Thursday, July 5, 2012

Paper Model, Development of Surfaces and UV unwrap

As a kid I remember my father presenting to me a small kit, which just had sheets of thick paper, with patterns printed on one side. Once I followed the printed instructions and kept folding at the places marked, I ended up with a beautiful little House. A solid 3D house out of a thin sheet of paper! I was fascinated by it. I unfolded the box house and kept looking at the patterns. Thinking about how they might have arrived at this pattern in order to get the house as the outcome.

courtesy  http://tektonten.blogspot.com


Years later when I went to do engineering, among the first things I learnt was Engineering drawing. I loved it. One of the things that we learnt there was very special to me, because it answered the question that I have had. Known as the 'Development of Surfaces', the problem was, given a solid object, we need to arrive at a two dimensional representation of it, in such a manner that one can assemble the solid object using these parts.

courtesy  http://tmsjce.com/


I simply loved this aspect. one can create a sphere, a cylinder, or quite a complex model using sheets of paper, in a very precise manner. This is the process that is used all the time for fabricating complex structures, such as a funnel in a furnace, or a fuselage of an aircraft. You come up with the patterns, and cut large pieces of metal, and then weld them  together. Actually quite simple.



Now almost two decades later, as I began learning 3D modeling for the purposes of animation, I was intrigued by a process that is known as UV unwrap.

courtesy  http://en.9jcg.com


This is part of the creation of a 3D model, particularly the surface texture. The process involves marking seams at the edges of a 3D object, and unwrapping it into a 2D surface.



Guess what...this precisely is development of surfaces. Once I figured this, I was hooked. The beauty is, once we identify the edges that should be cut, the software does the hard part of projecting these parts on paper, unwrapping it for you to apply any pattern.

Oh! The Joy of finding things out!

Thursday, June 28, 2012

Inside Studio Ghibli

Studio Ghibli is a landmark in Animation production history.


The genius of the acclaimed Japanese animator-director, Hayo Miyazaki has produced such awe inspiring films such as Spirited Away, Howl's Moving Castle and NausicaƤ of the Valley of the Wind and several others in this most respected Studio.




One such movie was the hugely successful Princess Mononoke, released in 1997. One often highlighted aspect of Miyasaki is the grandeur and scale that he brings to the movies, with lavish backgrounds, with breath taking details, be it the vast green foliage, or the detailed accessories of the characters, or the personality of the individuals, each one was taken to new heights. One can feel and indulge in the art and style of Japanese water colorists and print makers, brought to life in this 20th century medium.

This master animation film maker has worked across generations of Japanese animators, his early works include the hugely successful series Heidi, Girl of the Alps. 

For those of us who badly wanted to know the life inside this genius's studio, and his working methods, there is a special treat.

The Backstage of Princess Mononoke consists of 3 documentary series directed by Toshio URATANI, who rolled a small VCR for overall of 300 hours (before editing of course!) during his 2-year reporting of Studio Ghibli and its struggles in making the phenomenal animation film Princess Mononoke.




Hope you enjoy it as much as I did.



Sunday, June 24, 2012

So you want to become an Animator : A Book List

Animation is an Art as well as a Craft. The beginner should approach it more as a Craft and focus on the skills which have to be (1) Learnt and (2) Practiced, and then look at it as an Art form.


After sifting through 100s of books on the subject, here is a distilled list.




The Bare Necessities

If you are beginning, this is all you really need for quite a long time(there can be other such sets, but this one *will work*). Resisting to get more books would well serve the purpose at this stage.
Read every single page of these books, study every single drawing of the book, re-read, copy the drawings, draw several times, workout the exercises. This will provide hundreds of hours of engaging learning, and help grow as an animator. No matter what people might say, an ability to draw is a bare necessity for an animator. And contrary to popular belief, it is not that hard to draw.

Drawing: Natural way to Draw : (Focus on Gesture, Modeled Drawing)

An Expanded Collection
*After* exhausting all that is there in the essential books, one can expand on the learning and understanding, by this set of fine books. Again, there are more, but this should be a very complete collection, for quite a long while, as an intermediate to advanced learner of animation.

Animation
Prestain Blair Cartoon Animation*
Tony White The Animator's Workbook*
Richard Williams Animators Survival Toolkit
Timing for Animation
Tezuka School of Animation Vol1 and Vol2
Eric Goldberg Character Animation

Drawing
Vilppu Drawing manual*
Natural way to Draw : Gesture, Modeled Drawing*
Walt Reed The Figure: The Classic Approach to Drawing & Construction
Jack Hamm Cartooning the Head and Figure
Vilppu Animal Drawing
Vilppu Sketching on Location
Jack Hamm Drawing Animals
Jack Hamm Landscape

Reference
Illusion of Life
Burne Hogarth
Famous Artists Course : Lessons on Human Figure & Animals
Elemental Magic Vol1 & Vol2
Facial Expression Faigin
Drawn to Life : Stanchfield

Software
Digicel Flip Book*
Blender (3D)
ToonBoom (2D)
Maya (3D)