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SAM FRANCIS

FMP REPORT
CONTENTS

PREFACE 3
IN RETROSPECT
INTRODUCTION 4
EVER ONWARDS
COMFORT ZONE
PART 1: JÖRMUNGANDER 5
A LURKING KINDNESS
SCRIPT
PART 2: SMOOTHBORE 6
PUT A BOMB UNDER THE TABLE
MINUTAE
PART 2.1: CLEAR SKIES 7
PART 2.2: BLU 7
PART 3: O, LEMURIA 8
OZYMANDIAS
SET IN STONE
MODELING AND RIGGING
CINEMATOGRAPHY, LIGHTING AND ANIMATION
COLLABORATION
CONCLUSION 12
THE TOP OF THE MOUNTAIN
SET IN STONE
PREFACE
IN RETROSPECT
This report is, by design, highly discursive. I cannot
in good conscience, however, throw the reader
head-first into a report ostensibly about my film ‘O,
Lemuria’ that makes no mention of it until 60% of
the way through. I started my film very late. I started
writing this report well before the idea for the film
had even been conceived. This report is primarily
an account of the process that led to me to create
‘O, Lemuria’, and so devotes a large amount of time
to the ideas that preceded it. Similarly, since the
production cycle was so non-linear and iterative I
have elected to present the process in ‘not-quite
chronological’ order to preserve some kind of
structure and flow.
INTRODUCTION
EVER ONWARDS COMFORT ZONE
I am a character animator. I have a In previous projects I have spent my time
passion for visual storytelling and imaginative animating very short body mechanics focused,
beats, and I have found the most success with dynamic pieces with a focus on subversive
dynamic body mechanics. I want to deliver work slapstick or rule-of-cool action. I want to move
that sells me as an animator and a storyteller, away from this somewhat, and expand my range
so I see FMP as a unique opportunity to create to include performative, tense animation.
work that has the visual impact that I so miss in I have never really made an animation with
short animation tests. narrative tension and real story. I want to find my
For my final film I will produce a 3-5 speed and voice, when communicating feeling
minute CG short that is visually engaging, with and drama. Rarely have I animated within a full-
a narrative that is easily understood and takes fledged environment, which I have designed
unexpected turns. I will do this using Maya and from the ground up. I have the opportunity to
Blender, rendering in Arnold. demonstrate my understanding of blocking,
My aim is to produce a large, consistent framing and lighting using more than just basic
and appealing body of animation for my characters in a blank environment.
showreel upon graduation. Alongside this I will Since this will be the most involved project
engage in set design, modeling, lighting and I have attempted in my time at Ravensbourne, I
cinematography. More subtle performance expect to encounter many unforeseen issues,
animation is vital to this, in that it is required to tell as well as having to develop new approaches to
a story, and that I feel this is a good opportunity problems due to the scope of my project.
to either prove that I can do it just as well as
dynamics, or learn to. I aim:

To experiment with less familiar modes of animation

To produce a film that highlights my eye for visual


design and movement

To employ as many of my skills as I can to build a


carefully controlled product

To work closely with classmates to fill gaps in my skill


set

To create a peice that is distinctive, and represents


my artistic priorities
PART 1: JÖRMUNGANDER
A LURKING KINDNESS SCRIPT
In 2017 I wrote a series of very short My main objective with Jörmungander
scripts for animation as a sort of experiment in is to produce something visually different, and
screenwriting. Naturally, my first thought when something I can fit into such a short period of
deciding what to make for my final film was to time. I want to make something atmospheric,
take one of those stories and actually produce contrasting a large, overbearing world with a
it. The one I settled on was a short story about small, sentimental protagonist.
a creature eeking out an life on the margins of a In drawing up the concept for
dystopian Blade Runner -esque city. The story Jörmungander, I was concerned with how
sees this creature finding companionship in a long it would take to create a fully realized 3D
hostile world, and overcoming their distrust of world with props, lighting and textures. Setting
strangers. the story in a bladerunner-style city made this
The main focus of this idea is in the visual potentially very time-consuming. I have decided
appeal. A distinctive colour palette combined to instead render the backgrounds in pixel art,
with intricate backgrounds and a heavy sense and pixelate the character animation to match
of atmosphere are intended to make a strong the backgrounds. This fits the feel of controlled
impression. I want to make the audience curious chaos I want to evoke, and I think it would look
about this setting, and give them the sense that very unique.
this story is a small part of a much larger world. However, I find myself unable to
As when I wrote the script, I have a very strong satisfyingly answer questions about why this is
impression of a look and a mood, and that a good project to pursue. The problem is that
guides my process. the thematic core is just not there. If I have a
plan to make a potentially interesting looking,
innovative and atmospheric piece, without an
idea of the story I am trying to tell, I have no way
to focus my efforts.
PART 2: SMOOTHBORE
PUT A BOMB UNDER THE TABLE
We are now having a very innocent little chat. Let’s
suppose that there is a bomb underneath this
table between us. Nothing happens, and then all
of a sudden, “Boom!” There is an explosion. The
public is surprised, but prior to this surprise, it has
seen an absolutely ordinary scene, of no special
consequence. Now, let us take a suspense situation.
The bomb is underneath the table and the public MINUTAE
knows it, probably because they have seen the
anarchist place it there. After some iteration, I slimmed the story
(Hitchcock, 1966) down to just one setting and even potentially one
shot. Quickly, though, discussions of storytelling
This point Hitchcock made sits with me. got bogged down in endless changes and
The lesson is a valuable one, but something questions about context and intent. I found that
appeals to me about the example he cites. It focusing too much on the story without a clear
feels so archetypally filmic. Thinking about it, a vision of the atmosphere and feeling left me
twist on that scenario occurred to me: What if un-enthused. Cancelling this idea is a difficult
the bomb was not a bomb, but a gun held by decision, as in many ways I am back to square
one of the characters? That way, revealing the one. In truth, though, I have still been able to work
gun is a lovely change of stakes moment for the on many other animation projects in this time,
audience. What they thought was a pedestrian, and all I risk by walking away from Smoothbore
if a little tense, scene is now a potentially lethal is not having a single, unified project for my final
scenario, and the conversation from that point film.
onwards has much added weight.
I built the idea of smoothbore around
a tense game of bluffs between these two
characters. I aim to create a narrative heavily
focused on character dynamics and intrigue,
relying heavily on the concept and drama of the
story.
PART 2.1: CLEAR SKIES PART 2.2: BLU

I have been experimenting with cel During march, Victor McCallum


animation on and off for a while now, and so approached me with a game he needed
when Ellie Bailey asked me if I’d like to do some animation for. In discussing the project we
scenes in her animation around mid-february, I agreed that I would need to produce rigs for the
jumped at the chance. In contrast to my skills in two characters involved, as well as animations.
CG animation, my ability and experience in cel We planned that I would get the bulk of the work
animation is extremely limited, so this project done just before easter, but unfortunately the
was a fresh challenge for me. project got progressively delayed, until I could
Ellie gave me two scenes to work on, not complete all the animation I had originally
along with design information and preceding promised Victor and still have time for my own
animation. Producing pencil tests for her, I project.
found that I was far from matching her line While I was still able to get several
quality, however I could refine my keys and give animations into Victors game, and I was able to
her something she could ink. I was able to get animate both characters, I spent the latter part
a better idea of my weaknesses and how to of this project ensuring a smooth transition to
address them, while still producing work that Ellie other animators. He was very pleased with the
was happy with by applying my fundamentals. quality of my animations, but did not want to
interfere with my project. This has been a lesson
in how important it is to keep to a schedule -
had I been able to get the work done when I
originally planned, I would have been able to
complete both projects.
PART 3: O, LEMURIA
OZYMANDIAS
Ozymandias is about our interactions with What I am trying to do here is deconstruct
the past. It’s about decay, perception and the Shelley’s perceived narrative with my own non-
twisting of hubris. In the poem we might read that structural, ambiguous narrative. I am using
what is dead is solemnly ironic, that the remains meta-conflict and layers of irony to do this, with
of the past are a warning about how we think an inherently intertextual film. I am well aware of
of our legacy. My piece is, in part, a rejection how painfully postmodern and pretentious this
of those themes. It’s a celebration of decay and all is. If I am going to do this project justice, I
anachronism. I want to say that a legacy that is have to commit to that.
just right now can still be powerful. O, Lemuria
I met a traveller from an antique land,
might argue that what is dead is dead, and that
Who said—“Two vast and trunkless legs of stone
the remains of the past are beautiful.
Stand in the desert. . . . Near them, on the sand,
In trying to achieve this sense of
Half sunk a shattered visage lies, whose frown,
dialogue between O, Lemuria and Ozymandias
my strategy is to separate the viewer from And wrinkled lip, and sneer of cold command,

the poem in any way I can. If the audience Tell that its sculptor well those passions read
understands the animation as a separate but Which yet survive, stamped on these lifeless things,
related entity to the poem, they can think about The hand that mocked them, and the heart that fed;
how the two reflect on eachother. I also plan to
And on the pedestal, these words appear:
systematically disconnect the animation from
My name is Ozymandias, King of Kings;
any concrete setting or greater narrative and
Look on my Works, ye Mighty, and despair!
create dissonance between solemnity and levity.
The aim of this is to help the viewer understand Nothing beside remains. Round the decay

that the animation is an allegorical vignette, and Of that colossal Wreck, boundless and bare
to encourage them to question the most literal The lone and level sands stretch far away.”
meaning they are presented with.
(Shelley, 1818)
SET IN STONE
Starting this project just before easter is With such a limited time, it is doubly
risky. I spent a very long time without commiting important that I have a plan of attack. The main
to an idea, and while I was productive during strategy I’ll need to employ is working in as
that time, I now have a much shorter period to parallel a manner as I possibly can, and getting
get this done. That said, I am confident in my all dependencies out of the way as quickly as
abilities. What this really means is that I don’t possible. That gives me the freedom to jump
have the luxury of picking a fourth project: I back and forth between parts of the production
have to commit to this one, or give up on doing as I deem necessary. For example, the sooner
a cohesive project this year entirely. Ellie and I agree on a general design for the
In order to make a commitment, I need main character, the sooner I can start making a
to know exactly what I am committing to. model - as soon as I do that I will race to get it
After planning three different projects, I realize to the point where I can at least start the rigging
my objective is to make an animation that process. This approach has the added bonus of
feels complete. One that is visually rich and giving my collaborators as much time as they
conceptually involved. This means that in a very need to tweak and polish their work once the
crude sense, if I get the thing done on time I’ve dependencies are dealt with.
achieved my objectives.
I have a very vivid picture of what I want
in my head. Most important is if I’m satisfied
with it - that means if it looks the way I want
it to, if it pleases me when it’s on display. It’s
not a very rigorous metric for success, but
personal satisfaction just is not objective. After
that, it’s about how people react to it. Does it
provoke thoughts, or discussion? Are people
impressed by the atmosphere? Do people see it
as a complete package? This will become clear
during the show.
v

MODELING AND RIGGING

As expected, modeling is the period of


this project that takes the longest. While I have
been modeling since long before my degree, and
I can achieve good results, I have never invested
enough time to really get fast at it. Compounding
that is that I am making major design decisions
often while producing this model. By the end of
easter I have been able to produce an animatic
with my half-finished model, but I am acutely
aware that Xanthe needs a completed and
unwrapped model before she can start texturing.
Rigging can be fun. The logical process of
putting together a robust system of relationships
both challenges a very different part of the brain
to the rest of this process, and is highly satisfying.
That said, I am repurposing a rig I have used on
two previous projects here, and so the problem
solving is much less creative, having more to do
with optimization.
Alongside this, I am modeling the tower
the story takes place in. All of the visual interest
CINEMATOGRAPHY, LIGHTING AND ANIMATION
in the environment is going to come from
lighting, so I need not worry about unwrapping;
Cinematography and editing is the
the tower is not going to deform at all, so I
process I wanted to start as soon as possible,
can actually just forget about good topology
since it is here that the story is made or broken.
entirely. This speeds up the process significantly
As soon as I could get placeholder assets into
because I can use messy procedural processes
a scene with a camera I started blocking out
like boolean operations and displacement maps
shots: playing with layouts, angles and timing.
to create the majority of the geometry.
As a result, I have had enough time to make
a great many decisions and refinements even
before I start animating.
Having got amazing textures from Xanthe, Ellie Bailey has helped me visualize for
I have been able to put together the lighting and the first time what the main character of this
shaders in the scene. Arnold can be a little fussy piece - I refer to him as ‘the poet’ - actually
about setting up shaders, but the provided looks like. When I first had this idea I was able to
API more than answered my questions. In my imagine the story, the light, the environment, but
experiments I found that the look I am trying to not the protagonist. Ellie has been able to help
achieve is best served with a large environment me with a series of designs that we iterate on,
light, and strong bounce lighting. This broadly being very receptive to my notes and bringing
gives me the look I want: deep, interesting areas her own imagination to fill in the gaps perfectly.
of shade and intense pools of harsh, direct My father, Doug Gleave, has a long
sunlight. This look and visual style is primarily history in the recording industry, and a very
inspired by the 2016 video game, The Witness. ‘BBC’ voice. It struck me as irresponsible not
The process of animating crept up on me. to use this free resource he could offer me. We
I was doing so many animatic versions in greater have recording and editing sessions in which
and greater detail that I realized I had essentially we discuss the ways in which the environment
blocked out the whole film already. Still, I found could affect the sound, and do different takes
great satisfaction in finally committing to the of him reading the poem as I adjust the timing
movements I had been playing and re-playing in of the film. I often find myself pushing him to
my head up to this point. mangle the sound more and more, against his
professional instincts to keep the sound as
COLLABORATION
clean and crisp as possible. This back and forth
leads us to a healthy balance.
The experience of collaborating on this
Xanthe Sinclair has kindly provided
project is a very positive one. Each person I
textures for my models. I took extra care when
work with has been instrumental to the process,
modeling them to make the geometry as friendly
and has done work which I hugely admire. I put
for her to work with as possible. For each model
a lot of effort into giving them clear direction and
I put together a guide detailing the colours,
making sure we’re all on the same page.
materials and patterns along with what kind of
wear and dirt goes where, and she applies her
considerable expertise in physically accurate
materials to make that vision come to life. Xanthe
works frighteningly quickly, and on more than
one occasion I have been unable to come up
with any notes at all, but when I have had notes
she has been able to implement them quickly
and precisely.
CONCLUSION
THE TOP OF THE MOUNTAIN
It feels very good, very natural to be
creating my own film again. Each part of this
process has reminded me of why I fell in love
with animation in the first place. Creating is
thrilling, and the medium of animating demands
such a volume of creation. Putting the finishing
touches to this animation, I find myself filled with
confidence that it will meet my standards, at
least until I start making something new. I know
this because it makes me smile when I watch it
back.
I am especially proud of my collaborators
and the choices I made in working with them
on this project. I quickly identified the areas of
the production I would need help with, and I
cannot imagine the project happening at all if I
had taken up those roles myself.
Looking back, though, I am acutely
aware of all the time I spent doing things that
were not strictly character animating. I spent
months designing, modeling, lighting, placing
cameras, rigging and rendering; I spent just
under two weeks animating. I imagine this to
be the main consequence of starting the project
late. Had I started around christmas all of the
non-animation parts of the pipeline would not
have been much more time consuming, and I
would have had much more time to animate a
significantly longer and more involved film. That
said, I am actually very satisfied with the brevity
of O, Lemuria. It is meant to be a vignette, and
the longer it got the harder would be to preserve
that timeless quality.
SET IN STONE
I went into this process with some very
vague goals, and I spent a long time trying to
identify those goals. That process taught me a
lot about exactly what it is that I want. In this
case, what I wanted was to work on an ambitious
project of my own like I used to before I started
studying at Ravensbourne. My stated goals
betrayed some conflict between ambition and
practicality, and a huge part of this was resolving
that conflict.
The predictions I made at the beginning
Similarly, I originally intended to do much
of this process are half correct. My film ended up
more performative animation than I ended up
being almost exactly half the runtime I originally
with. This was partially a practical decision: with
stated, and I made it in roughly half the time I
more limited time for animation, I had less room
would have had, had I stuck with my first idea.
to experiment with styles that I am less confident
My prediction was correct in general, but not
with. It was also a decision of preference. Parts of
in the specifics. I think more than anything else
this process, especially smoothbore, has shown
this highlights the foolishness of making specific
me that the emphasis I put on developing more
predictions about something as variable as
performative animation might be misplaced at
creativity over a long period.
the moment. I really just prefer doing kinematics
and body mechanics, and there isn’t anything
wrong with that.
I am far better off for this project. I
have cemented my generalist skill set, and
demonstrated my specialism in character
animation. I have made huge progress toward
understanding myself as an artist, and my work
captures the sense of space, wonder and light
that I envisioned for it.
BIBLIOGRAPHY
Truffaut, F (2017) Hitchcock London : Faber & Faber

Shelley, P B (2002) Shelley’s Poetry and Prose (Norton


Critical Editions)

The Witness (2016) Designed by Blow, J

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