Production Principles: Out of Your Head, explosion and second shot of horses’ eyes

Second colour burst/explosion. The gold dots (wrapping paper + hole punch) were supposed to catch the light and add some sparkle but I didn’t do the lighting properly

I had fun with this shot of the horses’ eyes moving. The blue horse needed to have rapidly moving eyes because he was a human a second ago and now he’s a horse, so he’s pretty freaked out. The make that the focus of the shot, I decided the red horse’s eyes could move more calmly. So my first instinct was to have the blue eye go directly from one side to the other without any frames in between, while the red eye takes several frames to move the same distance. The result was that the blue was moving waaaaay to fast and looked bizarre. So, since I was shooting on twos, I decided that each frame of the blue eye would be held for four frames, while each frame of the red eye was held for two. So I moved the red eye every two frames and moved the blue eye every four frames. However, this still looked a bit mechanical, and I wanted to make them more out of sync with each other. Partly for the project, partly because it was getting too easy and I fancied a challenge. So to do that, I held the starting position of both eyes for three frames, then moved the red eye on the fourth frame. This meant, on the fifth frame, the red eye was being held a frame while the blue eye was making its first movement. And on it went, until I had about 1.5 seconds of footage altogether, having to keep count of the frames for each eye separately. I suppose that kind of stuff is just baby steps for a stop motion animator, but I find is strangely satisfying to figure out.

One thing I didn’t give enough attention to with the last few stop motion clips I made was the lighting. That was partly due to feeling rushed with the deadline coming up, but is also a habit of mine where I get a kind of tunnel vision on the thing I’m most interested in (generally the actual animating) and I ignore the other details. The plus side of this is that I get into a zone where I work for ages and don’t notice the time passing and I make interesting things BUT there is an obvious downside which is that I make mistakes or forget things and the work doesn’t come out as good as I’d hoped. Going forward, I think I just need to slow down, maybe make a list of all the things to think about before I go into something while my head’s clear, and then maybe those little mistakes will happen less.

Production Principles: Out of Your Head, stop motion clips

Horses’ eyes moving to look at the boy
Boy meets the blue horse

I wasn’t sure how making the boy walk when we can’t see his legs was going to go, but I’m really pleased with the outcome. With the limited experience I have of animating walk cycles, I would usually start with the legs and work up from there, but this time I had to focus on the up-and-down movement of his body, the head and the swing of his arm. For the head, instead of trying to guess how it would move up and down, I focused on keeping his eye line on the horse, which made the movement happened by itself. Altogether I think it was quite successful, and both the tutors I showed it to said he had weight to him which is just what you want, and not always easy to achieve. I also had fun playing around with holding the frames to get the timing of the blinks right, so there is slightly different lengths of tiny pauses between him stopping in front of the horse and the first blink, between the first and second blink, and between the second blink and his arm starting to move towards the horse.

I’m annoyed that everything else moved a little bit during the blinking though, particularly the head. I didn’t stick it down because it had just been moving, and the process of sticking it down would have almost definitely changed its position from the previous frame. I feel like this is I am going to keep on facing!

The second shot with the hand was made with a separate puppet of just the boy’s arm. It was important that it looked like a continuation of the previous shot, as if I had just zoomed in while moving his arm, and I think I achieved that pretty well. I think it helps that you don’t see his hand in the previous shot.

Production Principles: Out of Your Head, animating the carousel

Me animating
Final outcome

We animated several seconds even though we know we won’t need that much. This means for the two shots that include the carousel moving – when he looks through the camera and when he arrives in the colourful world, we can choice of which seconds of footage to use.

Production Principles: Out of Your Head, setting up for animating

Roller coaster made by Evelyn
Initial background design by Clara
Final carousel in full
Setting up the carousel shot
As seen on Dragonframe

Production Principles: Out of Your Head, the carousel and first test

Some initial designs by others in the team:

Fun fair and character design explorations by Anika
Colour burst design by Evelyn, displaying various potential materials and textures
Colour burst design by Evelyn, displaying various potential materials and textures

This week is all about preparing assets for the stop motion section and doing our first test. On Monday, we collectively designed the carousel, which is the first thing the character sees when he sees into the colourful world. We all brought in lots of materials such as coloured card, tissue paper, buttons, pipe cleaners, string etc, so that we could see lots of colour and texture options while designing assets. Deciding the colour scheme for the carousel was the hardest part, but it helped to look at lots of references on Pinterest. It needs to be colourful and inviting, and also familiar as a traditional carousel.

Screenshot of our ‘Out Of Your Head’ Pinterest board, with examples of traditional carousels
First version of the carousel, in progress

This is our first test animation of the carousel, with a simple background and another funfair ride in the midground just as a draft. The main issue is that the carousel is too big to for the shot we want. Other than that, the animation is pretty successful. We added little paper bands to the backs of the horses so that they could slide up and down the golden poles (coffee stirrers from the cafe). Animating it quite fiddly but looks quite effective I think. Going forward, as well as the smaller carousel, it’ll also be important to make sure that isn’t moving is secure.

Production Principles: Out of Your Head, first animatic

We decided the next step was to create an animatic, which just needed to be the most important few keyframes for each shot, held for the length of that shot. To do this we needed to make the shot list even shorter, but we managed to condense it even further into fourteen key moments and make a storyboard together:

We shared the keyframes among us to turn into full-sized drawings, and then I put them together into an animatic:

Collaboratively made animatic

An interesting development that came from making this animatic was actually a stylistic decision. We all really liked Evelyn’s drawing for her keyframes, which we done digitally but looked like they’d been made pastel or charcoal:

Keyframe drawing for animatic by Evelyn
Keyframe drawing for animatic by Evelyn

It reminded me of William Kentridge’s animation, which I shared with the group:

If we adopt this sort of style for the 2D section at the start, the animation as a whole will maintain a handmade feel throughout. That would help to unify the two different animation mediums, while still keeping the important contrast between the black and white 2D section and the colourful stop motion section.

Production Principles: Out Of Your Head, 15-17th November

While finalising the story, we were recommended to make a shot list, and I managed to condense our story down to this:

  1. A black and white 2D world. A man walks into an abandoned funfair. There is a faint sound of music playing.
  2. There is a camera on the ground. The music gets slightly louder as he approaches it
  3. He picks up the camera and holds it to his ear.
  4. He holds the camera up to his eye
  5. From his point of view through the camera, the funfair is colourful and alive. The music is louder still.
  6. He brings the camera away from his eye and looks up. Then he lifts it to his eye again and presses the shutter button
  7. A cloud of colour bursts from the camera and engulfs him
  8. A colourful stop motion world. Close up of the man’s eyes opening (made of paper). The music is at full volume
  9. A carousel is turning. 
  10. The man walks towards it. It slows to a stop as he stops next to it
  11. Close up of a couple of the horses on the carousel. Their eyes turn towards him.
  12. The horse nearest him is glowing a little. He reaches his hand towards it
  13. He places his hand on the horses head
  14. Another cloud of colour bursts
  15. Close up of the horses head. The eyes, the man’s eyes are moving frantically
  16. Zoom out, so we see several of the horses, including his. All their eyes are moving
  17. Wide shot of funfair surrounded by darkness. Music gets even louder.
  18. Cut to credits

I also had a go at starting to figure out timings:

We started discussing how the character should look today. We mostly imagined him being fairly minimalistic, putting the emphasis in the story on the funfair and what happens to him. Anika drew up a potential design, along with a few alternative details, and then a silhouette version, so we had various visual options to explore:

Finally this week, after discussing many options for the ending of our animation and getting tutors to explain exactly what was missing from our story, got the green light for the story. One element we really wanted to include was to somehow loop back to the image of the camera that gets the camera into the colourful funfair, but having worked out the timings a little, it just wouldn’t fit without making the rest of it too fast.

Production Principles: Out Of Your Head, 13th November

10th November 2023

We’re now at the stage of developing the story and visualising various elements.

This is a quick sketch of my initial thoughts for the stop motion section, involving paper cut outs on a multiplane. By having the character and the background elements on separate layers, it’ll be easier to animate the parts that move (e.g. the character, the funfair rides) without moving the parts that don’t (e.g. the sky, the ground).

If the stop motion part is made with paper cut outs, I really like the idea of leaning into that miniature, material world by using a variety of different materials and textures, such as buttons, ribbons etc. It would make an even starker contrast to the black and white world of the 2D section, and create a cuteness that goes against the sinister nature of the funfair itself.

We also have an animatic, made my Jocasta, for the beginning of our story:

Animatic by Jocasta

This is the new version of the story, after discussing together and with tutors:

  1. There is an old abandoned funfair, during day time. The rides are rusty and damaged, the stall are empty, there’s an old teddy on the ground. Everything is in black and white
  2. A man walks in
  3. He sees an old fashioned camera on the ground and picks it up
  4. He holds up the camera to his eye
  5. From his point of view, we see the funfair at night, in colour. There is still no people but the ferris wheel is lit up and turning, and there is music. 
  6. He lowers the camera. In his world, the ferris wheel is still and silent
  7. He holds the camera to his eye again
  8. From his point of view, we see the carousel lit up and spinning (with no one riding it), and hear the music again.
  9. He lowers the camera. The carousel is still and silent
  10. He holds the camera to his eye again and presses the button to take a picture
  11. Colourful paint bursts out of the viewfinder (where his eye is).
  12. He moves the camera away from his face in shock. The colourful paints covers his whole body
  13. Now in the colourful stop motion world, there is a close up of his eyes opening, while the paint falls down off his face. There is the music playing quietly in the background
  14. From his point of view, we see the funfair alive in colour, and hear the music playing louder
  15. With the camera in his hand, the man walks past the ferris moving wheel to a stall that has several huge candy flosses
  16. He picks one up
  17. He eats the candy floss as he walks towards the carousel
  18. The carousel slows down and stops
  19. He is now riding the carousel while it spins again
  20. Next he is is riding the ferris wheel
  21. From his point of view, we see a hook-a-duck game
  22. He lifts the camera to his eye
  23. From his point of view through the camera, we see the hook-a-duck stall empty, with no water or ducks or prizes, in the black and white world
  24. He puts the camera on the ground so that he can pick up a stick to play the game
  25. On the ground, the camera disappears
    1. we can discuss how it disappears
  26. There is a wide shot of the funfair surrounded by darkness. It is bright against the darkness and there is nothing else around it. The music gets gradually louder
    1. this is to create a spooky feeling, to suggest that he is stuck there forever and there is nowhere else to go
  27. Cut to credits

The main issue we have at the moment is how to end our animation. We want to make it clear that there is something sinister about the colourful version of the fun fair, and having a piece of it drift back into the black and white world isn’t quite dramatic enough. We think he should get trapped there in some way, so I added this idea of the camera disappearing, taking away his opportunity of returning home. But is that spooky enough, and is is clear enough? How can we show that this is somehow an intention of the funfair?