Cutout Style Animation in Cinema 4D
Once I had a vague idea about how I intended to produce the animation, I started to produce assets for my animation. Looking back, due to being unfamiliar with the software and technique, my workflow and most of the project changed when it came to this stage in the module.
Production
Having decided on the styles which will
influence my animation, I decided to attempt some of the techniques I had seen before
fully committing to the animation.
Initially I chose to create a photomontage
image of Angela Merkel, A main character in my animation. To gather the photos
needed for each body part I chose to use the Google search option for sorting
images by colour.
I chose the colour red as it appeared that
there were more images for that colour.
I then compiled the photos in Adobe
Photoshop and used the selection tools to cut out the parts of the images I
wanted. I used varying selection tools like the magic wand tool and the
standard lasso tool on various parts of the image so that I might be able to
decide which method I would prefer to use for the end product.
After this test I decided that the polygonal lasso tool was the method I preferred as the clean, blunt lines made the image look as if it had been created in a traditional style. To further compliment this I used various effects such as the Oil Paint filter to give the image a more stylized look however this worked better on some images more than others.
Due to the success with the photomontage
style in still images, I decided to mock up a basic animation to see how the
technique would look in motion. To do this I created a basic image of a dog
smoking so I could see how the style would affect the arms and their mobility.
To animate this I used the timeline feature in Photoshop and created individual
frames where I segmented one of the arms so that the forearm could be moved
independently to the rest of the arm.
After this brief test, I realized that the
some segments (for instance on the legs) would appear on the other side of
where some joints were creating a more dramatic cut out look.
Above: The Fill tool technique I used
demonstrated
When segmenting the imagery, often there
were gaps in the imagery, for instance if the arm in this image was removed,
there is a blank space behind which would be visible in some movements of the
arm.
To correct this I used the Edit>Fill
Tool and the Content Aware selection method which fills the selected area with
materials from the content around it quickly filling in gaps in a way which is
much less obvious that colouring in and much quicker than the healing brush
tools.
After these tests I decided to begin asset
creation, segmenting full length characters in Photoshop so that when they are
imported into Cinema 4D no further editing on assets will be needed unless I
have extra time and decide to add extra features to the animation.
During the production of assets, a black
silhouette in the same shape as the object is required so that an alpha channel
can be made in Cinema 4D. Rather than wasting time colouring and creating alpha
channel imagery by hand, I chose to add a black colour overlay in layer style
section of each layer. This creates an identical black silhouette and can be
toggled making it ideal for quick alpha channel creation.
After creating a variety of assets for the
animation, I went into Cinema 4D to begin creation on my first storyboarded
scene, A man walking down a corridor.
The technique I used for the cut out style
was to create textures for the assets with alpha channels and apply them to
planes in the 3D environment. This way, the planes almost act in a similar way
to cutout animation done with cardboard or paper. The further enhance this
similarity and for ease of animation, I used the enable axis tool to change the
centre of rotation on the objects. By changing the center of rotation to where
the joint would be, the plane reacts in a similar way.
After this I created a null object, which
would serve as a main object in which I could place the others. For creating my
character I placed the plane for the hips and the torso as all other objects
could be placed inside them so that everything remains together. I repeated
this process for the arms (Hand>Forearm>Arm) which I placed inside the
torso and for the legs (Toe>Shoe>Shin>Thigh) which I placed inside the
hips. By having the torso and the hips separate, movement around the waist is
easier to produce and there is less of a stiff look to the character’s
animation.
The process for animation the parts works
off a keyframe system and each object requires its own keyframes. The camera
also works off a keyframe system but different cameras such as tracking cameras
can also be used. I decided to stick to the normal camera to keep a cleaner
look and to keep the sidebar organized so as not to confuse myself.
After doing this on the full figure I
decided to start animating a walk cycle. However everytime I rendered or viewed
in render view mode black boxes were appearing around all of the characters
objects. Through trial and error I eventually found out that every time there
was 2 arms or 2 legs in a scene, the objects would all black box unless one of
the 2 was removed.
To work around this I simplified the
animations and had the legs out of shot. After intense research I discovered
that the issue was caused to the ray depth level being too low and fixed the
problem by upping the level number until the problem stopped.
Scene by Scene Commentary
Scene 1
After solving this problem, I set about
animating a walk cycle for the man. However after I had finished creating the
walk cycle, I noticed a slight flaw when the walk cycle looped and this
resulted in the character hovering along for a few frames of the scene. Due to
time constraints I decided I would not have time to completely redo the walk
cycle and looked for a method in which to make this flaw less obvious.
To fix this, I had the characters movement
along the x axis slower in the faulty part to reduce the foot sliding. To stop
this slower movement looking too strange I made the camera movement mimic the
characters movement along the x axis.
Due to this error I decided I would try to
add more secondary animation to the scene and added the painting in the background
which has eyes following the man walking. To do this I just allowed a gap for
the eyes in the alpha channel of the painting and had the two eyes appear just
behind, making them easy to move and making the process less obvious in the
final render.
Scene 2
After trying to follow the storyboard
directly I attemped the second storyboard frame in Cinema 4D but the
perspective I kept ending up with was not desirable and highlighted flaws in
consistency and postioning so I chose to skip to the scene of the man knocking
on the door. To fix the sudden jump of scenes in post-production I plan on
having a fade to black from scene 1 to scene 2.
Scene 3
At this point in the production I decided
to re arrange some of the scenes due to cutting back the length of the
animation after realizing the time it would take.
So instead of having Angela Merkel snort
the line after the man was in the room, I decided to have the man walk in on
her snorting, cutting the time back significantly so that the animation could
be completed.
This scene was simple to animate but
required something else to keep it interesting if I did not have time to add
the other people dancing into the scene. To compensate for this, I had a
dramatic camera zoom out similar to a dolly zoom, generally used in horror
films. To change the expressions and objects visible in the second part of the
scene, I key framed display tags with the visibility settings on 100% for the
objects that were visible and 0% on the objects that weren’t. To prevent
changes in the opacity, I make sure that the display tag 1 frame before the
change was the same as the display tag on the previous face to prevent
transitioning opacities.
Scene 4
Due to the limitations of cutout animation,
I could not find a method which would recreate a foot sticking to carpet so I
instead decided on showing a side profile of the man walking over to the desk. In
the editing when all the footage is compiled, I will overlay sounds which will
give the impression that the carpet is sticky without the viewer actually
seeing the carpet move.
Scene 5
This scene has been changed to a different
perspective for the same reason as scene 4. Originally I think I could have taken
several photos of the hand rolling a joint and created a low frames per second
animation in Photoshop where I could edit in the marijuana. The next step I
would have taken would have been to create either a moving texture in Cinema 4D
or to somehow edit the rolling animation into the scene in Adobe After Effects.
Being unable to take photos from a first person perspective, I intended on
browsing YouTube for footage which I could screenshot key frames from and
produce the animation that way.
Scene 6, 7 and 8
The most noticeable part of the 6th
storyboard frame is the smoke, which I could not find a way to create easily in
Cinema 4D without using Pyrocluster, a method which I am unsure how to do
without risking damaging the animation.
For the following scenes I created a basic
dance sequence for Merkel which I intend to make longer once the rest of the
basic scenes are completed. Hopefully towards the end of the animation I will
have a technique to use for making the room appear smoky and also have dynamic lighting
that enhances the strangeness of the situation. Another reason the Merkel dance
is so simple is that I intend to find a way to create duplicate overlays which
I can then have at a lower transparency moving around the original image. This
will give the illusion that the Man character is losing consciousness and
create a more psychedelic feel similar to that of the cut out artists I
researched. The final scene will end as the Man slides down the wall and fades
out to black giving the impression that the viewer has passed out along with
the Man.
Evaluation
Having now completed the animation there
are a lot of things which I would change due to poor organizational skills and
conflicting work. Primarily, the main thing I would change about the finished
product is the addition of sound. Due to many of the scenes in my animation
being changed and condensed based around the potential use of sound, the lack
of it creates a strange experience where the story is not obvious and
animations do not work as well in silence.
If I was to redo this animation I would
make sure that the process of building scenes had more structure so that the
set has more consistency to the floor plans created in Adobe Illustrator. The
creation of scenes although editable could be better as I had envisioned the
animation moving along with music but I did not know how to time movements
properly and could not locate music which would be fitting to the scene.
The final change I would make would be to
add a lot more detail to the scenes such as additional characters which could
help enhance the scene or keep the animation consistent with the script.
Overall however I am happy with the process taken to create the assets for
moving characters by segmenting them. Despite taking a lot of the time
allocated, the segmented characters proved to be versatile and reusable as well
as staying true to the cut out style’s I was emulating. One thing which I would
add to the assets would be a large oversized head consisting of faces showing
different expressions. This is shown to some extent in scene 3 with the Angela
Merkel character changing expression as she snorts the note up her nose. A
criticism of this scene is that despite using display tags to control the visibility,
the changes between the first expression and the second expression still the
show semitransparent transitioning frames. If I was to redo this scene, I would
research a better method for making objects appear and disappear.
Overall I feel that the animation could
have been a lot better than it was and I put this down to having poor
organizational skills and not sticking to the guides I created. I also feel
that the guides would have been better if I had revised the technique I was
planning on using in Cinema 4D before writing them.
Apart from this the main thing which
prevented workflow was the strange problem my animations had with ray depth in
the render setting which took a significant amount of time to diagnose and fix
the problem however now this will not hinder future animations.
On top of learning how to fix the ray depth
problem, I also learnt various effective methods of creating alpha channels and
textures which I am sure will help me with my digital work in the future. By
using the photomontage technique that I did to create the assets, I have learnt the benefits of tools such as the Fill>Content Aware tool which is
incredibly versatile in regards to manipulating photos and generating new
content.
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