Emerging Technologies – 3D Scanning and Printing compared to other Animation Methods

Emerging Technologies – 3D Scanning and Printing Compared to other methods of Animation

In the essay I will be comparing the new method of 3D scanning and printing (example shown through bears on stairs) to other methods of animation. This essay will go into detail on the different forms of animation; considering how efficient they are and the quality they allow, compared to different methods. I will be using a wide range of reference to ensure that I create an accurate and fair final conclusion decided whether 3D Scanning and Printing has a future, or if it is simply inefficient.

What is 3D Printing and how does it work?

‘(noun) the action or process of making a physical object from a three-dimensional digital model, typically by laying down many thin layers of a material in succession’. 3D printing is essentially the process of creating digital objects in physical form. This method is used in animation context to 3D print each frame of an animation to make the physical frame by frame sequence of an animation.

Bears on Stairs

Creative agency DBLG (based in London) and Blue Zoo created the “Bears on Stairs” a short animated clip using a series of 3D modelled and printed bears to create a traditional stop motion animation, ”made the same way animations were made long before computers had anything to do with animation”1.  The idea was to 3D model a character, animated it digitally, then 3D print each individual frame to create a physical sequence that can be used to create a traditional style stop-motion animation.

The idea was to “relive the Bear scratching up against a tree and move him to a never ending staircase”. The animation took around 50 models in total, taking up to 4 weeks to create. This makes the animation as efficient and effective as any other professional animation of its size. “The original ursine has a very short run time of 2 seconds”2. However, due to the clever design of the animation, the final product is able to run on a constant flowing cycle.

This animation was created by taking a virtual 3D modelled bear animation and bringing it to reality with 3D printing. Using replacement modelling to take photos and create a sequence that flows to make a physical animation. By creating various iterations of the same 3D model, slightly modified, it allows for a smooth animation to be created.

Process of replacement modelling: start with the first 3D model in the sequence, take a photo and replace the first model with the next model in the sequence (in the exact same position) and take a photo. Process is carried out for every model in the sequence and then put together in order in video processing software (such as Adobe Premier). This allows for the series of photos to be turned into a flowing animation which makes the bear appear to be climbing the stairs.

Sony Bravia

“The Sony Bravia Play-Doh Rabbits advert was developed at Fallon, London, by creative directors Juan Cabral and Richard Flintham and agency producer Nicky Barnes.”4 The advert runs for 90 seconds and shows “Play-Doh rabbits hopping to a central point where they turn into an enormous purple wave. The wave then turns into a sea before a whale’s tail emerges”5, which then turns into a giant red rabbit.

Early version of this process used using physically sculpted models in a processual process replacing models with the next model in the sequence (replacement modelling). Project was for a TV advert. The Sony Bravia TV advert using hand modelled rabbits animated using stop motion animation, is a prime example of the traditional style of stop motion animation, compared to DBLG’s modern method of 3D modelling the bear animation on a computer before 3D printing the sequence and then using the printed models for stop motion animation.

“The Sony Play-Doh advert was the third advert featuring the “Color like No Other” tagline”.4 “The Bravia advert is made up of stop frame / motion animation, in which objects are moved by very small amounts between individually photographs frames – a very long and arduous process. Over a period of three weeks. “4 A big difference between the Bravia advert and the Bear on stairs is that 40 animators were required to make the Bravia advert. The animators were responsible for: “189 2ft bunnies, 150 1ft cubes, a 30ft giant rabbit and a 10ft x 20ft purple wave – all made from 2.5 tonnes of plasticine.”4 This was the very first time that many animators had worked together on one scene.

Traditional Animation

Traditional animation is the process of hand drawing each frame of the animation on a physical medium. This was the most common method of animation until computer generated animation (2D vector and 3D animation) took over. Famous examples of traditional animation include; “Atlantis, Curious George, Hercules, Peter Pan, Beavis and Butthead, and many more.”6 In this essay I have included an example of a hand drawn animation sequence which would be used to create the animation. “Original Disney films are a perfect example of this kind of animation. Flip-books are a basic version of how traditional animation works: sequential drawings screened quickly one after another to create the illusion of movement”7

Traditional animation is created by animators using transparent paper to draw onto using coloured pencils, frame by frame. Often animation will be tested it rough sketches before creating the main frames. This is to prevent time being wasted as traditional animation is expensive and time consuming. This is why animators these days prefer more modern methods such as 2D vector/3D animation on a computer.

3D Animation

‘3D animation works in a completely different way than traditional animation. However, they both require an animator to understand the same principles of composition and movement’7. The skills required to be a 3D animator are very different to those required to be a traditional animator or vector-based animation. Drafting is very important when it comes to traditional animation, whereas it isn’t a necessity when 3D animating. 3D animation has been described to being ‘more similar to playing with puppets rather than drawing’7.

3D animation is often referred to as CGI/CG, and is made by generating images using computers. The series of images generated form the frames of the animation. 3D animation uses techniques similar to those used with stop-motion animation, ‘as both deal with animating and posing models, and still conforms to the frame-by-frame approach of 2 animation’7 but animators have a lot more control over their animation when animating in 3D due to the digital work-space.

The process of 3D animation is more similar to other forms of animation than people may believe. The biggest difference is that the character is digitally 3D modelled using software such as Autodesk Maya, rather than being physically drawn or modelled (often constructed with clay). For the 3D animation to work, the animator must create a ‘skeleton’ that allows them to move the model and position the models into main key frames. With 3D animation only the key frames are required as the computer is able to ‘calculate and perform an interpolation between those frames to create movement’7. These generated frames can then be modified to create the perfected finished product. Often the animator/’s will modify the curves to make the animation flow the best it possibly can.

The final process of the animation is where 3D animation differs the most from other forms of animation. Once the animation is finished, the computer will render each frame individually. This process allows for a very good quality animation (TV/Game worth), however, it can often be very time consuming, especially if it is a long, high quality animation.

2D Vector-Based Animation

2D vector-based animation is the modern equivalent of traditional, hand drawn animation. Instead of being hand drawn on paper it is hand drawn on a computer in software such as; Adobe Photoshop, TV Paint, or Toon Boom Harmony. These examples of software used for 2D animation all have differences in the way they work, but all can be used in their own way for their “powerful drawing capabilities.”7 Below I have included an example of how vector based animation is created using different vectors moved between frames to create a flowing animation.

One major difference between 2D animations is the efficiency of how each animation has to be done. 2D animation is done in 2’s, meaning a new drawing is done per 2 frames. Whereas, 3D animation works in 1’s, meaning each frame the animation changes. This means more work is necessary for 3D animation. As well as this, when animating in 2D the character is only visible from one side meaning the other side doesn’t need to be drawn by the animator, cutting down on time drawing the scene. Whereas, with 3D animation the entire character has to be created and animated per frame due to it being in a digital space.

Conclusion

To conclude, in my opinion the method of 3D Scanning and Printing, carried out during the bears on stairs project, is a modern and effective method which I believe could quite easily have a future in the animation industry and in some cases replace other methods currently viable in the industry, especially with smaller projects. I believe this due to the quality and speed that the animations are able to be made with this method. This method was proven to be efficient through the bears on stairs project, as it proved that the animation can be created the same speed (for the length) as any other stop-motion animation. The quality of the animation is also clearly shown through this project as well, as the final animation is so perfectly created that even professionals wouldn’t be able to tell that the animation isn’t rendered digitally.

However, I do understand the downsides of this method. One being the long and expensive process of 3D printing the animation once it is created, which I don’t believe has been taken into a great deal of consideration by many animators with it being a new method. As well as this, the regular 3D animation process is already being carried out for this process to be viable, therefore many people will query why not just render it digitally, instead of carrying out 2 processes; 3D printing and stop-motion animation, to get the same result.

Finally, I disagree that 3D Scanning and Printing (to animate) is an effective method for big companies creating large animations as it is an expensive and time consuming process, despite the bears on stairs project competing for time scale with other animation methods. I don’t believe that this will be possible on a bigger scale and multiple characters and objects in one scene will lead to a lot of 3D printing and relocating to be done, versus simple rendering the scene (render time isn’t really effected by the amount of objects in the scene). Despite this, I would agree that 3D Scanning and Printing is a viable method of animation for smaller projects as it does allow for nice clean, high quality animations to be created fairly efficiently. I would also recommend this method for animators who enjoy stop-motion animation but dislike hand modelling their models and prefer digital 3D modelling.

 

Bibliography

https://dblg.co.uk/projects/bears-on-stairs/

https://www.youtube.com/watch?v=CLUAbkRUvVQ

http://theinspirationroom.com/daily/2007/sony-bravia-play-doh/

https://www.techradar.com/uk/news/home-cinema/high-definition/sony-bravia-ad-goes-for-bunny-colour-fun-168152

http://time.com/

http://Wired.com/

http://www.sky.com/tv/channel/skycinema/gallery/top-50-traditional-animations

https://www.bloopanimation.com/types-of-animation/

 

Key:

1 = Time

2 = Wired

3 = DBLG

4 = the Inspiration Room

5 = Tech Radar

6 = Sky

7 = Bloop

Updated Lamp Animation (re-rendered)

In order to improve the overall look of my portfolio I have re-rendered my jumping lamp animation which I created a while ago, near the beginning of the course. Therefore, it isn’t as great quality of the rest of my work, but is still a clean looking animation (nicely rendered out) in my opinion. As well as this, most importantly, it looks much better than it previously did, so it hence improves the overall look of my portfolio – making it look more professional.

Overall, I am very happy with the improvement I have been able to make to my lamp animation. The video below shows my animation. To conclude, I would like to further advance my animation skills to be able to produce more professional looking animations, that are of a higher quality than my current animation.

Walk Cycle

In Matt’s Lesson I was finally able to finish up animating and polishing my walk cycle. I am very happy with how it has turned out, and I can personally feel my animation skills slowly improving. I am still yet to find a great interest for animating but perhaps with my new low poly world project, I may do some small animations to bring it alive and I may then enjoy animation more as it is something I have chosen to do.

Below I have included a rendered out video of my animated walk cycle, on an infinite white background. The video shows both a front and side view of my animation. I have went for a fairly standard style of walk which I would definitely advance to a more unique walk if I was to do a walk cycle again in the future. However, I feel like to do this it would benefit me more if I had a character description and appearance to use to make the walk more unique. I feel like I was creatively restricted by the lack of personality the practice character has.

No the less I am very happy with how my animated walk cycle has turned out and I will for sure be displaying it in my portfolio, as in my opinion it is the best animation that I have done to date.

Walk Cycle – Updated

Today in Matt’s lesson we were once again working on creating our own walk cycles to put into our portfolios. We are doing this because a walk animation is crucial for anyone wanting to show off their animation skills. I may not be great at animation, or have any interest in carrying it on in the future, however, I do feel like by working on this project my animation skills are improving and it is a way for me to show what animation ability I do have, in my portfolio.

I have included a quick play blast of my work below. Personally, I am very happy with the progress I have made since last lesson. I feel like my walk cycle is really coming together, as it feels more fluent and realistic.

However, there is still improvements I intend on making. For example I plan on using various visualize methods to make my animation more fluid and have a nice curve to make it more professional.

My next steps are to clean up my animation and to prepare it for batch rendering it be featured in my portfolio. This will include fixing my animation curves and adding lighting and a filled white background, to give the professional look.

 

Walk Cycle

Today in Matt’s class we began looking at walk cycles and how to animate them. We were asked to get a video of a real walk cycle and an animated cycle. The will be useful resources for creating my own walk cycle as it allows me to break down each pose and perfect them to get a real looking walk cycle. Below are the two videos that I sourced.

Real walk cycle

Animated walk cycle

My walk cycle (beginning)

In today’s lesson, we also began animating our own walk cycle. Below is what my walk cycle looks like as of current. Admitably it is very robotic, however, it is just over an hours worth of work, and I have very little animation experience and it is a fair base to work on and improve to get a decent walk cycle to eventually put in my portfolio.

walk cycle

 

Animated Short Submission

Introduction

Over the last few weeks I have been working on an animated short in my animation classes with Matt. This blog post goes into detail about my process of creating the animated short and thought processes before and throughout. It also highlights complications I had, as well as working progress and the final submission and my overview of my work.

 

Problems I encountered

After a long week off, working on other projects, I came back to my animated short today to piece together the batch render in premier, when I realized that there was a problem with my animation. Upon inspection in maya, I realized that my animation was completely broken. I am not certain what caused this or what was even wrong, however I suspect that it was something to do with pivot points being moved, but that is just speculation. As a result of this I had to spend today redoing my animation as it is due today and I will always strive to get my work in on time. I was devastated when I realized what had happened to my work, as my animation was a lot of hard work which I was proud of and my current work isn’t of the standard of the pervious animation, but I still feel it is submission worthy.

 

Animation Plans

From the outset I had a rough idea of how I wanted my animation to turn out. These were displayed in my ‘animation plans’ power point. As I already stated I had to redo my entire project within a very short period of time, meaning that my final animation wasn’t as good as it was when it was originally animated. However, my final submission, despite its clear flaws, still some what follows my animation plans.

Essentially, my animation is a coffee go cup, which bounces around the screen, then stumbles on some dominos, causing a sequence to begin which results in “the end” being displayed to finish. Looking at my animation plans this is very similar to the more beefed out plans which I had carried out in my first animation, which got corrupted.

Animation Plans

 

Story Boarding

As a part of my preproduction I created story boards to help my plan out my animation. This helped me stay to plan and achieve the look I was after. Below are my story boards, they are very rough as I created them quickly because I was eager to get animating.

story board 1

story board 2

 

Working progress

Below is a working progress video I created for the original animation which I did, you can tell by looking at this working progress that is is similar to the animation I submitted, but of a better standard.

At this point I was happy with the flow of the animation and I was working on improving the end of the animation, where the cup falls and collides with the dominos. I struggled getting the fall of the cup and dominos to look fluid and natural, however I feel like I achieved this in my original animation, and fairly well in my final submission.

 

Renders from the final productionAnimated Short SNAP

Animated Short SNAP2

Final Submission

 

Overall

To conclude, I am fairly happy with how my animated short turned out, especially considering the circumstances. However, I am still devastated I wasn’t able to submit my original animation as I was really proud of the work I had done for it, considering I am not a very good animator and I would personally say my main priorities lie with game design and 3D modeling. Next time I am going to go to all lengths to make the best animation I possibly can, to show what I really can do (animation wise) as I was looking forward to showing off my original animation and I am disappointed to not be able to submit it.

Batch Rendering

What is ‘Batch Rendering’?

Batch rendering is a rendering process, in which a render is taking frame by frame in a set limit of frames. These frames can then be taken and put together in order, using software such as; Adobe Premier or Blender, to create a video (for example AVI format). This is the process required to render an animation compared to a model, where you have to only render one frame (rather than multiple).

Example Renders

Below are some example renders of my animated short. These renders are examples of what my animated short will look like when the batch render process is complete and it has been put into premier and converted into a video. I have used a ‘three-point’ light system paired with a fully white background and soft shadows to create a visually appealing look. My hopes are that this render will lead to me having a nicely rendered animated short video.

Animated Short SNAP

Animated Short SNAP2

Animated Short Analysis

Personally, I don’t really enjoy animation as much as I do 3D modelling and game design, therefore I don’t feel like my animation is as good compared to my other work. However, I do feel like my animation does flow fairly well and does have a fairly comical and ‘clean’ finish.

Overall

Overall, I am looking forward to taking my batch rendered images and putting them into either Adobe Premier or Blender to convert the animated short into a video which can be uploaded to Vimeo / YouTube, as well as being displayed on my blog and in my portfolio.

Animated Short Progress

In Matt’s lesson today I spent more time today working on my animated short; I made more of the actual animation as well as experimenting with lights and cameras to get a professional looking render view for when my animation is complete. This will save me time when it comes to batch rendering, as my animation is already set up for a professional looking render.

So far in my animation I have my coffee cup jumping around the screen and then falling over some dominos causing a chain reaction with the dominos. I then plan on having the camera cut screen to the words “THE END” spelled out by fallen dominos (creating the illusion that the dominos created that word.

The link below is a playbast of my animation so far which highlights all of the feature I have mentioned in this post. It is not a render so the lighting can be seen in the video but doesn’t effect the video the same way it will when it is batch rendered. I have also created an infinite white background which also isn’t visible in the video but will be when it is batch rendered.

Personally, I like how my animation is going so far, I may not be very well experience at animation (or even honestly enjoy it that much, as I much prefer game design and 3D modelling), but I do think that my animation does have potential and with more work could be a fairly good looking final piece for the animated short project.

 

2D Animation (Sprite Sheets)

As preparation for the 2D game I will be making in Chris’ lesson, I have spent time today taking my 3D rabbit animations and converting them into frame by frame renders (arranged on a sprite sheet). Below are the sprite sheets for; running, jumping and idle.

The process I carried out to do this is as follows: I created a character using Voxel which I then imported into Mixamo and created the required animations (run, jump, idle), I then imported the renders into Maya where I batch rendered the each animation individual which resulted in a sequence of images, which I then imported into Adobe Photoshop and resized and arranged correctly to make three complete sprite sheets.

Overall, I am very happy with how these sprite sheets turned out and I hope that they look good once put into a game engine (Unity). This process may have been a tedious process but it is worth it to get clean looking 2D animations which will be used without the majority of the game I am planning on making. I am really looking forward to beginning to create this game. I have wanted to create this game for a while now so I am really looking forward to seeing what I can do with it. Especially after already creating a 2.5D game (Acclimatize) and still working on it.

My near future plans for this game are; to begin getting the basic scripts together so that the game is playable, create more artwork for the game (e.g. background art, platforms, ext.). More further future plans for this game (as of current) are going to be; to create a clean looking UI, coin collection system (with high score tracker), “Juice”, and particle effects, in the hopes of making a very fun and professional looking game.

runidle.png

jump

Animated short, the beginning…

 

animation rendercc renderhierarchy

In animation class today I began my animated short project (due February 5th). I am very happy with the plan I have for my animation however my animation skills, in my opinion, are below par compared to my skills at other subject included within Next Gen. I plan on trying my hardest and persevering to hopefully get a fairly good looking final product.

I began today by finishing my character (which I had previously created but got corrupted), rigging it and creating a domino and table top (plus textured them) to be used in the animated short. The images above show the main scene, a close up of the character and the hierarchy of the main character.

Personally I am very happy with how the character has turned out as I like the stylised look to it. I feel like this character is suitable for the goal of this animated short as in my opinion it matches the look of other ‘cartoony’ / comical characters used in shorts by companies such as Pixar and Disney.

During the process of creating this animated short I am going to be using my treatment (which is featured on another blog post about the planning process of my animated short) and my story boards, featured below:

story board 1

story board 2