This next talk was one of my favourite talks, it was titles 'Will Becher Master-class' where Will talked us through the processes and workflows of Aardman Studios when working on titles such as Shaun the Sheep.
Will started as a trainee assistant on curse of the ware rabbit at Aardman studios. He became a lead animator on Pirates in an adventure with scientists.#
He started animating as a hobby with a video camera. After lots of letters sent to Aardman enquiring about working for them he finally got hired!
"The beauty of stop motion animation is that its all organic - you are creating something new each time you take a frame."
He went on to describe the development and pipeline of animations that Aardman take on. It starts with a script (this was hard during Shaun the sheep due to the absence of dialogue). then the storyboard is created using cintiques to achieve a more accurate digital visual representation. then onto the animatic which Will described as being in the form of a blue print for the whole film. going shot by shot to find out exactly what models need making for example, the animatic always has audio included.
Creating the world
The scale for Aardmans animations is what Will describes as 'bespoke' so they couldn't find props that are already built so everything is made by hand, this relates to my research as one of the differences between stop-motion and CGI, if Aardman have to create every element of the animations by hand this is going to bump up the man hours and cost of materials, not to mention the cost of those man hours. where as CGI has unlimited supply of materials due to it all being virtual and all the space required in the virtual world. the only similarity is the man hours that will be required to produce either physical or virtual assets. It also took longer to produce my own stop-motion set due to drying times of adhesive and paint where its instantaneous with CGI.
The actual sets for Aardman films were described as being very large resembling live action film sets! this also goes back to my statement about the restrictions of stop-motion animation, these large sets need to be stored somewhere and this costs money where as CGI sets are all housed in one ore several computers which only take up storage space which in relation is a lot cheaper to maintain when needing extra storage space.
One thing Will Becher described was very beneficial to me as I love creating sets and am always looking for new ways to achieve different aesthetics, one aspect I have always been a little wary about was grass, I only use static grass which only really works for very small scale models. Will Becher described the method they used, they got brown teddy bear felt and painted it green which gave an outstandingly realistic effect. but there was one down side that was noticed and that was the unwanted adjustment of the texture by the animator between frames when animating, this creates a distracting twitch in the scenery.
After the sets are created along with all the handmade assets, the characters then start being produced. this starts with plasticine sculpts followed by individual armatures. a fibre glass mould is then created to surround the sculpt, this is then filled with a mould material to produce the master mould. Anything with lots of detail is made out of a hard material to avoid manipulating all of the small details in the animation process, which again isn't an issue with CGI animation, everything else is then made using plasticine.
Into the studio
One of the most difficult things, he went on to say, was animating a puppet walking. This relates to my project as it is definitely one of the hardest things I have come across to animate with CGI rigs due to the constrictions and parenting that happens making it a very careful process.
He stated that 3 seconds of animation took about a week as opposed to the traditional 3 seconds a day due to the number of characters they had in Shaun the sheep making it very time consuming for the animator.
One thing that doesn't differ between CGI and stop motion is the requirement of referencing. for example I have performed my whole storyboard for extended practice to gather the right reference, this is exactly what they did with Shaun the sheep, a group of animators would always be performing in front of a camera to get the right reference.
"If an animator is working on a shot - its best to start on the right foot."
It was very informative this talk was due to the description of all the set building and techniques they used contributing to my love for hand building and crafting sets, but I could also relate it to my pursuit of CGI animation as there are a lot of similarities in difficulties such as walk cycles being difficult in both techniques despite the very different process./