.
To choose a point with strong contrast with the surrounding environment, in the light and dark, color, saturation should have a strong contrast, so that the computer calculation of data will be more stable.
Don’t choose water, clouds and plants, this kind of moving object to track.
Modify Color – Image Control Window (Contrast & Brightness)
Adjusting colors doesn’t make the software easier to track, but it allows us to better choose which points to track.
ensure highlighting the color controls enabled
When tracking windows, choose corners instead of glass, because there will be bird shadows on the glass, which is hard to track.
Calc – Calc All From Scratch Alt+C – 3D Space
Deviation Curve
When you getting the number less than one, it is a good tracking. If your error getting more than one, you should refine your points.
When splining start with smoothing the feet and locking their positions.
Then hips ensuring they are moving along a smooth path. Track if necessary.
Then go back to the feet and ensure they are still measuring up and track there motion path.
Then arms smoothing and tracking to ensure the arcs are still there.
Then spine work up the spine finishing with tracking the chest
Then head starting with the neck ensuring the rotation is only slightly coming from the base of the neck and majority of rotation is coming from the base of the head.
Modify Stylized Walk Animation
FeedBack
1 . arms overlapping
2 . hand overlapping
3 . head overlapping
4. bring back hips (gravity)
Spline and polish pass
In this place, because the hips twist too much, the character’s center of gravity is not stable, so I pull back the hip controller and reduce the waist rotation value.
The overlapping movement of the arm is slower, so some adjustments are made later.
The arm follows slowly, and the rotation value is adjusted back.
head overlapping
Modified Stylized Walk
Tracking and Baking animations
Some Tools
1 . Action library plug-in
This plug-in production is very efficient, can establish a very complete expression and action database, the interface is simple to use, and can also share data, very aspects! This plug-in 5 most outstanding aspects of the plug-in can be highlighted! The main functions are to create any pose pose pose, mixed pose, reverse symmetric pose and animation output.
2 . Arc Tracker
It is an indispensable step for animators to check heavy motion arcs in animation refinement stage. In addition to using Maya’s own motion track function, they can also use these two plug-ins to fine tune. The first one is very close to Maya’s own motion track function, but it is much easier to use than Maya’s own function. When there are many models, Maya runs smoothly. The other plug-in does not have the function of adjusting the trajectory curve on the screen, but it does not affect the operation of Maya at all when the number of model faces is large.
3 . Onion skinning
The technique used by animators to view multiple frames at the same time. By using this technique, artists can easily find and change or adjust images based on previous images in the sequence.
Render Farms
The scientific name of render farm is “distributed parallel cluster computing system”, which refers to the supercomputer built with existing CPU, Ethernet and operating system.
“Cloud rendering” is to upload materials to the cloud and use cloud computing systems of Google, Amazon and other companies for rendering remotely. No matter where they’re finished, they can download it. In addition, they can arrange their own rendering order according to the degree of urgency and monitor the progress of rendering at any time.
Render farm technology can divide one or more rendering tasks into several parts and render them by each node in the cluster at the same time, so as to reduce the overall rendering time and shorten the film production process.