andrewsilke.com
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Cane-Toad Weekly Log - Andrew
Silke
see David Clayton's Log
WEEK 1. 5th - 9th Nov 2001
Story.
We're off and racing! And it's been a good start! We've spent the whole
week on story ideas, and organising our plan for the few months ahead. This
week we've concentrated on the characters, script and pacing of the short
film. And so far I'm pretty happy with what we've got.
Whilst our brains have been
recovering from the intense brainstorming sessions of the mornings we've
been doing a bit of research and development. These sessions have been
spent watching DVD's and web movies. It's great to be able to watch films
and call it research!
Hopefully the R&D and pre
production will pay off in the end. We haven't even touched the computers
yet. It's good to be able to know what we'll be able to do in the computer.
I guess it's something that only experience can provide. Unlike previous
projects I've worked on it'll be good think more artistically rather than
have the technology get in the way.
This week I've learnt that:
Dave and I are animators not writers!
This project is going to be hard work, not a holiday!
It's going to be great fun!
WEEK 2. 12th - 16th Nov
Story, Story Boards, Script
The second week of the project is now over. Things are moving along. This
week we concentrated on refining the story. Perhaps the biggest improvement
in the story has come from running our ideas past other people. The feedback
has been great! Everyone has been extremely enthusiastic to help out wherever
they can. In fact things have gone so well that we're planing to put together
a small mailing list of trusted friends to give us feedback throughout
the entire process, kinda like a play-testing/screening group.
We also finished the storyboards
this week. There are still a few problems to be ironed out but we're right
on track. The story keeps getting stronger. It'll be good to get back
on the computer - back in familiar territory.
This week I've learnt:
The value of feedback
Drawing is fun and I should do more of it!
WEEK 3. 19th - 23rd Nov
Animatic
This week took an unexpected turn when we put together our storyboards
to create an animatic. It soon became clear that instead of moving straight
to the 3d layout like we'd scheduled it was going to be much easier for
us to flesh out the story/pacing of the short in the animatic.
So we've been working and re-working
the animatic. It's really amazing! All of a sudden the short film is starting
to take shape. Dave has been recording and re-recording the dialog while
I draw new storyboards where the old ones don't fit. Already we seem to
have a working edit of the film. I'm kind of nervous because we've got
it to a stage that we might start showing it to some people. We've both
been looking at it all week and think that it has a lot of potential,
but it's hard to stand back and see it for what it really is. It'll be
great to see what people actually think.
This week I've learned
The importance of the animatic and how it can quickly give feedback on
the strengths and weaknesses of the film - before we've even started on
the 3d!
WEEK 4. 26th - 30th Nov
Well we received some mixed feedback from the very first showing of the
animatic. Primarily when we reviewed the feedback it was obvious that
the film needed more punch.
So early in the week we added
sound fx to give it a bit more life
and it turned out quite well.
All of a sudden our feedback was a lot more positive. But we still have
a lot to do.
The rest of the week was spent
refining the script, making changes were applicable and starting to model
low res props and characters for the layout process. It's tough at this
stage in the process because there's still a lot of work in front of us.
Hopefully the pre planning will pay off in the end.
This week I've learned
That sound is going to be very important.
That writing a script is hard work.
Critical feedback is great, as long as you can take it!
WEEK 5. 3rd - 7th Dec
We started off this week with the newly acquired feedback that we've received
during the past week. We've further refined culled and hacked at parts
of the story and script. The biggest thing to go was an entire scene that
people were struggling to understand. Luckily, deleting this scene has
meant that the story is now tighter than ever, and we have a whole lot
less work to do! Now the running time of the animatic is very close to
the length we were originally aiming for - about 2.5-minutes.
Dave spent the rest of the
week starting on layout and so far it's looking great! We'll be constantly
updating the movie as we complete new sections. So far the animation stands
at half animatic and half layout.
I spent the rest of the week
on modelling the high resolution Bazza. At first I was having troubles
getting our rough design to look good. But after a little feedback and
reworking I'm happy with how he's turning out.
This week I've learned
Sometimes you have to be brutal with a script.
Character design is not a piece of cake.
Feedback, especially fresh feedback helps to get ideas flowing again.
WEEK 6. 10th - 14th Dec
This week started with an unexpected hiccup. Both Dave and I went on holidays
out of the house last weekend. I returned Sunday afternoon to find the
house totally trashed. As it turned out my sister's ex boyfriend (who
was staying with us at the time) had had a schizophrenic breakdown and
wreaked havoc through much of the house. Thankfully our computers remained
in tact. Consequently we spent the early week cleaning up the house -
not a fun experience.
I spent the rest of the week
tweaking the Baz model and I also modelled our other main character Dazza.
Thankfully I could re-use most of the Baz model in Dazza and so he came
together quite quickly and easily. I'm happy with the models though they
are a little different to what I had expected. It'll be interesting to
see how well they go in animation.
The script also took a big
change this week when we got a friend to have a look at it. It's had a
complete re-write. All the elements are basically the same but the dialog
has been changed completely. We were hoping to record the final voice
this week. It'll have to be postponed now until after New Years as I'm
on holidays for 2 weeks.
This week I've learned
Bad things can happen when you least expect them.
WEEK 7. 16th - 21st Dec
Holidays
WEEK 8. 24th - 28th Dec
Holidays
WEEK 9. 31st - 4th Jan
I got back from holidays on Monday, it's always great to take a break.
New Years was Monday night so Tuesday was spent in recovery. After the
long break it was good to get back into it. Now that the modelling of
the characters is mostly complete I put together a quick facial rig to
see how well the face mesh deforms. Previously I've done a lot of faces
with just a couple of bones and lot's of morph targets. This time we're
going to try to drive the facial expressions almost entirely from bones.
So far the rig and the faces seem to hold up pretty well, so I've moved
onto texturing.
WEEK 10. 7th - 11th Jan
This week I continued to texture the characters. I spent a bit of time
just getting used to the UV unwrapping tools that I'm not used to. Now
that I'm up to scratch with all the technicalities the texturing is progressing
well. The models are quite cartoony but we've decided to go for a more
realistic look in the texturing. It's fun painting warts all over the
toads. It's great to have such a disgusting texture to work with because
the realistic look is a lot easier to achieve.
This week we also recorded
our final dialog for the film. Both Dave and I were both pretty nervous
before the recording, we had decided to go with a professional voice actor
so the recording session was going to be done in just a couple of hours.
In the end we were very happy with the audio. It was also very interesting
to be the "clients" for a change - a very interesting feeling.
We're finding that we're starting
to fall a bit behind schedule so we're starting to ramp up our working
hours on the film. The next 6 weeks are going to be intense.
This week I've learned.
About professional voice recording.
We realised that the voice will have a major impact on the film so it
was interesting to have the whole dialog come down to just a couple of
hours.
WEEK 11. 14th - 18th Jan
This week we rigged the characters, started building props and put the
final dialog into the layout edit.
For the rigging Dave did both
bodies and I did the heads. The body rigs have turned out very well so
far, the characters can deform and move around quite easily.
The facial system it has proved
a little tedious because we are using lot's of bones in the set up, hopefully
the benefits of the bone facial system will be worth it.
We've also put together a solid
"layout" edit with the final dialog. Both Dave and I are pleased
with the layout. We've shown the latest edit to a few friends and family
and the response has been very positive. In the beginning of the project
we were given two pieces of advice on story, one was "if it works
as stick figures it'll shine with the glossy graphics" and the other
was "if you can tell the story in a pub and get people to laugh then
you know your on the right track"
So far we know we're on the
right track, even before we've animated a scene.
This week I learned
How tedious rigging up characters can be. But it'll be all worth it in
the end.
WEEK 12. 21st -25th Jan
First week of animation! Well it wasn't exactly all animation, I had some
technical problems earlier in the week and unfortunately it wasn't until
Wednesday that we actually got animating. The tech problems caught me
completely unaware, fortunately it only took a day to find the solution
to the problem, unfortunately time is very precious now and everyday we
don't animate is like 2 days lost because Dave is also left with little
to do. So to fill the time Dave finished modelling our first set which
is looking great even without textures.
Now that we are animating it's
a bit strange, we've taken a look at our schedule and we've realised that
we now have less than 5 weeks left till the animation has to be finished
to a high level. In a project that is going to last 5 months 5 weeks isn't
a lot of time for actual animation. The next few weeks are going to be
hard work!
This week I've re learned
Tech problems are a major headache and are made worse by the fact that
they're never planned.
WEEK 13. 28th - 1st Feb
Well time seems to be blending together now. We are spending the weekends
working and the amount of work to do still seems endless. We are almost
on track, just a couple of days behind schedule now. There's no rest for
the wicked!
The Dazza rig is holding up
well, it's good to have spent the effort on the rig. Animation is a bizarre
thing, in my opinion it's the best part of the process because you finally
get to see the characters come to life. But both Dave and I have such
high expectations it can be hard work. Sometimes the animation just comes
together and works, other times you can slave over a certain gesture just
to make it read properly. It'd be great to have a lot of time on animation
but we have to keep moving forward.
I've also done a couple of
days of texturing on Dazza this week. He still needs some work but we've
got plenty of time for that after the Feb deadline.
This week I've learned:
More about animation, it must take years to really master this part of
3d.
WEEK 14. 4th - 8th Feb
This week we spent finishing off the animation of our character Dazza.
Early in the week we showed our early animation to a few people and got
some good feedback on where improvements could be made. Since that we've
both become a lot more accustomed his character and we've found better
ways to make him feel much more alive. Most of this week was actually
doing a few fix ups to earlier scenes that weren't up to scratch. . Dazza's
animation is now pretty much complete so now it's onto the other character
Baz. I also did my first render of Dazza with his textures on in animation,
it's great to see your work with textures shadows and motion blur.
I've learned :
The importance of feedback in regards to animation.
WEEK 14. 11th - 15th Feb
Well we've just started the animations of Baz. And it's great to be on
a character that you can play around with a bit more. Dazza's difficult
because he's not moving very much. The position that we've got him in
the dog bowl has meant that his movements can be restrictive at times.
On the other hand Baz is unrestricted and it's fun to give him some snappy
movements. There's still a lot to go over the next couple of weeks, it's
great to see all of Dazza's playblasts in the running edit of the film,
even if they're not rendered yet. All of a sudden the whole thing has
a bit of life to it.
WEEK 14. 18th - 22th Feb
OK everything's coming together and we're looking good for our first deadline.
Luckily it's all been smooth sailing - everything's gone to plan so far
(touch wood).
We've both spent the week animating like crazy but I've still not had
to put in any late nights of work and that's been great. Some of the shots
are starting to look great now that they've been animated. It's amazing
how much of a difference a bit of animation adds to the whole thing. Can't
wait until the Wednesday deadline.
WEEK 14. 25th - 1st March
Well this week was it! Our first submission has been sent and delivered
to Sigraph. We managed to get the whole thing rendered too. It's been
a great effort to get through all of the animation and render it all in
just 5 or so weeks. It really has been amazing to see how quickly this
thing has come together after the first couple of months that were really
slow moving. We've shown the film on VHS to a few people now and it's
been well received even despite the fact that we've still got 7 weeks
of work to do. I must say it's been a fantastic deadline to get all of
the animation out of the way and have a first pass at the film done. Now
we've got the next few weeks up our sleeves to make the whole thing sing.
Of course I cringe when I see certain parts of the film but it's good
to know that there's nothing that can't be tweaked over the next few weeks.
I've learned:
It's great to take a break, it's been a while since we've had a good break.
WEEK 14. 4th - 8th March
After a fairly easy week last week we're now back on track. This week
has been spent texturing. Dave's done quite a bit of work on the water
in the dog bowl including rippling water and bubbles. He's also got beer
in Dazza's stubby that sloshes around - very cool. As for me I've been
working on refining Dazza's textures
tweaking them a bit more plus
we've both just about finished the texture work on the Dog Bowl scene.
For the first time it feels like we're getting really close to the final
look for some of these shots. Geez it's been a long slog but it's been
worth it.
I've remembered:
The great feeling when you start to see your stuff all come together.
WEEK 15. 11th - 15th March
When they say that the last 5% is worth at least 30% they're not wrong.
Putting the finishing touches certainly takes a fair bit of time. The
worst thing about the final stages is that the whole process feels like
it's going a lot slower.
This week I did some Dazza
animation fix ups, including adding a couple of automatic "chin fat"
controls for Dazza. Now when he looks around his chin automatically squashes
and stretches accordingly. At the beginning of the project we were a bit
worried about referencing all of our files. In hindsight it's worked brilliantly.
As we've gone along it's been invaluable to be able to tweak things on
just one file and have it update in all of our many animation files. Dave's
also spent a bit of time on the Dog Bowl set, and it's really looking
good. Things are starting to get fiddley now that we're starting to render,
and we've also decided to go to HD res
just lucky we've got access
to a render farm. :0)
The other big thing that happened
this week is that we had a big critique session on the film. We put on
free beer and invited all everyone around to see the film and make suggestions.
It turned out very well, the only problem is that it really reinforces
that fact that the film's not perfect
everyone had something to
say. I found that the trick is to stay positive and try and filter the
suggestions that are really worth changing. Despite all the suggestions
the overall feedback was very positive.
WEEK 16. 18th - 22nd March
This week has been a fairly slow one again. I've been looking for a new
place to live this week and it's taken a sizable chunk out of my time.
Also the tedious nature tweaking makes the project feel like it's grinding
to a halt. I can probably say that I'm getting pretty tired of the project,
5 months worth of work for just 4 minutes of animation can be a bit of
a brain bender. But things are still moving, Baz now has final textures
and quite a few of the props have been finished for the backyard scenes.
All the Dazza scenes have been finalised (some reanimated) and most have
been rendered. The amount of work is going to ramp up again over the next
few weeks. I must admit that it'll be nice when it's all over.
WEEK 17. 25th - 29th March
Disaster has struck! This week we've found out that the film didn't make
it into Sigraph. Dave and I are both very disappointed.
The only saving grace we have
is that the film was not complete for the reviewing process*
if
it had been I'm confident we could have made it. Even so the news has
come as a bit of a shock. I've never been to Sigraph and it would have
been great to go this year. Unfortunately paying the $4000 (Aus) to go
doesn't have the same appeal now. I might just go skiing instead. J
Despite the bad news there's nothing stopping us from completing the project
now. All along our deadlines have been for Sigraph but the real reason
for making the short was for ourselves. And there's always next year.
*Next year Cane-Toad did make
it into Sigraph. Our original submission had little to no textures on
background elements and very rough lighting, some shots like the final
shot was modified a great deal.
WEEK 18. 1st - 5th April
Most of the short has been finished now, not long to go now. We're starting
to get sound effects and compositing done now and it's coming along great.
Just two weeks to go now. I'm surprised at the amount of work is in the
texturing and lighting business. The most frustrating part is the waiting
- waiting for a giant scene to load or to test render a frame.
All that's remaining is the
last "Tourist Shop" shot and the "Road Kill" shots.
Dave's returned from doing night shift work so he's back onto the short
full time. Can't wait until we're finished. It really feels as though
we're going through the motions now it's both good and bad. On one hand
it's great to see our work in it's final stages (it's taken a long time
to get to see a finished shot!) and on the other it's a little frustrating
because there's no changing anything now. 5 months is a long time to be
thinking about this stupid little film.
WEEK 19. 8th - 12th April
Just one more week to go now, it's amazing to think that we've been doing
this for almost 20 weeks. This week I had another look at the edit (which
had been really bugging me) and culled back as much of the footage as
we could, it feels a lot tighter now even though there's hardly a noticeable
change to the structure. For the rest of the week I've been working on
the last shot of the film
the tourist shop. In the "first submission"
version of the film this shot was the most disappointing
the final
shot reveals the biggest gag of the film and yet we found it hard to keep
attention in that shot. This week I had a play with an animation to show
Baz's reaction in the end of the film, it's helped a lot. I'm finally
confidant that the end of the film will work. (just in time! :o) ) I've
also taken some photos of shops this week for reference. Since then I've
been remodelling the tourist shop and so far it's coming along well, I
can't wait to texture it and give it that extra bit of sparkle.
This week our house got broken
into. Dave lost about $4000 worth of guitar gear; the expensive digital
camera I was borrowing also got stolen
I hope my insurance comes
through. As bad as it was it could have been a lot worse
at least
they didn't steal the computers!!
Summary
After this week Dave continued to render the film and I worked on the
last shot of the tourist shop. Things were a little all over the place
after this point because we were no longer working on the film together.
Eventually the rendering was completed and we finally got to see the damn
thing done. Read here
for my retrospective a year later.
andrewsilke.com
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