Tuesday, November 24, 2009

Lighting A Scene in Maya

Here is a scene with lighting.

One Point Lighting



Two Point Lighting


Three Point Lighting





By the way, I actually liked a key light from the right side better than the left side because of the angle and position of my object.
So, I post the version with a key light from the right side too.





One Point Lighting



Two Point Lighting



Three Point Lighting


And I added one more light and it looked better.




Building A Scene in Maya


Here is my scene.
MM for Miyuki Maruyama

Second Term Paper

Science Fact or Cinematic Fiction?
The Relationship Between Degree of Accuracy in Physics and Animation


In the world of animation, everything is created by hand. Our choice makes the world of animation. To achieve the reality of the animated world, it is important to have some knowledge in physics. The importance and use of physics are shown in many films, especially in the live action films with technology of computer graphics. Many CGI artists works for live action movies often say, “If nobody notices what we did in the movie, that means we did a great job.” The technology is getting better and better, so it is almost impossible to see if that is a live action footage or a computer generated footage when the job is done well. Since they are trying to create an image that goes with live actors and real footage, things have to be accurate even if it is created in computer, otherwise audience will feel something awkward in the movie.
However, in animated movie ( full CG movie such as Pixar or Dreamworks movie), audience will not feel too districted even if the physics is not accurate. Even though they follow the basic laws of physics, animated movies have more acceptable error in physics. In this paper, I will discuss one of the basic movements, jump, in different movies to analyze how they are different with what the real movements are supposed to be, and how they are acceptable for audience to watch the inaccuracy in physics. Especially, this paper will discuss four distinct style of animation, which is a 2D hand drawn film, a stop motion film, and 3D computer animated film with motion capture, and a hand animated 3D film.


First, I want to discuss the Wile E. Coyote's jump. The three main forces on jumping are gravity, support of the floor, and frictional force of the floor. If you look at a usual jump, they have to push the floor to take off. And the force generated by the push determines how much you can jump. In the episode, Zipping Along, Wile E does a highly unrealistic jump.

Let's take a look at how many frames he takes to take off.

Here is a captured frame of Wile E. Before he takes off.

And here is a very next frame.

Without having a push, it is impossible to execute a jump. Not only he does not have a push, he jumps pretty high too. Even if we do not see the apex, I can guess that he can go pretty high from the extreme motion blur.

Not only this jump, Wile E. Coyote breaks so many laws of physics in the cartoon. Yet, audience would not feel the motion is awkward and disturbing to watch because of the highly designed character and the tempo of the gags. The error in physics even helps the gags to be successful.


(Who would even expect him to do something physically right? )



Next example is from an animated stop motion movie , Tim Burton's The Nightmare Before Christmas (1993), directed by Henry Selick.



The example of error from this movie is not a big error, however, it is still a small error based on physics. Let's take a look at the minor jump of the main character, Jack Skellington. When shows up in the movie for the first time, he jumps in to a water fountain. So I will analyze the jump using the formula provided.

Here is a captured picture of crouch, take off, and the apex of the jump.

Crouch

take-off

Apex


I assume his height from the horse he is riding. And I assume that the push height of the jump as 1.9 feet. Also, the measured jump magnification is approximately 3.5.
Based on the formula,

Jump Magnification=(push Factor) x (Push Height in Feet)

I can get that push factor is about 1.8. If the push factor is 1.8, the push time should be about 4.5 frames. In the film, the push time is about 6 frames. (Push factor for 6frames is 1.) To be accurate in physics, this jump should either be higher or have less push time.
Even though there is a minor error in physics, the movement in the movie is totally acceptable to the audience. Like the Wile E's Example, the characters are highly designed. Also, the style of stop-motion film helps the audience to not be too concerned about the accuracy of the movement itself. The example I discussed was really minor error. So it seems there is not point of discussing such a minor error. However, it is interesting since audience are disturbed by the inaccuracy of the movement in some movies with different style.


Next example is animated movie, but it has more realistic look since it is in 3D. In a movie, Polar Express (2004,) there is a scene where the conductor gives kids a refreshment of hot chocolate.





While they are dancing there is a somersault, which has error in physics. First, let's look at the three picture of crouch, take-off, and apex of the jump. I picked the man in the middle since it is the easiest one to see.

(I put red dots on Center of Gravity)

Crouch


Take-Off


Apex


From this information, I can gather several factors to judge this jump. Assuming the guy's height is about 6feet, the push height is about from his pelvis to knee. So, I would say it is 1.5 feet. Also, the jump height is roughly 3times of push height. Using the formulas provided earlier, I can collect the numbers below.

Push Height=1.5ft
Jump Magnification=3
Push Factor=2(based on formula)

With the push factor of 2, the push time should be about between 4 and 5 frames in 24fps. However, in this scene, the push time is actually 3 frames. It sounds really nitpicking, but if the push time is 3 frames instead of 4.5 frames, the guy should jump about 9 feet instead of 4.5feet based on the formula of the jump multiplier. It is almost twice as high as it is in the movie. In this case, one frame gives a pretty big difference. Also, one hand holds a tea cup, so they cannot have enough hand movement to support flipping.
Though the example I talked about on Polar Express sounds a little nitpicking. The important thing is that the polar express has a lot of small error in physics like the example. Because of those small errors, we find the motion is a little awkward. In the previous examples in the other movies had bigger and exaggerated errors in physics. Yet, they are still acceptable to audience. Polar Express used a lot of motion captures with a tweak. So, the movement tends to have a feel of being a copy of real movement. And the character's design and proportion are more realistic than other films I mentioned. As I mentioned in the beginning, the more realistic they look, the more accuracy they need. Even though they try to incorporate breaking the laws of physics, we starts to find errors unacceptable as soon as the image gets too realistic.

Even though 3D movie has more realistic feel than a 2D films. It does not mean creating error in physics always makes a disturbing motion to the audience.
For example, we can look at how the character in The Incredibles (2004) jumps differently.


For example, Helen's jump incorporate stretch of her body, and the movement itself is unrealistic. Edna Mode's jump is a little choppy due to her low apex compared to her push height. And all the character has a distinct way of jumping. And most of them slightly breaks the laws of physics. However, it is a choice to add a characteristic to each character, like they enhance the gag in Wile E. Coyote's case.


As a conclusion, the error in physics are easily found in many animated movie. But the import thing to remember as a creator of movie is to determine how much accuracy do they need for their particular movie. Sometimes, creating an error in physics is disturbing, but in other cases, it is acceptable, or even good choice to have an error . In the interview for the VFX artists from the recent film, 2012 , they said there were 25 people (including mathematician, physicist, programmer, etc. )working on a 2 seconds scene for six months to create a whole collapsing town of LA in computer. They needed that much accuracy in physics since the movie was live action, and they cannot put something looks computer generated. Whereas, Wile E. Coyote always breaks so many laws of physics, yet that makes him really comical and funny. In any cases, it is important to know the real physics, because we cannot break the law properly without knowing what they are. It is just like you have to study models at figure drawing to draw cartoon characters better. Knowing the relationship between accuracy in physics and the style of the movie is a great help for any filmmakers.


Note: I changed my topic after I did the outline since the outline was talking about three different thing in three scene. So, I made it about same error in three different movie so that it follows the guideline of the paper.

Wednesday, November 4, 2009

Outline for the Second Term Paper

Science Fact or Cinematic Fiction?

The paper discuss the three scenes in Tekkonkinkreet, which has an unrealistic movement based on physics knowledge.

Intro
  • The importance of distinguishing a fact and fiction.
  • The three scenes that has unrealistic physical principle
  • States thesis


Body

I. The jump in Tekkonkinkreet
  • The analysis of jamp. Is the Jump Correct?
II. The Laws of Inertia
  • Kids jumping off the moving bus.
  • The analysis of the movement
III.Falling
  • A kid falls like flying squirrel

Conclusion
  • Repeat Thesis

Wednesday, October 21, 2009

Analysis of Walking

Clip A


Clip B


Clip C



Clip D


Clip E

Mid-semester Survey

"This is to certify that I completed the anonymous mid-semester survey for Art/Physics 123 and am requesting the five points of extra credit.

As a student at San Jose State, I understand the university's Academic Integrity Policy (http://info.sjsu.edu/web-dbgen/narr/catalog/rec-2083.html)."

Wednesday, October 14, 2009

First Term Paper


A Law of Physics in Enchanted World








In the world of Animation, laws of physics are often exaggerated. However, there is a line if the movement looks wrong or exaggerated. Even though the action itself is not realistic, such as flying sky with a broom or destroying building with a magical power, the movements have to based on reality to convince the audience. In many motion pictures, they create their own laws of the physics that can work within the world of its movie.

In a recent Disney film, Enchanted(2007), directed by Kevin Lima, the movie provides interesting contrast within two worlds, the real world and the world of fairy tale. You can observe that most of the actions happen in real world is almost similar to our own in contrast to the physical action that happens in the magical world.

The story of Enchanted takes place in the two worlds, New York as the our own real world, and Andalasia as the magical world of Disney's typical fairy tale movies. As the movie goes along, the two worlds collide by the magical power. In terms of laws of physics, this situation gives an interesting examples that show how different the two worlds are, and establish believable events when the two worlds become intertwined. From observation, the combination of two worlds compromises the laws of physics depends on the situation.

First example that shows the difference between two worlds are the basics of physics, falling. The main character, Gizelle (Amy Adams), experiences fall both in Andalasia and in New York. And, in both cases, other character catches her at the end of falling. In the beginning of the movie Gizelle, falls from the top of the tree while she is trying to escape from a troll. In this fall, she keeps falling about 3 seconds, which is almost 70 frames based on 24 frames per second.
Using a formula

(Distance in inches) = (1/3 inch) x (Number of Frames) x (Number of Frames)

She should fall about 135 feet in duration of 3seconds. Based on the relation ship between Gizelle and the background, I can assume that she falls about 120 feet in the movie. It shows that the falling rate and distance are almost similar to our own world. However, there is an aspects that is not similar to our laws of physics. Prince Edward (James Marsden ) catches her without any problem to save her from falling. But, if any human falls from that high apex, it should build up enough momentum to injure the person somehow in the fall of our real world.

Now, we can see the difference between the Andalasia and real world's laws of physics from another falling scene in the city of New York. Even though overall time of her falling after she released her hand was almost close to three seconds again, the Editor inserted a cut of Morgan (Rachel Covey ) saying “Catch her, daddy! ” to make it more dramatic. While Morgan's line, Giselle stays at the almost same place for about a second or two. So, actual time that took her to fall is about a second. And the height of the fall this time is about 11 to 15 feet.
Again, using the formula.

(Distance in inches) = (1/3 inch) x (Number of Frames) x (Number of Frames)

We can find out the fall of 15 feet takes about 23 frames, that is almost one second. So, we can say the fall is believable. However, even in the fall from 15 feet high, the impact of the Giselle's fall is pretty big. And we can see Robert (Patrick Dempsey ), who catches her this time, gets injured his arm a little from catching Giselle.

In Andalasia, Both Gizelle and Prince Edward do not get hart from this falling despite the high apex about 120 feet. But in reality, it would be like the fall happens in New York. This tells that either they have different gravity in Andalasia, or some magical power of exaggeration from animated world is helping them succeed the princess catch from high up. Thinking about the theme of the movie, the exaggerated contrast in this two falling is an absolutely clever choice.

Another fall that shows that even a magical creature follows the formula of falling is observed at the almost end of the movie. As the climax of the movie, a villain Narissa (Susan Sarandon ) turns into a dragon and falls from the top of Woolworth Building in New York. The height of Woolworth building is 792ft. If we put this height in the formula again, we get the duration of roughly 169 frames, which is about seven seconds for actual falling. In the movie, Narissa stays in the air about seven seconds. This tells us that the falling of Narissa is highly similar to real falling. This fall makes the magical creature in the New York a believable weight and timing. Since the character is now in the live action world, following the physics is important for the audience to believe the character actually exists in the screen.
As we can see, even though there is a magical arrangement to exaggerate the laws of physics, the three examples of falling shows that they follow the basic laws of physics to make the magical movement and action believable.

Second interesting example is that the abilities of characters stay sometimes and do not in other cases. For example, Giselle has an ability to call creatures by singing. If this ability is only by a magic power of the world of fairy tale, she cannot call animals in the real world. However, she manages to call animals and other creatures in New York City too. I assume that her ability is something that can only be heard by creatures other than human. I presume that Giselle's voice somehow contains the similar attribute to the dolphins voice. Usually human ear cannot hear them because the frequency of the vibration is out of the range that can be heard. Giselle might have an ability to include some sound wave with frequencies that cannot be heard by human but animals. The fact that her voice is not heard human being in far distance is shown in the scene when rats, cockroaches, and pigeons run into Robert's apartment, since all the humans are confused about what is going on with these creatures. Again, this hypothesis only works if the real world and Andalasia shares some common attributes, such as having similar air that delivers certain type of vibration. The laws of falling itself have similarities in both world. And, the laws of delivering sound have similarities since Giselle's voice works in both world.

Now, we have learned that Gizelle's ability of her voice works in both worlds presuming it is due to composition of air. It is strange that Pip (a chipmunk)'s ability of talking does not stay. Even though the animals ability to talk depends on the neuron density in the brain. Pip does not seem to go through biological transition during travel from Andalasia to New York. My hypothesis here is that the composition of the air in the Andalasia and our own world is similar but different enough to change Pip's ability to talk. Even after Pip comes to New York, he does not lose his intelligence. In fact, he starts speaking, and soon realizes that his words coming from his mouth is not making any sound he intended to. From this scene, it is possible that Pip's ability has not changed but the environment has. It is possible that Pip's way of pronouncing words is different to the one human does. And, it is also possible that the environment of real world does not deliver the sound like Andalasia. If so, the certain sound wave that pip produce does not travel the same way in the Andalasia.


In conclusion, I think that this film tries to follow the basic laws of physics as much as possible to emphasize the unreality of the characters and the land of Andalasia. As we have seen in the example of fallings, such as falling from high with no damage and falling from lower position with some damage . The movie uses a lot of contrasts to establish the realness of the real world and the exaggeration in the animated world. This relationship of two worlds cannot be done without good understanding of reality, which includes physics.

When they break the laws of physics in animated movie, it has to follow the laws of physics in their own world though it does not follow the laws of real physics. In other words, it has to be exaggerated but not broken. If someone try to exaggerate the laws of physics without understanding real physics, the result can be unconvincing. Without having laws of physics in the animated movie, the actions and movements look unconvincing, however, exaggerating laws of physics attracts the audiences even more. The principles of animation says exaggeration is important. And, we can even exaggerate the laws of physics to make it more interesting to watch. We have to understand a great deal about this real world to create believable world of animation.

Wednesday, September 30, 2009

Outline of First Term Paper

The Laws of Physics in the World of Enchanted.

Introduction
  • Introduction of the Movie Enchanted.
  • The two worlds: Andalasia and New York, a place with "no happily ever after".
  • Thesis: Laws of physics in the animated world and the real world is different, and collision of two worlds compromises the common sense in physics each other.
Body

1.The laws of physics observed in the animated world.
  • Fall of the princess Giselle from tree.
  • Giselle's extraordinary power
  • Talking Animals
  • After all, the world of magic.

2.The laws of physics observed in the real world.
  • Fall
  • People's motion
  • Movement of the materials from the real world.
  • The motion follows the laws of real world.
3.The laws of physics observed in the collision of two worlds.
  • Extraordinary power and movement with the characters come from Andalasia in the real world.
Dragon
Pip
Giselle and Edward
  • What kind of laws of physics from Andalasia is working in the real world and what is not

Conclusion
  • Summary
  • Repeat Thesis


Wednesday, September 23, 2009

Video analysis of path of action

A screen Shot of Tracking.


A Original Video Reference of Me Jumping.


Tracked Path of Action

Tuesday, September 15, 2009

Tracker video analysis of falling


Here is my video analysis of falling.
I did not do a good job on tracking (a little bit off track, maybe I need a better mouse.), but it shows the result.


Tuesday, September 8, 2009

Video Reference

Here is my Video Reference of dropping an object.

Sunday, August 30, 2009

Mini-Portfolio








These are some of my art works at SJSU and old animation I did at Art28.

I am a student from Japan majoring in Animation/Illustration.
I love singing, dancing, and acting. And, that makes me like musicals.

Tuesday, August 25, 2009