CSC2529 Assignment: “Championship”

A Short Animation by Noah Lockwood

 

See the animation first!


The Idea

I originally had a large, grandiose plan for my animation (which I’ll post pictures from, eventually), but unfortunately I had to scale things back a bit when I realized just how much time creating an entire animation takes!  I ended up conceiving a simpler animation using figures made entirely out of blocks - actually, everything in the whole animation is made of boxes.  That way, it’s not “copping out” – it’s stylistic.

There were a lot of sources of inspiration for this style, like Mike’s awesome animation from 2004, Karl Sims’ work (especially the virtual creatures), and the infamous “Xiao XiaoStickfighting animations/games.  It’s amazing how expressive simple block/stick figures can be and I wanted to give that a try.

 

Modeling

I used 3D Studio MAX for every aspect of this animation.  I’d originally intended to model in MAX and animate using Maya, but I’m already pretty familiar with MAX so I stuck with it to increase my amount of animating time.

For the main character, I copied, erborrowed the proportions and rough setup of the Stikfas figures:

The figures have slightly exaggerated, “heroic” proportions which I tried to emulate:

The environment was made of simple boxes with a tapered bottom to force perspective and make them look like they go on forever.  At least, that’s what it’s supposed to look like (the attenuation of the lighting aids in the effect):

 

Animation

Fortunately, both characters are identical except for colour (and their demeanor) so character setup was simplified.  Most of the characters were animated with simple forward kinematics, but the legs/feet were done with IK.  While it took a while to set up (I was heavily yearning for Maya’s Pole Vector) it was definitely worth the effort because bad foot placement or sliding can totally destroy the illusion.  There were problems with getting the legs to move exactly how I wanted (creating arc-like motions is more difficult), so in some situations where foot placement wasn’t important (such as characters freefalling) I switched back to FK.

One artistic, rather than technical, difficulty was showing when the characters looked at something.  Their heads are rotationally symmetric (since they’re boxes) so if I turned the head too much, it was easy to lose track of which side was the “front”.  To fix this, I over-exaggerated their torso twists so that they turn with their whole body instead.

Ballistic motion is hard.  I didn’t have the time to mess around with the graphs for my characters’ position data, so often it looks like there’s very little gravity (who knows?) because there’s not a lot of ease in/out by default in MAX.  I tried to compensate for this by over-exaggeration again, this time having them really wind up and follow-through after jumping.

 

Finishing Touches

I put the animation together using Adobe Premiere, and added some simple effects such as the title and fading to black/white.

Overall, I’m quite pleased with the result.  Even animating stick figures is very difficult – I have even more respect for my earlier sources of inspiration!  It was interesting to see how much personality can be conveyed by such simple behaviour (I think it’s pretty clear that the red dude is the bad guy), and even by colour and shot framing (for example, I tried to keep the focus on the blue character when both were in frame to emphasize that he’s the protagonist).  This was definitely a lot of fun.  Perhaps they will return in the future…