Categories
FMP

Week 6

This week I turned back to the scene 13 in the bedroom and tried to work on the lights:

I tried to play with colours as well but I think I will stay with warmer colours in the back.

After I also started to work on the scene 14. My initial idea was to make her run from the track to show her emotions that she is scared:

But later I decided to stay in the house environment. Here are the references:

I wanted to make her run in the hall in the house where each room can help us discover a bit more information of her story.

I also asked George to give me more feedback on the animation in this scene.

Categories
FMP

Week 5

This week I finished scene 7, because I just had to combine two already animated scenes (2 and 6). From the scene 2 I took movements of the lady (however, I did adjust them) as well as the shop environment, and from the scene 6 I took the rest of the environment and the girl.

Previs and final for the scene 7:

Ive also done a test render for the scene 2:

I will improve the lights as I want my animation seen very bright and in some way innocent hence the reason I chose the color pink as the dominant color.

Besides these scenes, I also started working on the scene 13 – the first from the girl’s nightmare/flashback part.

Previs:

All the assets were found on turbosquid.

The most important and difficult part of this scene is the lighting, because the main action is that the man comes into the room, however we don’t see him but only his shadow. After a few attempts, I decided to leave this part for later and this week mainly focus on the animation. I also rearranged the assets for a better composition and changed a camera angle as it is the angle from the man’s perspective and I wanted to show his dominance.

Categories
FMP

Week 4

This week I focus on the scene with the cashier lady. Mainly scene 2 and 10.

In my previs the lady was smoking as I wanted her to be seeing as mean and as an antagonist in a way.

However, later on I decided to focus more on the look of her face and gestures because smoking in the shop would be seen more as careless than mean. I decided the lady should seem bored as there are no other people in the shop.

As for the assets, I used multivitamin boxes I created for the scene 4 and also found crisps back and honey jar on turbosquid. However, I did create new textures for them:

Categories
FMP

Week 3

This week I foucused on working on the next two scenes: scene 5 and 6

At first I did a version of the animation that later I wanted to show our teacher George for feedback:

The feedback gave me very important details to pay attention to:

I need to focus more or the archs, spacing and timing. Also, every time I use rotations, for example, up- down, I need to go through a middle point on another axes and create a small arch (as shown on an image 3).

For the groceries in the background, I modelled a pickles can and ice cream cans and made textures for them.

Categories
FMP

Week 2

This week I decided to focus on scene 4 for my animation.

Here’s a full previs:

Scene 4 previs:

For the shop I found different assets on turbosquid:

The rest of the assest like milk, cereals and vitamins/pregnancy test boxes I modelled myself:

After working on animation, I came up to this result:

Categories
FMP FMP and Thesis

Week 1: FMP

One of the milestones was to find and adjust characters for my animation, it was the main focus of the week 1. In total I need 3 characters. The main character – a young girl, an older lady and a man. For all these characters I wanted to have quite minimal looks and a bit “weird” color scheme.

After a big research I ended up with Prorigs characters advised by my teacher George because they are not only rigged well but also by buying one licence I can cover the need in all three characters.

Categories
Advanced and Experimental 3DCA Techniques Project 2

Week 20: Unit Review

This unit has been very important for my animation practice. The main part of the unit was a feedback that George gave us every week. It really helped to understand more all the principles of animation in practice and mainly prepare a few animations for our showreels.

An animation exercise on body mechanics was very beneficial for me as I could focus on a body movement and timing. In the beginning, it was important to think of an idea that would show interesting and challenging movement of the body. I tried to make a mannequin look as realistic as possible but the fact that it is made from wood means more limitation in movement. It was easy to work with the rig, although it took quite a lot of time to keep body parts in the same position, as an example – when a mannequin falls down on its knees, I had to add more keyframes to ‘hold’ the knees on the same spot.

A final animation of body mechanics:

A lipsync exercise was challenging not only in the lipsync itself but also in the body movement, as it had to help desired emotions of the audio. For the lip sync, I learned that it is better to start with opening a mouth with jaw rotation and then create mouth shapes according to the sound. We don’t have to add every single sound and articulate every letter and it is a very interesting process of identifying what is important in the lip synchronising and what is not.

A rig was very pleasant to work with, it had an appearance picker and all the main controls separately. The only main issue is the it was not possible to render a final version as we have to pay for it with this rig. However it is not a big problem as playblast shows everything needed.

A final playbast animation on lipsync:

In the nearest future I plan to polish these two animation even more to put them on my main showreel.

Artefact Animation

My artefact animation was my first full animation that I developed from the idea to a final version (however I plan to polish a few animation shots). It was a great experience and I learnt a lot of new tools and technics as a particle system and a bloom lens effect. I also exercised more on the animation itself from the walking cycles to the emotion expressions.

A final animation “Firefly”:

Categories
Thesis Proposal

Week 20: Unit Review

This unit was important for understanding that is a correct thesis proposal structure. Nigel navigated us through each part of the structure and described what everything means. Thought the unit I was able to define my project title, methods and outline.

Final thesis proposal:

Does changing gender representation in the animation industry influence representation on screen?

Key words:
Gender-segregation, animation industry, feminism.

Introduction:

From the inception of the animation industry, female representation in animated films has been minimal. The same is true for the representation of females in the industry itself. Although representation both in the production workforce and on screen has significantly increased over time a direct connection between these two is unproven. This research aims to understand if increased number of females working in the industry results in better gender representation on screen.

To address this question, it is important to study the history of the industry from the perspective of gender, alongside considering which positions within the industry influence the creative direction of the animated films. This will help to determine whether the presence of women in the positions they have taken has increased diversity of gender representation on screen.

Literature review:

The following literature review is going to be divided into three parts. The first part will cover the topic of the underrepresentation of females in the industry and its improvement over time, as well as the importance of certain roles in the creative process; the next part covers the increase of female representation in animated films; and the last part will evaluate a connection between gender representation in the industry and on screen.

Jobs in the animation industry have long been gender-segregated. The creative departments in most studios were handled by men, while women were limited to the drawing and painting department, where the work was mostly uncreative (Furniss, 1998). Over time women began to occupy a wider range of positions, however inequality still exists. A report by the USC Annenberg Inclusion Initiative found that in 52 of the top animated films released between 2014-2018, males outnumbered females by 8.5 to 1 in 9 key roles or unit head positions. They also noted a larger gender disparity in roles such as directors, writers and producers. It is clear therefore that although the number of women in positions of influence in the industry has increased, substantial gender inequality still persists.

In early animated films, women were represented in a very stereotypical way with the exaggerated features and primarily as supporting characters. Although, only 17 % of the top 120 animated

features from 2007-2018 had a female lead or co lead (Smith et al., 2019), the number of female leads, as well as female representation in general, in animated films leads have increased.

The third part of the paper will focus on the analysis of the top animated films from the year 1937 to 2022 according to the IMDb online database. The main point of interest is the percentage of women working on these films and specifically taking leading roles in the industry and the presence of female/male leads and/or better female representation in the films. To understand which films have a better female representation, the research will be guided by the exposition of the female look, subjectivity and desire in the film described in “Feminist Film Theory” (Smelik, 2007).

The conclusion of the paper, with the help of theory in the first three chapters and statistics in the last chapter, will sum up if there is a connection between increase of women taking positions in the industry and female representation on screen.

Research design, methods, and schedule:

The research will combine both qualitative and quantitative types. However, the principal component will be a quantitative analysis of the percentage of women working on films correlated with data showing female representation on screen. To support these statistics, literature will be analysed to extract data collected by other researchers.

The type of the research is correlational as it is investigating a connection between increase of women working in the industry and female representation in the animated films.

Data for the quantitative part of the research will be taken from the online database IMDb, looking at animated feature films from the years 1937 to 2016, and up to three top feature animation films for each year from 2017 to 2022 based on the gross, rating and number of votes on IMDb online database. The value of such a database is that it is possible to identify animated films which likely had the strongest influence on viewers owing to their strong commercial presence and popularity.

General outline of each chapter:

1. Underrepresentation of women in the animation industry 

1.1. The early history from a feminist perspective

The first chapter will go through the early history of the animation film industry from a feminist perspective. It will describe the reasons that led to the underrepresentation of women.

1.2. The increase of representation over time

This chapter will discuss the reasons that led to the increase in gender representation over time and the position of women in the industry in modern times.

This chapter will help to see the positive dynamics of gender representation over time. It will also mention the representation in different departments, top positions and creative roles in the early stages of the industry development through to the present.

2. Who can influence the representation on screen
A second chapter will focus on the inside of the industry production and what roles can influence an idea and a final piece. This chapter will go through creative roles as modelers/animators and top positions such as directors, producers, screenwriters. The purpose of this chapter is to see what roles need to be taken by women to enrich an animated film with a better female representation.

3. Female representation in animation film

3.1. Female representation in animation film

This chapter will go through the representation of women on screen over the years to evaluate its development.

3.2. How to define a good female representation on screen

This chapter will define criteria which will help to identify whether female representation in animated films is in a healthy state. The criteria will relate to the definitions of the female look, subjectivity and desire in the narrative of the story. It will help the process of categorising animated films in the statistics presented in the next chapter.

4. Does the increase of females in the industry has a direct relationship to a female representation on screen

The last chapter will focus on data which numerically describe the correlation between the percentage of women working on films, particularly in creative and leading positions, and the presence of a better female representation in the films.

5. Conclusion
In the conclusion the result of the quantitative research will be summed up with the theory in the first chapters. The outcome will answer the main question of the research – whether the gender representation in the industry influences representation on screen.

A draft chapter:
1. Underrepresentation of women in the animation industry 1.1. The early history from a feminist perspective

Segregation on the basis of gender has always existed in the world as it was useful for a patriarchal society as a source of low-income or free labour. Persistent unfair inequality led to the birth of feminist movements. First wave of feminism can be characterised as the period between the second half of the 19th century and the beginning of the 20th century, it achieved formal equality of both sexes, but this equality remained only indicated on paper (Koroleva, 2013). In fact “women remained a small minority at all levels of political life, they were strikingly absent from high professional positions, they were discriminated against in all areas of employment, they were paid less than men, and many women certainly did not share the benefits of their newly affluent society” (Bryson, 1992).

Gender-segregation was also very common in the animation industry. The creative departments in most studios were handled by men, while women were limited to the drawing and painting department, where the work was mostly uncreative and repetitive (Furniss, 1998). Kirsten Thompson in her 2014 article notes how ink and paint departments usually consisted of hundreds of female workers with the lowest pay in the industry, while male supervisors would walk around and urge them to work faster (Thompson, 2014).

Discrimination on a gender basis have always existed in the society and an animation industry is not an exception. Women have been always put in the lower positions with a “glass ceiling”. However, women’s awareness of their own discrimination was gradually embedded in the minds of the majority, which led to the emergence of other types of feminism, new “waves” and thereafter a better position in the workplace.

Bibliography:

Bryson, V. (1992) Feminist Political Theory. London: Macmillan Education UK. doi: 10.1007/978-1-349-22284-1.

Furniss, M. (1998) ‘Issues of representation’, in Art in Motion, Revised Edition. John Libbey Publishing, pp. 229–248. doi: 10.2307/j.ctt2005zgm.15.

Koroleva, T. A. (2013) ‘Women’s Movement: Genesis and Evolution’, Bulletin of Tomsk State University, 368, pp. 44–50.

Smelik, A. (2007) ‘Feminist Film Theory’, in The Cinema Book. Bloomsbury Publishing Plc. doi: 10.5040/9781838710484.0065.

Smith, S. L. et al. (2019) Inclusion in the Director’s Chair: Gender, Race/Ethnicity, & Age of Directors Across the Top Films From 2007-2018. Available at: https://assets.uscannenberg.org/docs/inclusion-in-the-directors-chair-2019.pdf.

Thompson, K. (2014) ‘“Quick-Like a Bunny!” The Ink and Paint Machine, Female Labour and Color Production’, Animation Studies, 9. Available at: https://journal.animationstudies.org/kirsten-thompson-quick-like-a-bunny/.

Suppositions and implications:

This research will show that female representation in the industry has been developing towards greater equality although it still remains. It will also prove that gender equality is a right way to move forward, as it benefits the animation industry by creating a more diverse representation in the films and increases options for narratives and archetypes.

Categories
Thesis Proposal

Week 19: A Draft Chapter

1. Underrepresentation of women in the animation industry

1.1. The early history from a feminist perspective

Segregation on the basis of gender has always existed in the world as it was useful for a patriarchal society as a source of low-income or free labour. Persistent unfair inequality led to the birth of feminist movements. First wave of feminism can be characterised as the period between the second half of the 19th century and the beginning of the 20th century, it achieved formal equality of both sexes, but this equality remained only indicated on paper (Koroleva, 2013). In fact “women remained a small minority at all levels of political life, they were strikingly absent from high professional positions, they were discriminated against in all areas of employment, they were paid less than men, and many women certainly did not share the benefits of their newly affluent society” (Bryson, 1992).

Gender-segregation was also very common in the animation industry. The creative departments in most studios were handled by men, while women were limited to the drawing and painting department, where the work was mostly uncreative and repetitive (Furniss, 1998). Kirsten Thompson in her 2014 article notes how ink and paint departments usually consisted of hundreds of female workers with the lowest pay in the industry, while male supervisors would walk around and urge them to work faster (Thompson, 2014).

Discrimination on a gender basis have always existed in the society and an animation industry is not an exception. Women have been always put in the lower positions with a “glass ceiling”. However, women’s awareness of their own discrimination was gradually embedded in the minds of the majority, which led to the emergence of other types of feminism, new “waves” and thereafter a better position in the workplace.

Categories
Advanced and Experimental 3DCA Techniques Project 2

Week 19: LipSync Spline

After processing a feedback from the last week, I put the animation in spline:

In spline are very visible imperfections in timing and arches. For example, the last part where the pointer hits the hand:

George advised to fix it by putting left hand in position “ready for a hit” much sooner and also imitate a hit by rotating a wrist down a bit and slightly changing a position of the arm to the back.

After these and other adjustments, I created another improved version:

Animated Artefact

The result of working on a moving and glowing particle system was also very necessary for the last two scenes of the animation. They show a character interacting with the swarm:

In terms of the animation itself, there was no much movement of the main character:

In order to make the particle system in the final render, I had to add a bloom lens effect. This effect is added in the render settings under the “Arnold Renderer” – “Imagers”:

After that in the Attribute editor is possible to adjust the values:

This effect adds bloom to all existed lights in the scene, but because in my animation apart from the fireflies the main source of light is Skydome which is far away from the camera, a bloom effect doesn’t effect it. And a final result will look like this:

In the end I decided to put another shot – a detail on the main character: