Tampilkan postingan dengan label Keith Sintay. Tampilkan semua postingan
Tampilkan postingan dengan label Keith Sintay. Tampilkan semua postingan

Senin, 06 Oktober 2008

Animation and the Uncanny Valley

I recently became aware of a name for something that many of us as artists have seen, experienced and possibly even fought against. It is called, "The Uncanny Valley" As defined on Wikipedia:

"The uncanny valley is a hypothesis that when robots and other facsimiles [CG Characters!] of humans look and act almost like actual humans, it causes a response of revulsion among human observers. The "valley" in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot's lifelikeness. It was introduced by Japanese roboticist Masahiro Mori in 1970. A similar problem exists in realistic 3D computer animation, such as with the films The Polar Express, and Beowulf."

Mori's hypothesis states that as a robot [CG character] is made more humanlike in its appearance and motion, the emotional response from a human being to the robot [CG character] will become increasingly positive and empathic, until a point is reached beyond which the response quickly becomes that of strong repulsion. However, as the appearance and motion continue to become less distinguishable from a human being, the emotional response becomes positive once more and approaches human-to-human empathy levels.

The phenomenon can be explained by the notion that, if an entity is sufficiently non-humanlike, then the humanlike characteristics will tend to stand out and be noticed easily, generating empathy (think of how we anthropromorphize automobiles or other inanimate objects; giving them faces etc). On the other hand, if the entity is "almost human," then the non-human characteristics will be the ones that stand out, leading to a feeling of "strangeness" in the human viewer. In other words, a robot stuck inside the uncanny valley is no longer being judged by the standards of a robot doing a good job at pretending to be human, but is instead being judged by the standards of a human doing a terrible job at acting like a normal person.

So, with thanks to my friend Tom St. Amand, I wanted to discuss how the Uncanny Valley impacts us as CG animators and as portrait painters and as
artists in general.

First, let me list things that put our more realistic CG characters into the "Uncanny Valley."

- Lack of eye jitter (small, darty movements of two or three frames when someone is looking at something).

- Crossed eyes, or wall-eyed eyes; these eyes generally appear to be
unfocused (think of wax dummies of famous people, if they don't focus the eyes, the uncanny valley swallows them up). Actors need an eyeline.

- Wavering focus of the eyes; eyes not looking at a consistent target.

Under this, I would put actors looking like they are reading from cue
cards. Or, not looking at another actor when speaking to them at a moment when we would expect them to be. Wavering eyes can also appear to be a sign of inebriation or brain damage.

- Eyes that look like a doll's eyes, or that have the texture
of a dolls' s eyes; eyes that read as glass eyes.

- If the eyes always move with the head when the head rotates, it looks

robotic. Put in eye tics to lead the head rotation.

- Lip Sync is off. Look how off-putting a bad dub job can be on a live
action film.

- A perceived slackness in the face.

- When the face moves in a robot-like, mechanical way or when the different parts of the face look uncoordinated.

-When characters don't blink at all, it looks odd. The average person blinks once every five seconds.

- When your character makes an "out of character" expression, it looks disturbing (as it can be in real life). If Jerry Lewis crosses his eyes in a film, it can be seen to be part of his character. If Dean Martin does it, it seems weird.

- People are made comfortable when you show them what they expect.

- Unnatural skin color or texture. Mottled skin (actors usually wear makeup to hide mottled skin to make it look more pleasing and 'natural' on camera)

- "Unnatural" lighting; an actor won't usually be lit to look bad, unless they are playing someone sinister.

- Don't be so in love with reality that you make your character look sick. Think how he would look if he were an actor/real person in your movie.Would you play up his flaws?

- Changes in facial expression that seem too slow, or are late.

- Facial features that are mirror-imaged; a lot of people have one side of their face smaller than the other. Features that seem too "perfect".

- Movement on one side of the face only; this looks like you have had a
stroke.

- Facial movement that seems uncoordinated with what the body is doing.


So, how do we get our characters OUT of the "Uncanny Valley"?

- Think about micro expressions; fleeting changes of expression.

-Nostril flares and raises.

-Brow and cheek raises.

-Changes in volume in the cheeks (like cheek blow).

-Make sure 'sticky lips' are in there if that is available on your rig.

- Be careful when moving facial shapes in isolation.

-Make lip shapes for consonants, etc. simple and readable.

- Don't over-enunciate. More cartoony characters can sometimes get away with this.

- Don't forget swallows, gulps and neck tightens.

- Some people's heads shake and bob involuntarily instead of moving in a "key-framey" fashion. Don't just leave the head static. Try to break the regularity of even movements.

- When we blink, sometimes the brows come down, the the lower lids scrunch up. Also, the cheeks can raise up to "meet" the blink.

- People also squint and half-close their eyes; their eyes can narrow and remain so without fully opening again.

- Look for places to widen or flare the eyes.

-Eyelash flutter; lids don't always close all the way down.

-Eye twitches (lids and the areas above and under the eyes)

- The Jaw can move side to side and in and out as well as up and down.

- Lips sometimes stick to teeth when we talk (dry lips)

-Don't forget breathing (chest rise and fall)

-Get the tongue animation in there!

-If you character looks like a Zombie, try and figure out why. Sometimes even a live actor's performance is criticized for having no "spark."

- Offset raising and lowering of the brows occasionally, instead of both at the same time.

- A smile will generally raise the cheeks.

-A smile should be reflected in the EYES as well as the mouth.

Paul Ekman:

-In a fake smile, only the zygomatic major muscle (cheek muscle) which runs from the cheekbone to the corner of the lips, moves.

-In a real smile, the eyebrows and the skin between the upper eyelid and the eyebrows come down very slightly.

- Teeth and the inside of the mouth should look wet.

- Think of all the actors/actresses who have had botox or face lifts, who
then don't look like themselves anymore. Part of their faces looks "frozen."

- In a squint, the area UNDER the yes moves too, not just the lower lids.

-Make sure the expression fits the voice

These are just some of the ways that you can create more realistic characters whether they are CG or portrait paintings. Hopefully, some of the things on this list will allow you to stay out of the Uncanny Valley with your
performances or renders.

Best wishes and happy animating!

Guest Blogger Keith Sintay

Senin, 29 September 2008

How Important Is Music on a Demo Reel?

Demo reels can be tricky things. Everything about what we do as artists is subjective; not everything you do will please everyone. And, putting together a demo reel not only involves your visual elements, but the auditory ones as well. I never used to be a fan of music on a demo reel. I was happy just letting my dialog shots (and any incedental music that might be behind the dialog) carry the sound portion of my reel. I had seen too many demo reels with, what I felt, was 'cheesy' music that didn't help the flow of the reel at all, but rather hindered it. So, I figured, it's just safer to leave the music off.

Well for anyone that may have seen my reel lately, you will notice that I finally made the leap and put music on my reel. What changed my mind? Well, I was looking at my reel, and because of the length and variety of shots contained on it, I didn't feel like it flowed as nicely as it did when it was shorter and I had only animated a few things. I looked at my collegues reels and saw how proper music can tie together your shots. Now again, this is all subjective, but I tried to pick music that was upbeat and not overly distracting to the animation, and above all that didn't drown out my dialog shots.

I think music on a demo (show) reel is a matter of taste. I am not an expert in this field, but from what I have seen in my professional experience bad music can take away from great animation, and good music can help disjointed shots flow together seamlessly (like in movie trailers for example).

I would simply ask around and find out if your friends or collegues like the music you have selected, get some feedback and then use that to help you make your decision.

Guest Blogger Keith Sintay

Senin, 22 September 2008

What’s the Best Way to Plan a Scene?


I don't know if there is a best way to plan a scene, but I would like to mention here some effective things that I have picked up in my career as an animator that might help someone reading this blog.

1. Know how your scene (shot) fits into the whole of the story. If you haven't seen a whole cut of the film yet, at least ask about the context of the shots surrounding yours.

2. Find out what the director wants (hopefully through a direct 'launch' from the director themselves, or from your supervisor)

3. Look at the story boards and study the poses. Those poses and composition were great at telling the story, so make sure you study them and find out why they worked in the sequence as a whole. Then, expand upon those ideas with animation to really bring the characters to life.

4. If no story boards were made for your shot, create some thumbnail story poses of your own. These 'story telling' poses may become your keys later on.

5. Listen to your dialog track and write it out both regularly and phonetically. Listen for subtleties and nuances. Listen for cadence and accents. Listen for breaths and pregnant pauses. Make note of all of these
things.

6. Act out your shot. Explore as many ways as you can to tell the story simply and in an entertaining way. Ask a friend to act it out; they may have different ideas or mannerisms that you might not have thought of yourself.

7. Video record yourself acting out the shot

8. Make thumbnails from your extreme (key) poses.

9. See how you might make those thumbnail poses stronger; better silhouette, stronger line of action.

10. Start blocking out the key poses and have fun! :)



-Guest Blogger Keith Sintay

Senin, 15 September 2008

How Do You Know When to Stop Planning and Start Animating?

I am a firm believer that work flow can play a big part in your success as an effective and marketable animator. The amount of planning that I do for a shot varies as widely as the shot content itself. Usually bigger shots that involve several characters talking require a good knowledge of staging and composition.

It's really important to know where to lead your audiences' eye; where you want them to look while each character is speaking. Or, if it's only one character, spending time on staging and composition might not take as long, so you might have more time to finesse and explore the acting. If a shot requires video reference, I usually allow at least a day for that and thumbnailing. It's important to use as much time as you feel comfortable making mistakes or changes in planning, so you won't be doing as much of that when you are actually animating. I think about my shot when I am driving in the car to and from work, or I might pull out old HoneyMooners episodes or watch other things that inspire me and try to get my mind to picture the shot as I might see it animated.

Don't be afraid to go back and reblock or re-thumbnail a portion of your shot if it isn't working -- even if you have started animating it. But generally knowing when to stop planning and start animating goes with having a plan, and then animating it. Simple? Maybe not, but my advice is just to know your deadlines and plan accordingly; don't ever try to start a shot without a good plan of attack.

- Guest blogger Keith Sintay

Rabu, 10 September 2008

What Are Figure 8 Curves and How Do They Fit in With the Movements of Characters

There are things you can do to your shot to really enhance it's fluidity and rhythm. Different types of movements can call for different types of arcs; for example faster movements usually benefit from more circularmovements (like tying a bow really fast for example). Figure 8 curves are another type of curve that enhance a movement to keep the motion alive.

Gesturing with the hands for example in a figure 8 movement (the sides of the "8" don't have to be equal, in fact it may add more texture if you have a big loop and then a smaller one or vice versa) is a way to move movethe arms in one direction, then reverse the direction in a pleasing visual way.


Again, tying a bow or similar faster movements are examples of using a figure 8 curve to change direction quickly but fluidly.


- Guest Blogger Keith Sintay

|

Popular Posts

 

© 2013 Tips Publies. All rights resevered. Designed by Templateism

Back To Top