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Research

A collection of different research work done over the course of the unit.

This section includes research into my roles and sectors, the companies I identified interest in, and some additional research into certain visual development queues for my roles.

Role / Sector Research

Research surrounding my Sector and Industry of interest and the roles I will be experimenting for the Portfolio Module. This is research surrounding my roles I am exploring for the Portfolio Module. I have included my research I did when I was exploring a Previs/Layout animator role.

3D Character Performance Animator

3D Animators take a character rig provided for the project and create the illusion of life by making the character move. Character Performance Animators specifically focus on the character’s acting and performance, as opposed to Body Mechanics Animators who focus on character body movements. For example, an actor would provide a good visual reference for a Performance Animator, whereas a martial artist would provide a good reference to a Body Mechanics Animator.

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3D Performance Animators take the visual brief from storyboard artists and a verbal brief from the director to create the final shot(s) or sequence through blocking the key poses. 3D animators typically work in large numbers, so they must adhere to a similar animation style and overall look. 

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This role has certain requirements I must meet, such as:

  • Art. The ability to reveal attitude, emotions and mood through a character’s movement is extremely important to an animator. An animator must understand spatial awareness and movement over time.

  • An animator must have a good understanding of the animation principles and mechanics of animation.

  • Communication. The ability to understand and share creative ideas while having productive discussions and taking notes on work done.

  • Organisation. Work within schedules, and creating the animation to meet deadlines/

  • Watching Animation, in terms of having a passion for the medium and love for the industry.

Company Research

This is research surrounding companies I have an interest in relevant to my role as a 3D Character Performance Animator. I have included my research into companies I did when I was exploring a Previs/Layout animator role. I found five companies of interest, and the Third Floor for research into the Previs/Layout role.

Triggerfish Animation Studios
SHOWREEL
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Fig. 2.1.1 Kizazi Moto: Generation Fire "Herderboy"

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Fig. 2.1.2 Kizazi Moto: Generation Fire "Stardust"

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Fig. 2.1.3 Star Wars: Visions "Aau's Song"

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Fig. 2.1.4 Supa Team 4

Location: Long House, Dreyersdal Farm Rd, Cape Town, 7945, South Africa

Studio of Interest: Galway Technology Centre, Mervue Business Park, Wellpark RD, Galway, Ireland

Phone Number: +27 21 713 4008

Email: hello@triggerfish.com

 

Target Audience: Global Audience, to spread African stories across the world

Pipeline: 3D Animation Pipeline with Maya

  • AutoDesk Shotgun / ShotGrid (for deadlines)

  • Maya for Animation, Modelling, etc.

  • Maya and Arnold renderer for lighting

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Job Requirements - Character Animator (all levels):

  • Software knowledge to include: Maya

  • Translate storyboards, animatics, and concept art into compelling expressive character animations that align with the project’s narrative and visual styles

  • Create realistic and dynamic character movements, including body mechanics, facial expressions, and gestures.

  • Apply principles of timing, weight, and anticipation to create animations that evoke emotion, enhance storytelling, and engage the audience

  • Collaborate with rigging team to ensure that character rigs are optimised for animation and capable of achieving a broad range of movements

  • Strong artistic skills and excellent attention to detail

  • Iterate and refine animations based on feedback from the animation director, creative leads, and technical teams to achieve desired level of quality

  • Must have the ability to problem solve to meet deadlines and work under pressure with a tight schedule

  • Comfortable working amongst a team of up to 40 people 

 

What are they looking for in a Showreel?

  • Minimal music and editing

  • Unique and entertaining content

  • 2 minutes (maximum) of quality work

 

How does this relate to my role(s)?

Triggerfish explores a variety of 3D stylised movement for feature films, family television, and episodic content which I have an interest in.

 

How will it aid my third year?

This inspires me to test a variety of different animation styles between stylised and cartoony animation, relevant to my role.

Development Research

This is research on animation knowledge I have gained based upon my roles I have an interest in relevant to my role as a 3D Character Performance Animator. I have included my research I did when I was exploring a Previs/Layout animator role, which I did not explore further after concluding the role.

During my development into 3D Character Performance Animation, I found a fair amount of resources that informed me of general facts surrounding the role.

I first found this video from AnimSchool which provided a good reference for understanding and developing workflows, the advantages of stepped vs. spline animation workflows and mixing them together in different stages of the workflow, and understanding Pose to Pose and Straight Ahead animation methods and how it affects the final animation's quality during and after the workflow.

Although the AnimSchool video was engaging, I wanted to understand more about workflows from a visual perspective, so I found a video from Sir Wade Neistadt which showcases a variety of different workflows by using Maya as an example. One workflow method that interests me which I haven't explored yet is using layered animation approach. I've mostly been working with Pose to Pose workflows.

Animation Styles

I decided to also research more into the visual style of animation I am looking for, by finding examples and understanding what interests me about them. The purpose of this research is to identify styles and levels of animation I find similar to what I want to accomplish within my role. Generally, I have identified interest in cartoony and stylised animation.

The first piece of animation was this short film Darrell (2016), which has a lot of stylised animation I am very interested in. I enjoy how Darrell is very humanoid and the situation is very human as well, but the little quirks of his amphibian design: the extension of his tongue, camouflaging with the environments, and how the flies (as his snack) add a level of complexity to the story as the flies move about the environment while being very large and round.

Another film is DreamWorks & Netflix's Orion and the Dark, set to release in February 2024. I had this trailer as an example in my "Company Research" since the animation is outsourced to Mikros Animation. Orion and the Dark interests me because the characters are made of simplified shapes and not as complex as CG characters. The characters eyes are close together, basically touching and are each

approximately the same size as the character's nose. This style of animation interests me because of the appeal of the characters' design and how the shapes complement and exaggerate one another.

I did also find a TV show, which interested me in its 3D style and that was Netflix's City of Ghosts (2021) by Elizabeth Ito. The show combines a variety of media: stopmotion, 3D, 2D rotoscoped backgrounds and live action media (like posters) to give a sense of community. The characters are 3D with 2D eyes and eyebrows, which gives a very unique sense of facial expression. 

Animation Principles

One recurring aspect of my Company Research is that companies want to be able to see an understanding of animation principles. I have done these before during my Animation Fundamentals Unit in Year 1, but it is important to revisit and relearn techniques: especially those I have not directly visited in a while. For this research, I studied through The Illusion of Life by Disney Animators Frank Thomas and Ollie Johnston for the 12 Principles, as well as AngryAnimator's post on the revised and now 21 Principles of Animation.

12 Principles of Animation (Illusion of Life)

Before a character does an action, the audience must be visually aware of the action they are going to do. “The visual movement can be as small as a change in expression or as big as the broadest physical action.” (Thomas & Johnston, 52-53) This visual cue is known as Anticipation, and typically is in the opposite direction of the action to exemplify the movement.

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Following the anticipation is the most exaggerated pose of the action, which makes the action very clear. AngryAnimator references this as Overshoot, where the character’s action is made very clear in a scene.

 

Once the character has reached their Overshoot, they come to a rest: either in the same pose before their Anticipation or a new pose related to their action. This ending pose after the action is known as Settle. This is necessary to inform the audience the action has ended, and translates to another action.

Additional Principles of Animation (Angry Animator)

Here, I present the additional principles of Animation as identified by AngryAnimator's post to add more clarity to additional principles that, while important, are not as core to the process of technical animation as the original twelve from the Illusion of Life. This is not a means to overwrite Johnston and Thomas, but to utilise their core principles and additional ones to reflect modern day animated storytelling.

When seeing a character’s actions, their body language must be clear in what emotions they are translating. Even without their facial expressions, their Acting performance must be clear to the audience. This was extremely prominent in the Silent Era of film, and animation shares these necessary similarities with slapstick physical comedy or Pantomime.

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