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Outcome - Referral task - Building Narratives

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Outcome - Referral task - Building Narratives

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22th September - Referral Task - Building Narratives

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22th September - Referral Task - Building Narratives

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Doing the animation for the character I developed, the focus will be to create some life to it and make like the drawings have some kind of routine, that all of the others have as well. The idea is to re-invet the same drawings on the staircase to create and to let the imagination run through the viewer to think how the routine of the other drawings would be like.

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19th September - Referral  Task - Building Narratives

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19th September - Referral  Task - Building Narratives

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Today I had another meeting with Carlos and talked to him how the project itself was going since I had already a draft I could show him.
He said that the Idea of trying to take the essence of the PS1 MoMA staircase and transforming to ebac staircase was good, mostly because the staircase was an installation and here it is more of a expression format of the students, that with my idea it went a bit further to take the expression of the students and in a certain way bring life in them. Creating a scenario that made the drawings and texts from the stairs having something like a routine.

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15th September - Referral Task - Building Narratives

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15th September - Referral Task - Building Narratives

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The PS1 MoMA been really in my mind since my meeting with Carlos, mostly because the staircase here at EBAC from the 3rd to the 4th floor are full of the students drawings and texts that relate to them or that they express themselves in some way.
The idea to make something that can bring some kind of life to them, can transform and make more interesting the way the ambient is portrayed.

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12th September - Referall Task - Building Narratives

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12th September - Referall Task - Building Narratives

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Today I had a  meeting with Carlos about the referall task, we talked more about the brief and I talked to him about my main idea goal, but thought that it wasn't making sense with the brief. We took a look and we started from a new point about not the iconic places, but how they can be changed, and how some changes like a Timelapse is still a change on the environment itself.
So i stared talking about making an animation above some of the iconic places , and how they can be changed over it. I connected the idea of an animation to the Stanley Kubrick movie : The Shining and how the environment changes between visions of the characters, and how there are totally different shots, that are not connected to the characters at all but change the Environment drastically.
Carlos told me about the PS1 MoMA stairs installation, that each stair floor is dedicated to an artist, and they paint between staris floors, and how it could be done similar in animation. I established an actionplan to follow through and try to research and experiment without being totally lost with time after it.

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10th September, Referall Task - Building Narratives

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10th September, Referall Task - Building Narratives

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The main idea for the project is to make a new interpretation from the space of EBAC. My first thought was to first of all understand what is the most iconic part, or what is the fisrts thing that comes to my mind when I think about the school. So i stared to look around and had some specific places in mind, i.e The starcase between 3rd and 4th floor, The "Dalmatian" ceiling on the M floor, the spiral staircase. SOme of those were the first thing that came to my mind when I thought about the building itself.
My main idea is to "re-build" any of those in a 3D software, making it as similar as possible, since the main goal is about space.

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CLIENT FEEDBACK
The client enjoyed the animation, he agreed with most of ours vision's for the animation. They complimented our color pallet choice, and emphasized the music choice and how it felt to be watching , and how calm and not imposed it felt to display all the actions on the animation. The main goal with the animation project was to raise awarness for the construction site workers with mattes of Health and Hygene, and how they're connected.

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Today we finished all the animations being frame-by-frame and After Effects. We had already composed everything on AE (timing, length, duration, composition, background, colours, etc) , but even though they were not correct when we passed them to Premiere, so we needed to make small adjustments to it. Not only that, but the sounds are needed to be there as well, we thought of first ambient sounds, the construction sounds doesn't work very well accompanied by the animation, so it was toned down. The process of this project got much better after me and Zaíra stated the action plan, and divided functions where each one worked better. It got a much more fluid and communicative workflow between us. It was a  very noticeable difference after we organized ourselves.
Sharing the same space of work was one of the best choices we made, because we can follow up the work of the other, evaluate and give advices/crits. The project itself benefited a lot from that.

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Following up the same thought of yesterday I started to make other animations of the same character. The work was going a bit slow, but that characteristic of the process of animation. Zaíra and I were working much better then before. We both sat side to side and worked on the process constantly checking the other's work to see if it was good by our goal's with the work. It was much better to communicate and to develop any eventual problem that came up.

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AM - We already had the animation on going so we both sticked to the action plan and the MoodBoard. I continued animating the Hand on TvPaint, a software made specifically for animating. I thought about using some techniques on this animation but decided to not skip any frames with any technique because the most important for the project is the easy readable visualisation of the animation. If I used something and eventhough the effect I gave was successful it is not necessarily the crowd that will pay attention if something happens. The main focus I should go for the animation is clear and readable silhouettes.

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AM - Me and Zaíra were working on different things for far too many time. I was still on character creation and she was doing backgrounds still. We both were not communicating while doing a big work. While I developed the characters I needed her to make sure it was everything okay so I could start animating.

PM - Sol reunited both of us, and we made an action plan on how things should all go. We decided to make one of our characters a frame-by-frame animation to show in the animation it wasn't a real character, and to mix styles aesthetically. We decided to split functions and to each one stay where we are strong, so since I already had experience with frame-by-frame animation I got to do that, and since Zaíra had more experience with Illustrator she got to do that. and we both started to follow the action plan we stabilised.

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As we started yesterday, we needed to out detail on what we started. Zaíra continued to work on the backgrounds and I went to the same character development as yesterday. As we developed each and every detail more we recurred to our MoodBoard and both concluded it needed more work on it. More of the details to finish all of the ideas, so we recurred to the details on the storyboard and our main ideas for colours and started the over again. Doing a MoodBoard more appropriate to the project we were both building. We passed the day doing it so we could return to the other ideas better and most well constructed. We printed the 2 MoodBoards we finish in the afternoon just so we could have a more clear vision of every detail.

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Today we started to detail our rough storyboard into a more detailed one. looking more at actions and we can make it very easy to show it on the animation, we worked a lot of clean silhouette's on the storyboard to have a visualisation if it's clean and easy enough to understand at first glance. After we were done creating it simpler to visualise, we both started to advance some of our works. Zaìra started working on the backgrounds and I started to make some concepts for the characters, we both used our MoodBoard to have a matching look to both of our designs. For the animation to look and feel in the same universe of ideas.
After deciding mainly the looks we had a bit of trouble with the colour pallet, and how everything was supposed to be coloured in the animation, our main solution was to look for the thing that would be most time on the screen. Our 2 characters. We decided their clothes colors, and based all the rest on it so all would look either monochromatic (with degrading colors), or complementary (still with the same degrading technique).

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AM - Firstly we got paired today and shared our ideas with the duo. I got paired with Zaíra and we both started to decide what would do better in a animation and how we would approach the animation itself. We decided to go with two idea's of her and we had one in commun so it would already be easy to put in practice. We satrated to gather ideas for our animation and both decided it would be a great usage of After Effects animation, since it is used to show security measures on public transportations, like subway and buses.

PM - We made some of our researches and gathered a fair amount of different styles on After Effects animation styles. So we decided to start making our MoodBoard for the environments, characters and props we thought out till yet. We shared some links and created a shared brief on Pinterest to put all our ideas and references together. We started to make a small storyboard to have our ideas visualized.  Not really developing our characters or environments. Just to have a basic idea of what and when things would go on animation.

https://pin.it/ryezni5qkrprzu - The Shared Pinterest Brief

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AM - On this part of the day Angela showed us how the ONG "Mesters da Obra" works. It work as a culture of the arts spreader  beteween workers on construvtion sites, while they work they are put to observe, draw, fell and tell. All related to themselves and their expierience on construction sites. The main idea for this year theme is Health and Hygene. So it happend some brainstorm with Angela for the most commun mistakes and habits on those site's that can prejudice the worker's life.

PM - With the brainstorm of ideas in mind we made 3 different scenarios to approach all those issues of the worker's. I decided to approach 3 of them that I judged most important. Being: 1 - Stopped Water. As it can attract the viral disease Dengue. 2 - Sunscreen. Since the workers mainly work outside, it can have a big impact on their skins if not used being able to advance to a skin cancer. 3 - Brushing Teeths. All the workers dont usally remember or give the deserved attention to it

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AM - For the first part of the day we brought our Rationale to a discussion in our briefs. My Rationale consisted in a continuation of the "Believing is Seeing" project, where I would seek out new narrative to new photographs, and the discussion about was very productive where we discussed each experience we had with the project and how each one interpreted the 60 images project. We made some progress on it, and tried every positive part of the project and combined with the positive experiences, where the most interesting part is seeking a individual vision about the photo and how you can see it captured.
The brief was changed and reused to it's best, where the freedom of a vision for a photograph title could vary so much from person to person and the interesting part of seeing how the other person sees something.

PM - Bea introduced the SCRAMPER technique, where it's an acronym for: Substitute, Combine, Adapt, Modify, Purpose, Eliminate, Rearrange. Where it helped to identify what is the direction I wanted to go, and how it can improve any project, if following the principles of it.

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AM - For the most part I wanted to have a digital Portfolio on going so I already have some of my works on display and available to see. But arranging it was very difficult since a digital plataform or site have a limited amount to resolution for any digital piece, so I started to link the renders from my digital works to other platform that could handle a better resolution. It took more time than I thought.

PM  - At the "Big Festival" Kevin gave a talk about the gaming industry in Brazil and mainly in São Paulo, and it was very interesting because he analyzed how our market was made, what is the focus of it and analyzed some bigger names on the industry

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I went again to my references because the final outcome with wire didnt turned out good, the wires because of how thin they were the whole structure couldnt resolve itself and would always bent itself, making it not how i intnded. I researched a lot of Calder's work this time because the idea of making some weight distribuitions to make a moving scupture was really good as well, trying to go this direction with thiner materials would be a better idea. Trying to make the best with little time to spare, I made more of some simplier version of a mobile but tried to make some of the references in Gormley's work on it as well. With some of his lines of action in contrast with a very still object. It turned better than last attempt.

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Tried some different approaches from the references i gathered yesterday, and what i thought were the strongest ideas from Sol's exercise. I experimented more the asthetics of how the work can turn out, and how it should look and move on Maya, i took a lot of it from Antony Gormley's work how he can pass so much movent with still sculptures really got me going.
I liked the structure of the outcome on the software but was kinda lost on how i would replicate it on the material. I thought that maybe a lot of wire could make the structure firm enough to sustain the down part of it. But still dont think it can be made with wire, dont think i have enough time to go looking for resources for this new idea.

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AM - I finished the 3D puppet and animated a test animation, a loop animation, I will make the material representation of it with clay and wire, because its the material a stop motion puppet is also made, so I can make a digital animation and also a material sculpture that can also behave as a stop motion puppet so it can be posed and wont break giving the sense of movement as well.

PM - While refining the test animation on the Digital sculpture, Daniel talked to me and showed some more references and talked how it didnt need to be a literal display of movement, how it can and should translate movement without being a literal pose. I enjoyed a lot of the references he showed and saw that the direction I was going for was different from what the references were indicating, as I should try to not display a literal movement but tyr to implicate it by a sculpture.

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AM - Introsuction to Maya with BA student Eduardo Nicolau went pretty good, even though I can be a little more fond to the Maya software, then the rest of the class I could still take some more advanced doubts and questions with him, since I am planning to make forstly a digital scuplture to animate it and then transform it on a real material. The general idea is to make more like something that represent a person and animate it giving it the very literal feeling of movement, since i think it will be easier because i already have some knowledge about it.

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AM - Introduction to Photogammetry with Kevin, there is a lot to take on a method to 3D world and objects building, photogammetry can take what a team of 10 sigital artist do in a week to 5 minutes. It's very frightening thinking on future professions but is still far from the mainstream, to be used on a regular basis by big and small studios. It consists on scanning a real object/place, and taking enough pictures of it can make a perfect 3D digital replica of it. With colours and density. Can really make everything faster on the pipeline workflow of cinema, television and games industry.

PM - We started to sketch some of ideias to illustrate the sculpture and the moving part of it, we made an exercise of 15 minutes - 15 ideas, which turned out good, because I could think more of the raws ideas i had for movement and combining it with a receptacle being it the sculpture. Some of the strongest ideas were based from the Mobile's moving sculptures from Calder. Also some other stronger ideas were more digital based, where I could have a little bit more of freedom on experimenting more of the idea of movement itself.

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AM - The moving image pathway went to 2 different galleries that the main focus was about materiallity and general feeling, how certain objects or materials put togheter can make a sculpture and still demonstrate a feeling. The whole part of different materials was really present in all of those, how a page of a sketchbook can consist of  found on the street materials is really different.

PM - The brief was presented, and consisted in making a sculpture that transmitted movement, not necessarly literal movement, but movement. The references presentation was about: Mobile's (Calder), Moving machines (David Weiss) and Spinning signs (Martin Creed). They all display literal movement while making some kind of sculpture for the movement, more like it is just a shell for the movement, like they were all built to have that movement displayed.

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Henrique and I, doubled so I could explain to him what was my thinking process on this project. I agree with his opinion that I could have treated the GIF ta match the filter of my digital model render, and that it would be very good to see a GIF going on my Manual model. I decided to use the Digital Model render for its polishness. Most of the class said that the unpolishness of the performance against the scenario made it better visualizing the Identitie of False but I still believe that a more polished performance GIF would benefit the general visual and aesthetic of the project.

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The Sign-Up to use the studio was already running and I finished my Manual Model of the Stage and coloured. Started to think on the performance, and how I could make a Mask, from which material and if it could;d be fast, started doing one from paper mâché but ended up breaking it midthorugh process, but luckily found a mask at home that covered my hole face so none of my facial expressions in the performance could be shown. The first idea for a performance was to have 2 of me, with the mask, but doing 2 total different actions. I talked to Sol a lot of what those 2 total different actions could be, but the examples were too vague, thinking on the Elsie Diamond Lecture, doing 2 totally different body languages would do make a good performance with 2 of myself. But I don't think that at the end it would demonstrate well my theme for it.
I thought about doing something regarding the mind map I did early in the project, some resuming word were Mischievous, Double Faced and Ambiguous. The double face I think it was covered with the idea of a mask. But the Mischievous should be covered by the body language part of the performance.
The idea of something mischievous for me should be something bland and common, but creepy because it would play with the idea of mixed intentions and False theme

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AM - Lauren Hesengo Lecture about how to make GIF's, with a How to PDF and demonstrable example gave the necessaries abilities to make a performance in a GIF and didn't exactly needed to be a stop motion-like performance.Since we transformed a video in a bunch of photos and made them to a GIF, this gave a lot more freedom in the thought of a performance.

PM - Cesar gave us a workshop on how to properly use the Photo Studio, teaching how each and every light and flash works, that there couldn't have shadows during the recording of the performance in the chroma key, because it would stay in the recording of the performance and it wouldn't make a clean cut on editing it. Also how a Photometer could interact with the lighting during a shot, how effective it can be to maximise all the camera settings. How light and shadow should affect a subject. It all gave more knowledge and freedom to make a better performance.

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AM - Elsie Diamond made a presentation showing all of its portfolio in developing costumes for various movies/television shows, and demonstrated how you could portray a total different personality by "simply" changing the body language and facial expressions in a scene. The body language could be reduced by one animal form. So an aggressive body language could be reduced to a gorilla walking manner, and about the facial expressions it could be reduced by it subtleties, you would get the exaggerated of angry, and turn it down a notch, making instead of the whole face looking angry maybe just the eyebrows, or the lips. Subtle but very convincing.

PM - Starting to make the scenography, the research went pretty well, and I decided to first make a digital model of it, started sketching it on some 3D programs of how I wanted the proportions and colours to be in the manual model.
When it was finished and I had all my composition for the real model, I grabbed some board papers to make the stage in the next day.

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My theme for the identity is "False", I got a little bit stuck with it, the idea of false was pretty broad. I made a mind map to define what would be the path I wanted to go with, in the theme of false, the general feeling I wanted to go by was something Ambiguous/Double faced/Mischievous, and since we would do a performance as well, I thought about making a mask for it, because masks hide a face, and with it all facial expressions and all intentions. Started to think on a scenography for it. I started sketching a scenario with misleading signage, but thought it would be too simple, talked to Daniel and he said something about acting, although it was about the performance we would do, I instantly thought about a Theatre, because everything in it is staged, in other word, False, not True, so I talked to him again, to see if the idea was well constructed. As soon as it had passed, I started searching for references in the composition of a theatre stage.

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The grits to our group were very fair. The music video was good, but could be better with a better color scheme, but we lacked the time to make another video edit with the background Gaia painted. My instrument could have been better presented as well, but since I was handling some different materials (like broken glass) it end up degrading my instrument, but I could have found a better way to display it. Our graphic score was pretty good, but it didn't comunicate with the rest of the works, they were too different aesthetics based. But all of them had the same idea to sisplay each instrument on their own, but also being the big picture of the music. Being all of them reacting to the beat by themselves, but together it would be the music.

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Henrique finished the animation editing and video, it lacked Isabella's background image to the video because we were finishing all work yesterday to have the music video a couple of days ready, so we wouldn't need to rush. So Henrique needed to animate and transform our graphic score into a GIF, the animation would be all of the instrument circles spinning accordingly with their beats. I started to animate them in Photoshop, to make a GIF. Isabella handed to us a line art with her background. we already had our video rendered, but we thought we could try to make a coloured background and see if it we would have time to render a new video with the timing and background right. Gaia started painting it while I was animating it, we discussed what could be the color pallet of the background while she was doing it. The animation of the graphic score was going somewhat slow, so I asked Henrique for help in it. We used After Effects to make the animation much faster, it got a lot more fluid as well, and worked pretty well as a GIF. We couldn't make a new video with the finished background because it would take a lot redo's of the whole process and we didn't have the time for it. But it would have been really better to have the background Gaia painted because it would match better with the visual for the music video.

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Today Gaia finished the design of the cactus and sent it to me pretty early, even though it is a Studio day. So thankfully I started working on the animation with the new Cactus design, I asked to Henrique if he calculated the timing of each instrument break, because he, as well as me, was trying to match them to the instruments in the graphic score, and since he was using an editing software I thought he could have been more precise then I was yesterday with my stopwatch, and hearing. He passed me the timings and I started to animate the cactus. Our initial idea was to have only one cactus in the animation reacting to the music, but as I started to animate it, I learned that I would have to make a hole animation of 2 minutes (the duration of the music) animating every single move of the cactus matching the beat of each instrument. It would take a bigger animation team then only me, and more time to make it all, so I gave the idea to transform 1 cactus in 3. So I could animate each instrument, and it would take less time. The 4th instrument Henrique wanted to do as part of the background since in the whole week we didn't have a background base from Isabella. I made all the cactus animation with their tempo in mind to match the beats, sent to Henrique because he was in charge of editing. He matched all the animation to the tempo, but the tempo to the animation got a little slower then what I was hearing mainly because my Photoshop version is an older one then 2018, and probably changed to the 2018 version. So the animation got a little less fluid in my opinion

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The group reunited again with the intention to everyone discuss the genral idea and feeling the music we composed passes, to translate it into the graphic score and animation. The discussion was based on the music and how everyone felt about it, Gaia said that for her the main vibe was a desert kinda Mad Max that the music passed, so we went with it. We were divided into roles to accomplish both work tasks (The animation and the Graphic Score) Henrique was in charge of the construction of the Graphic Score, Gaia was in charge of a character concept for the animation, Isabella was in charge of the background for the animation, and I was in charge for all the animation aspect of it, so I was in charge of making everything move. I started working with Gaia for the animation concept, so we started to research for references including what she said about the general vibe of the music, and we came accros a cactus plant, that is a very strong element of any desert. We started creating, and it got preatty straight foward that the cactus would be our character, we thought about the idea of the cactus moving with the music. So everytime a music instrument beats, the cactus would move along with the beat, making something sincronize, since we decided the graphic score would represent all the instruments as well, we continued this idea. I started to experiment on how the animation would go, and the bps that each instrument had so I could animate in the right tempo with the music.

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Today the group is becoming a band, and thougt about our instruments and what each of them represented to compose a music, or a sound with some kind of harmony. My instrument represented the percussion, Henrique's instrument represented the cords, Gaia's instrument also was percussion and Issabella's intrument represented a woodwind. We had a good variety of instruments that could proportionate different sounds, so the music we make could be very variant. From there we started to experiment with the sounds from each other and also switching the instruments played by each one to see if the other could have a better time playing it. Since Henrique's intrument was the loudest, and also cords, we determined to compose around his sound. We did several different approaches to a harmonic sound, and ended with a good result, with start and finish to instruments sound composition.

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Going back to my group, and their skecthed and finished ideas for the instruments, were also completed, just everyone needed a little refinement in everything. I was kinda of feeling empty handed with only a Rattle that wasnt very big as well, so i came back to my research, and started to think on how I could make a better Rattle, i thought about the size a lot, and Leo had given me an idea to make something bigger, that i could "smash" to the ground to make a really loud sound. I dont know about the really loud sound, but the idea of something big strucked me. I started first gathering the materials, for a bigger Rattle, and then  got the material, i learned that to make a succesful sound in a rattle the materials must get togheter well to make a good sound. I started looking for discarded materials that on its own already had a sound, when putted together. I joined some empty glass bottles, broke them in different sizes of glass pieces, so they could resonate differently when putted together. The end result of today was a bigger Rattle filled with broken glass, separated from pieces sizes. I tried to see if the sounds of the bigger rattle would merge with the smaller one, and the end result was pretty good, they made a good sound and could proportionate a godd rythm if used right.

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The Introduction of this project, we were put into grupos with the division from four students, 2 of them from each pathway to create a creative balance between them. We started talking about each idea for an instrument and how they could be integrated into a music, i had in my mind something that could give out a percussion, that could work as a metronome, and at the same time it could still make a good sound, the first idea that came to my head was a drum, but I lacked the material to do it, so i started researching musical percussion intruments. The idea that resonated the most to me was a rattle. It gives a rythm to the other instruments, I started to research the very own constituiton os the Rettle, and realized that it has many ways it can work and sound different, those being: Size, Material inside, Angles it can be played. I started to try diffenrent materials to a small pvc tube i had brought. I started experimenting, with materials that werent very close together, in the sense of wood with paper, some metalics and so on, but it really started to shine when I took materials that were from the same "family" per say. So my fisrt Rattle was composed with: nails, drills, nuts.
The sound made sense, and at the end I just needed to refine the final outcome of the Rattle

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I recorded the performance doing a stop-motion like, because I am more found to animation then video, and action. Not only that but my performance could be better staged if made frame by frame more like a still image, so I can think more and put more subtleties in my body language.
My performance for something bland and common but creepy as well ended up being a wave loop, so I took 22 pictures of waving to make an animation, and putted to Photoshop to make a GIF.

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Today the moving image pathway had a workshop with BA Hons Games coordinator Kevin. He taught us how to use some of the effects in After Effects that could be practical for our works. There he thought us to make a pathway with text, and the very same text to enter the animation. SO basically he taught to track an already established image. I talked to Henrique to see his graphic score process, and if we could put any of the techniques Kevin taught us. Our Graphic Score wasn't finished yet, Henrique was still planing on how it would all go, but agreed that we could use what we learned in the workshop. I went with Gaia to see how the developing of our character was going, we were thinking together but not many good ideas stuck with us in the making of a cactus character. So me and her started to search for references, I mainly searched in Pinterest, and made a mood board for our possible character. I started talking with Gaia showing her some of my references, we both liked a particular design and Gaia started to make a design for it, while I was by her side trying some animation techniques, and figuring out each instrument tempo, to match the animation to it, so we can have a "interactive" music video.