For the progression, I will divide them into three outcomes,
1. Animation film
2. Film Poster
3. Trailer
Animation Film Progress
1st stage: Concept Development
Project Brief > Contextual Research > Ideation > Research (technical and design aspect) + Find Reference > Set timeline > Create moodboard > Storyboard > Design Sketches > Proposal Presentation
fig: research & brainstorm
Utilizing the Figma board to organize and compile the research and ideas, I started with understanding what equality means after the project brief. Then, I research the types of equality highlighted by the SDG goals and those that are not often reported. Finally, I search for references based on the topic I want to pursue.
fig: ideas & reference/ inspirations
I compiled all the ideas, inspirations, and references, and then presented them to Ms. Anis for feedback. At this stage, I was a bit scattered because I had researched so much that too many ideas were coming through, and I didn’t have a specific path to follow. This made me feel messy and confused. Fortunately, after Ms. Anis listened to my 'yapping' about all the ideas and what I wanted to try, she provided critical feedback, offered suggestions, and helped narrow down my choices.
fig: reality check
After deciding which idea and outcome to pursue, I listed the things I needed to prepare, such as the 3D models required, the number of animations, scenes, and so on. I then input these elements into the timeline for a reality check to ensure that I can complete everything before the deadline.
fig: moodboard
I tried to find the style I wanted to achieve, likely by mixing stylized models with realistic textures and whimsical characters to make the whole film playful. Then, I searched for tutorials to ensure that what I planned to do was feasible within my skill set.
fig: storyboard
From left to right, is the development of my storyboard, the 3rd one is the final version after consulting Ms.Anis., which is shorter, has fewer scenes and shots, but is also impactful. Based on Ms. Anis's feedback, we need to do this in a short amount of time and try to work smart.
fig: vending machine sketches
2nd stage: 3D Modeling & Texturing
Model & Sculpt the 3D models in Blender > Texturing
fig: modeling apple
I started with the fruits, as they are the main characters. I got this suggestion from a 3D modeler friend: always start with the main object, then model the other elements based on the main object's size. At that time, I was definitely struggling to begin, as I wasn't sure where to start first.
fig: strawberry
Using the Decimate modifier to achieve the diamond kind of subdivisions to do the strawberry surface.
fig: strawberry leaves
Start with a circle and set the amount of subdivisions, then extruded them to achieve the shape I wanted. Then, I also utilized a bit of sculpting to make the leaves look more organic.
fig: banana modeling
This is my first time knowing that Crtl+ Right Click can instantly texture the faces of the cube to wherever I right-click. (with this tutorial).
fig: peat uv unwrap
For the pear textures, since I wanted to create organic textures, I chose to use image textures combined with some texture painting. Therefore, I needed to UV unwrap the model and arrange the UVs neatly.
I followed a tutorial for procedural texturing from my favorite texturing tutorial channel, where I always learn a lot. The tutorial detailed how to separate all the banana’s features into different texture sets, mostly using noise texture, Voronoi texture, and Musgrave texture for a varied, random look. The color ramp was used to adjust contrast and the amount of 'mask' applied to the texture.
fig: banana procedural texturing
Need a lot of Mix RGB nodes to combine all those sets of textures.
Initially, I planned to use plastic wrap packaging for the fruits. However, due to the organic shapes of the fruits, the shrinkwrap technique didn’t work well, as it was challenging to capture all the small detailed vertices.
Using the tutorial as a base, I explored different sizes and methods to achieve the plastic bag I wanted. Since the fruits’ shapes are all very different, the plastic bag needed to have varying sizes and be sculpted individually to fit around each fruit.
fig: plastic bag texture
fig: plastic bag texture
I then explored various textures for the plastic bag, considering both less reflective and highly transparent options. After receiving feedback from Ms. Anis, I chose a more transparent, sparkly, and reflective material to give the overall fruit packaging a glowing effect.
fig: packaging designs
Then I tried to apply all the fruits and continue to explore the shapes and textures.
fig: vending machine details model
I experimented with various shapes and bevel levels for the vending machine body before finally arriving at the final version after numerous attempts. Then, I began modeling the small details needed for the vending machine. I referred to pictures of vending machines in Taiwan taken by a friend and a vending machine tutorial for guidance.
fig: array the object
As inside of the vending machine, most of the objects are repetitive, hence I use the Array modifier to achieve that, to ensure the space is divided equally.
fig: annotate
I use the annotate pen to sketch out the placement of the models on the vending machine, so I can know which is left to be modeled and where to place. (following the design sketch for the vending machine)
fig: modeling the numpad
I was definitely stuck on this asset. I actually stopped halfway and continued working on other models. I wanted to create holes in the rectangular plane, but I couldn't create a perfect circular cut. Even when using the Boolean Modifier, it didn't give me the desired outcome. I wanted the hole to be filled, like just inset and extruded inside, so the Boolean Modifier was not the best option for me.
fig: bevel vertices
fig: bevel vertices
fig: loop tools
fig: circle loop tools
I asked my 3D modeller friend for help, and she suggested adding loops on the plane, then beveling the vertices, scrolling to add more bevel, using loop tools, selecting circle, and deleting the unnecessary vertices.
fig: buttons
Using a circle to create the buttons, I aimed to form a rounded surface like a button. I filled the edges, then kept insetting and extruding until I reached the desired thickness. Finally, I used the shade smooth option.
fig: knife tool
For the arrow sign, I duplicated some faces from the vending machine, annotated the shape of it, added loops to provide enough geometry for cutting the shape out, and then used the knife tool to cut out the shape.
Since Blender can't type Chinese characters directly, I referred to the tutorial above. Apparently, you need to manually import a Chinese font into Blender to make it work. To create the neon sign effect, I followed the tutorial, which involved making it as a geometry and then adjusting the text settings, such as bevel, offset, and extrude.
To make the vending machine more interesting and less empty, I added some posters, flyers, and stickers around the machine to give it a more realistic look. I followed the tutorial to achieve an aged and torn appearance. I also used image textures for the posters' content.
fig: vending machine body texture
Using nodes to do the metal texture, just adding a bit of noise texture to make it look not flat.
fig: vending machine details
Adding bevel nodes just to focus on the edges to create edgewear texture.
fig: lighting setup
Then, I started to set up the lighting, mainly using point and area lights, mixing cool and warm tones to create a night market atmosphere. I also added emission material in the vending machine to create the inner LED light.
3rd stage: Animation & Rendering
Rig> Animate the Vending Machine in Blender > Animate the apple > Lighting > Camera setup> Render in Cycles
fig: adding a bone
fig: add object constraint
As I wanted to animate squash and stretch, I discovered and explored two ways to rig and animate it. One method, suggested by Mr. Kanaan, uses a Lattice Modifier (refer to this tutorial). This method provides more flexibility and space to deform the object, but I'm not very familiar with using a modifier to add keyframes, as it requires switching between edit mode and object mode to add keyframes. Since I only wanted to do a simple squash and stretch, I found that a single armature works well and has a more familiar workflow (tutorial).
fig: animate vending machine
fig: animation
After setting up the lighting and camera, I started animating the vending machine, beginning with the carrier moving upwards, followed by the apples moving forward and then going back down to the collection area. I added some extra keyframes for bouncing back to create more impact, playful, and interesting movements, making the overall animation flow more smoothly and cutely.
2D background illustration > Composition in After Effects (Parallax) > Camera & Background Animation in After Effects > 2D hand-drawn animation for the character in ProCreate Dreams > Overlay the Animation into the video
fig: first version timelapse
In the first version timelapse, I aimed for a sketchy and messy night market look while maintaining a monotone color scheme to create a strong contrast with the vending machine. It was challenging to use just one color (blue) for the whole scene, but in the end, I decided not to use that environment because it didn't suit the vending machine. Instead, I tried a more vector approach with just the front view. Using perspective views would have been very time-consuming, as it would require separately rendering different angles of the vending machine while matching the camera animation in After Effects.
fig: 2nd version timelapse
The second version was slightly better. As the competition deadline approached, I quickly proceeded with a simple silhouette monotone environment.
fig: import into Blender
I considered rendering the whole scene in Blender, but unfortunately, Blender is not very 2D-friendly. Its handling of environment colors is not very accurate, and it lacks anti-aliasing. However, I still used it to see if the environment matched the vending machine, whether sketchy or vector. Based on testing, both Ms. Anis and I agreed that the vector approach suited better.
fig: arranging the elements
After enabling the 3D layer for all objects, I added a camera and started arranging the foreground, midground, and background in After Effects.
fig: camera animation
I mainly animated the point of interest, position, and focus distance of the camera, using the top view to ensure that the camera always focused on the vending machine.
fig: animate the objects
I also animated the environment to move out of the frame while zooming in on the vending machine, leaving only the main vending machine in the scene. This added more movement and a sense of moving forward.
fig: loop
To make it loop seamlessly, I needed to animate the in-between frames smoothly. While zooming out, it had to return to the first frame, so when it zoomed in again, it matched the initial front part.
5th stage: Post-Production
Color Grading & Post Editing Premiere Pro > Sound Effect Layering in Adobe Audition > Final Compilation in Premiere Pro
fig: color grading in Premiere Pro
After I was satisfied with the animation and looping, I imported the sequence into Premiere Pro for post-production. I started by adding an adjustment layer for cropping the bottom and top to create a more cinematic look, followed by another adjustment layer for color grading.
fig: audio editing
fig: denoising
After finishing the video part, I moved on to the audio. This animation will mainly feature immersive sound effects, like ASMR. I layered a few ambient sounds to enrich the background noise of a night market, then added sound effects of cooking, talking, and cars, adjusting the EQs, volume, and panning from left to right. After finishing the multitrack, I combined it with the video in Premiere Pro.
Film Poster Progress
Version 1
Drew the background sketch in ProCreate > Rendered the 3D models > Import to Adobe Illustrator > Compositing & Typography
fig: sketch
fig: render the vending machine
I set up another lighting combination for the poster version of the vending machine, aiming to create a more mysterious look with rim lights and more shadows.
fig: poster arrangements
Since the main focus is the apple, I initially planned to place the packaged apple in the middle, but it didn't work out well, so I used the vending machine instead, rendering two angles and three versions.
I combined this with the environment background, imitating city lights. Then I added some rendered transparent packaging to make it more interesting and to hint that the film relates to these items.
Version 2
Utilize the 3D Camera View in After Effects for film poster > Import to Photoshop > Color grade > Typography
fig: after effects setup
fig: final compositing
After gathering feedback from friends and the lecturer, I revised the poster design by utilizing the scene in After Effects. I prefer scenes with foreground, midground, and background elements with aperture effects, which create depth and a mysterious look. Therefore, I rendered this frame in After Effects, and then imported it into Illustrator to work on the title typography.
Trailer Progress
Storyboard > Duplicate Composition of the Animation > Simplify the composition > Add further animation and camera movement > Adding VFX transition > Animate the Character jumping out of scene > 2D hand-drawn animation for the character in ProCreate Dreams > Overlay in Premiere Pro > Color grade > Sound Effect Layering in Adobe Audition > Final Compilation in Premiere Pro
fig: animate the apple
fig: animate frame by frame in ProCreate Dreams
fig: animate frame by frame in ProCreate Dreams
fig: after effects
The trailer's workflow is quite similar to the animation film. I used the same render from the film poster, which is the 3/4 view, both with and without emission, to create a light glitching effect. I further simplified the environment design in ProCreate, composited them slightly differently, and imported everything into After Effects to set up the camera.
Modify apple animation in Blender > re- Render > redesign environment > re- Compositing in After Effects > post-production
fig: readjust the timing
fig: reanimate
Based on the feedback after the presentation, I tried to focus the animation more on the apple, adding more emotion to it by utilizing squash and stretch techniques. I adjusted the timing to avoid rushing, so viewers can really focus on it. For the animation flow, I actually referred to myself, imitating the emotion of jumping out of the vending machine. I recorded the possible sound effects and then tried to match the timing and feeling of the sound and emotion, animating based on that.
fig: screen record of the animation
fig: screen record of the animation
fig: readjust timing
After finishing the flow, I tried different timings to see which one worked best, ensuring the animation did not feel rushed. This is a weakness of mine, as I often make animations go too fast.
fig: environment version 3 sketch
fig: HSB to adjust colors
fig: adding details
fig: version 3 timelapse
For version 3 of the environment, I didn't use monotone because Ms. Anis mentioned that even if the environment is colorful like a normal night market, it can still create contrast with the vending machine, which is 3D rendered with bright colors and lights. I referred to a lot of real-life references. Initially, I was worried about adding Chinese characters because I didn't want viewers to assume a specific location and limit their imagination. However, Ms. Anis pointed out that many places have Chinatown, so it's fine to include Chinese characters.
fig: final color for the environment
fig: holdout in Blender
I needed to modify the apple animation, specifically the last 300 frames, where the vending machine is no longer moving. To reduce render time, I learned to use holdout in Blender (a clipping mask) to render only the apple while maintaining all the light bounces and lighting. This way, I could combine the elements in After Effects.
fig: render still frame
I only needed to render one frame of the vending machine with the holdout on. Rendering the entire vending machine for 340 frames would take too long due to the lights, textures, and modifiers.
fig: combine in after effects
So I just combined the sequence and the still frame in After Effects.
fig: arranging
Arrange the environment in the 3D layer.
fig: side view
Utilizing both custom view and side view to arrange the spacings better.
fig: animate camera
I mainly animated the point of interest, position, and focus distance. In my first attempt, I had to re-animate everything for the second attempt because After Effects had some bugs. When I restarted the software, the angles changed significantly, and the keyframe data was different. So, I had to re-animate, but this time I ensured that I keyed all three parameters, even if I only animated one or two. Unless I needed to adjust the timing, it was best to key every frame.
fig: animate camera
fig: testing camera animation
I screen-recorded and briefly went through the camera animation I had in mind. I wasn't satisfied with the previous version of the camera animation (the one submitted for the competition). Initially, I thought the wide view of the vending machine created a sense of mystery and had a big impact when zooming in on the apple. However, I realized that if the camera follows the apple all the time, it creates more focus and impact.
fig: speed graph
I utilized the speed graph to adjust the camera animation speed, making the overall animation flow more interesting.
fig: animate the environment
I also animated the environment to move out of the frame while zooming in on the vending machine, leaving only the main vending machine in the scene. This added more movement and a sense of moving forward.
fig: looping
To create the seamless loop, I duplicated the frames and matched the last frame of the first part with the first frame of the second part, ensuring the transition wasn't too long or short.
fig: recording SFX
fig: audio editing
For the apple emotion SFX, I recorded my own voice in different contexts and versions, then did further editing in Adobe Audition. I mainly used EQ, pitch shifter, shift and pitch, flanger, and chorus.
fig: trying different versions
After editing the voices, I went through them one by one, syncing them with the scene to see which one suited best.
fig: layering
I also layered some of the sounds to make it more interesting.
fig: color grading
Finally, I combined the multitrack with the sequence in Premiere Pro and did some color grading. This time, I didn't add the crop effect as I felt it was better to watch it full screen for a more immersive experience.
FINAL OUTCOMES
Submission for competition:
Poster
Equality in diverse human forms
This includes body shapes, identities, wealth, skin color, etc. My goal is to highlight that everyone, despite these differences, deserves equal respect.
This is an open-interpretation narrative looping 3D animation. Set in a night market, featuring a vending machine as the focal point.
The animation is named 'from’ (aka. form) reflecting how society categorizes people based on their ‘from’/’form’. The vending machine categorizes fruits into different racks, mirroring societal categorization. The apple escaping or being escorted from the machine can be interpreted in various ways.
Trailer
Animation Film
Final version of Animation Film:
FEEDBACKS
The fruit jumping out can be more detailed
Instead of run can make it roll out of the frame
Visual to sfx
The front environment add more details like the signs
Change the color palette to more representative of a night market
Instead of monotone
Make time to let the audience to connect with the fruits
The environment much more better ,n it's ok to input Chinese words as there is china town everywhere
The camera angle need to zoom in until focus on the apple only , and follow it rolled away off the screen
good
REFLECTIONS
I really enjoyed working on this module. Initially, I had so many things I wanted to try and new stuff I wanted to explore. I wanted to take this extension opportunity to unlock different creative outcomes. But after the TISDC brief, I couldn't do mixed reality stuff, so I stuck to the animation film category. Although I wasn't very confident about choosing animation film at first, I felt that if not now, when? I decided to try and see if I could do it. I hope to learn more in every module, so I have to challenge myself.
I wanted to do 3D animation, but unfortunately, due to time constraints and hardware limitations, I couldn't render the whole environment. My laptop was already overheating when I just rendered an apple. But I really enjoyed the process. It was my first time combining 3D animation with a 2D environment in 3D space, which was so fun. I personally love parallax animation a lot; it's so cool, and I finally got to try it out. I also did some frame-by-frame hand-drawn animation here, which I enjoy a lot. I realized how much I love animating—it involves all the things I love. This module included research, ideating, storyboarding, pre-production, production, and post-production, and I enjoyed every bit of it. I love researching, ideating, sketching, modeling, compositing, rendering, color grading, audio editing, and so on.
I truly appreciate Ms. Anis giving us a lot of freedom to expand our creativity and imagination. She gave me a lot of feedback, and I learned a lot about storytelling from her, as well as how to tell a story with simple visuals. I learned a lot in this module, too. It was more like self-exploration and self-growth. Well, I did face a lot of challenges throughout the process. I had some issues with modeling and rendering since I'm not really a 3D pro. Although I'm an animation student and took a 3D modeling class, the time was short, and I barely learned anything. I can say I learned a lot more in this module with the help of YouTube and crediting my fellow friends who are 3D modelers and technical artists. They taught me a lot about 3D modeling and rendering. Without them, I might have just given up in front of the PC.
In conclusion, I enjoyed experimenting, learning, and exploring throughout these 14 weeks. I am satisfied with the final version of the animated film, hehe.
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