Showing posts with label Flash. Show all posts
Showing posts with label Flash. Show all posts

Wednesday, June 17, 2009

Select EVERYTHING

*Disclaimer: This post has nothing to do with anything, really!*

A few months ago I was animating a storyboard in Flash and I had to move every keyframe up and to the left just a little bit. What happened visually when I selected every single keyframe at once blew my mind:

To take it even further...if you change every layer to "color outline mode" it's equally as awesome:


Being the Flash nerd I am, I took screen shots and saved them only to find them months later and post them on this blog. Anybody else got some random Flash visuals?

Friday, May 8, 2009

FITC Toronto 2009


On Monday and Tuesday of last week, Allie and I attended the FITC (i.e. Flash in the Can) Conference in Toronto. The presentations were about an hour each and continued from the early morning until the evening. Surprisingly, many of the presentations I saw were not even about Flash and concentrated more on the theme of "Outside the Lines."

Twitter: @FITC
Facebook Group: http://www.facebook.com/home.php#/group.php?sid=9f2f1c061ad372d6a614ff92664dbcc0&gid=4259426660&ref=search
Website:
http://www.fitc.ca/


Crowd Shot:


Grafitti Wall:

FITC '09: Graffiti Wall from Andrew Procter on Vimeo.

Designer/ Print Material - Joshua Davies
http://www.joshuadavis.com/



The presentations I attended:

DAY 1:
1. Flash Interfaces and Console Games
2. Ins and Outs of CS4
3. Digital Creative Agency - Big Spaceship
4. Pretty Pictures
5. MTV Jackass on AIR

DAY 2:
1. Life. Work. Philosophy.
2. There is No Box
3. Things I Learned About being Creative
4. Bridging the Gap Between 2d and 3d in Flash
5 Technology and Storytelling
6. Sound Visualization in Nature and Code


I thought about how to sum up my experience and eventually chose to do it in one sentence:
What I learned most at FITC is that FableVision should be presenting at these conferences as well as attending them! I propose we do a proposal:http://www.fitc.ca/proposals/

Observations: -twitter, flickr, facebook = HUGE

------------------------------------------
DAY #1

Flash Interfaces and Console Games
Scaleform.com, BIOWARE, and developer Grant Skinner

XBOX Creds: Mass Effect, Fable II Pub Games, Uno Rush, etc.
Image: Fable II Pub Game

-usie the Unreal Engine / flash inside 3d environments
-described GPU tessellation and 3D render targets
-putting flash in 3d engine allows high resolutions up to 6000 pixels wide at 30-60 fps
-optimized playback
-showed flash video playing in 3d environment, vector and 3d together
-UNO Rush uses Flash as main interface with 3D on top

Game artist/ developer job inquiries: Gamasutra.co, IGDA.org

Grant Skinner (master developer):
http://gskinner.com/blog/
http://www.gskinner.com/site2_5/
@gskinner



Ins and Outs of CS4
with Richard Galvan of Adobe

-CS4 now applies animation to an object and not a keyframe - delete the object - the animation PATH stays
-to extend your animation but NOT the timing hold shift and drag color box to end of timeline
-don't hold shift to extend entire animation time
(audience was ooo-ing and awww-ing...but I know that CS4 is buggy like nothing else :)

This applies a tween to a symbol using code:
fly.addTarget(butterfly2);
(motion present)addTarget(symbol name);

IK Fun:
-properties > runtime - publish - you can drag a bone symbolized objects arms and legs around




Digital Creative Agency
Big Spaceship, Brooklyn, NY Twitter: @bssmot / @bigspaceship

This company RULES.
http://www.bigspacship.com

Quotes to remember:
-"everyone is creative" - they don't use the word "creative" in their titles
(NOTE: Presenter, Joshua Hirsch's title is Minister of Technology)
-"don't hire assholes"
-"fun begets quality"
-"experiment constantly and not just for clients"
-"no DIY - DIWO (Do it With Others)"
-"don't use stock images, make your own"

Check out:
-Pretty Loaded (http://www.prettyloaded.com/) FUNNY!
-Hope Vs. Despair (Twitter project) REALLY FUNNY!!!!!!!
(Note: used Python instead ActionScript bc the developer thought AS would be too easy!)
- Big Spaceship Intersticial (modeled after the HBO logo from the 80s)
-30 Days of Night Website

30 Days of Night from Big Spaceship on Vimeo.

-Royal Carribbean 100suitcases.com



Pretty Pictures
Adobe Illustrator Artist Presentation

Marcos Chin
http://www.marcoschin.com/


MTV Jackass on AIR
Be on the lookout for this new Facebook compatible APP. "Superpoke on Steriods"

Note: I received a T-shirt that says "Poo Grenade."

-AIR applications that integrates with social networking sites
-play pranks on your friends (poop on them, pee on them, do other things I can't mention to them)
-video with transparent bg on your desktop
-Johnny Knoxville wearing a bread suit, gets eaten by giant pigeon
-created a liquid engine they called "fecal dynamics" pee, puke, blood, poo
-made it so you could splatter AND smear
-"pull my finger" you pull someone's finger and poop splashes on the screen (mm hmm)

Note: Gross.


------------------------------------------
DAY #2

Note: EVERY SINGLE PRESENTATION today used the word "hello" in their powerpoint or keynote.

Life. Work. Philosophy
HelloHello.bz
DoctorHello.com

Image: Dr. Hello, himself

Observations: Starting the day off on a light note. (I hope you can sense the sarcasm) Ambient music. Deep. Good thing I have coffee.
Blah Blah Blah...he talked about Socrates and Plato. Interesting stuff...but at a Flash conference?

Notes Dump: -What guides me when I make a decision? -Every action is a reaction to something. Sight > Draw Hear > Write Touch > Dance Taste > Sing Smell > Cook -We are driven by love and fear. -"Fear is Contagious"


Dr Hello Quotes himself:
"There is no such thing as fearless, however, one can work to become fear free."
"What does a creative individual has?" (Has, I swear)
"Passion is Love in action."
"To imagine is the first step to reaching new possibilities."




There is No Box
http://thereisnobox.ca/
Jason Theodor (logo designer/ professional brainstormer)

Presentation: http://www.slideshare.net/jted/jason-theodors-creative-method-and-systems

CrEaTivIty and BrAinStOrMiNg help-
This guy has been putting together his presentation for YEARS. Not kidding. It's his on going project and the slide show is supposed to soon be online.

"Creativity means not copying."

(Note: He used a wii remote to flip through presentation!)

Notes dump:
-QUANTITY!
"Ideas are like rabbits, write them down."
-Brainstorm in short bursts, you can't expect people to be creative for one solid hour and that's it
-Distraction is OK
-Don't try to be smart
-Use whatever is available
-Pretend you're a (dog, child, tree, clown) and write it down
-Look around, use the environment
-Lose your ego, come up with your worst idea

Example( Looking for a baby name?) Look around.
You're at: A grocery store/ GO:
Apple, Chex Mix, Banana, Cookie Crisp, Cranberry, etc.

"On beyond zebra..." Dr Seuss

- Use brainstorm tree to dig out childhood memories



Things I Learned About Being Creative
Mikey Richardson
http://www.amoebacorp.com/

- Don't bring pizza to a brainstorm meeting, everyone gets distracted by pizza and you spend the first 20 minutes talking about pizza
- Eat the broccoli first!!! ( do the boring/annoying stuff first)
-Make gold out of crappy opportunities


Design Firm
Designed Pop Shoppe Website: http://www.thepopshoppe.com/flash_site/main.html

"No Canadian presentation is complete without a photo of Wayne Gretskie"
And there he is.



Bridging the Gap Between 2D and 3D in Flash
Firstborn Media
http://www.firstbornmultimedia.com/

Some of their sites:
XM Radio
http://www.wildridexm.com/
M&Ms
http://www.jointhehunt.ca/

3D Engines-
Papervision 3D: http://blog.papervision3d.org/
FIVE3D: http://five3d.mathieu-badimon.com/

code I learned: var.mySprite:Sprite3D=newSprite3D();




Technology Paving the Way for Storytelling
Matt Lambert
1st Avenue Machine, NY, NY

http://blog.fitc.ca/post.cfm/technology-paving-the-way-for-story-telling

Discovery Channel: Footprint



Sound Visualization in Nature and Code

Jared Ficklin -Rubin's Tube (This is amazing)

Image: Jared Ficklin!



Foul Owl Karaoke (This is also amazing)
http://www.foulowl.com/

Wednesday, April 15, 2009

Scarygirl Game


Scarygirl Game Trailer from Touch My Pixel on Vimeo.

So, the game landed on the web yesterday. I only found about it today (thanks Brian Romero), but I can guarantee you word is spreading. The fact that the site is currently pretty bogged down supports that. Catch the trailer above, then head on over to play the game at:

--> www.scarygirl.com

Where to begin? This is a Flash-game, folks. Not unlike the games we make at FableVision (see Lure of the Labyrinth). The visual impact is probably the most striking. It's practically like dancing around in an illustration. I haven't had a chance to become fully immersed in the game, but Keith dove in and I was impressed with what I've seen so far. Very responsive controls, great sound design...you name it. Load time is a bit cumbersome right now, but I suspect that will improve.

I'm first reminded of Crappy Cat, and then Poptropica. But the presentation here exceeds both of those games. How are they getting this level of performance out of Flash? First off, I measured the gameplay window: only 750 x 480 (give or take a few pixels). When was the last time we designed a game that small? You don't even realize this because they've designed a smart html shell around it with even more beautiful artwork that doesn't distract from the gameplay. Also, they have an impressive parallax working in the sidescroll part of the game. None of this appears to slow anything down. The mixing of vector and pixel is seamless, but definitely intentional for optimization. They've figured out how to pull it off (they being: Touch My Pixel).

I keep posting stuff like this to inspire everyone to think big. I know we can create something this fabulous.

Monday, January 19, 2009

FlashTip #1: Drawing with a Brush

Greetings Creative Juicers! Over the next couple weeks I'll be doing Flash tips and tutorials over at my blog, Drip!. The first post is a walkthrough on how to unlock the power of the Brush tool in Flash.

-->View here

Wednesday, September 24, 2008

Crappy Cat


--> Crappy Cat

Another great find over at Beautifully. You get to navigate a fun "crappy" cat around a landscape where you can practically interact with everything. Great music, animation, characters, color, design...all around bizarre FUN! Created by VanBeater.

Flash CS4

It's the moment that comes every couple of years...yet another version of Flash is soon to be released by Adobe. You can check out the official scoop over at the Flash CS4 Product Page. But for those of you who haven't made it over to Cold Hard Flash yet, Aaron Simpson has posted two fabulous demos/previews of the new "bone" or "inverse kinematics" feature. Which will be a godsend to all you tweeners out there and familiar to anyone who's been using ToonBoom or any 3D program for that matter. In a nutshell, you'll be able to rig a skeleton to your character's body parts, allowing for joints to make rotating and bending a snap.


Other new features include object based animation, a supposedly more intuitive form of motion-tweening, and 3D transformation of 2D objects. Possibly even bigger news is something called XFL file support, which means you'll be able to open content from After Affects and InDesign in Flash. All sorts of fancy new stuff. I'm mainly hoping we see a speed boost, less glitchyness, and smoother pen performance.

UPDATE: Matt passed around an even more detailed video. Watch it here.

Monday, July 28, 2008

Questionaut

Gary passed a game on to me called Questionaut. It's a free game on the BBC's KS2 Bitesize site, described as the following: "Journey through strange worlds and test your knowledge of English, Maths and Science on this magical mission to recover your friend’s hat." It looks like it's by the same creative folks behind Samorost.

The game design is striking, and just like Samorost, involves a lot of click-based exploration. It's educational, but once you get into the game, you discover it's more of a pretty packaging for quiz format education. Not ideal, but each of the stages are related to the subject matter you get quizzed on. I enjoyed it—the quizzes seemed 6th grade level or so.

A couple things to point out in terms of Flash production: they are really clever about mixing beautifully rendered raster art with simple vector characters that are easy to animate because of their design. The sound design adds a ton, but the game doesn't take long to load at all. So they've definitely optimized everything well.

You follow a simple narrative as you travel from stage to stage, so overall, I think they've done a nice job of wrapping a story around a quiz game. And the puzzles you solve to get to the quizzes are also very pleasurable (to interact with, and watch). Nicely done!

Tuesday, July 8, 2008

Clouds

via ColdHardFlash



"Sam Miller, a 21-year old student at the University of Hertfordshire, created this 2-minute short Clouds, which follows a young girl’s adventures flying through the sky. The film, which took Miller around 5 months to complete, was produced as part of his second year at school. The character animation was created in Flash, and the clouds were handled in After Effects."

--I think this film is about motion and composition (striking on both accounts, anyway). I would love to see the storyboards. The character design and animation is nicely handled as well. Notice how well he mixed Flash with After Effects.

Thursday, May 22, 2008

Ugly Dolls + Flash

I am a huge fan of Ugly Dolls. A few months ago, I stumbled on their website and signed up for updates. (nerd) Anyway, one of the most recent updates announced a new website. Check it out, it's an interesting blend of "hand drawn" illustration and flash animation. (plus they have some super cute icons you can download)

Sunday, March 30, 2008

A Peek into Process

This is my final post on investigating the various methodologies of Flash animation. At least for the next week or so;) But seriously, I appreciate anyone who has taken the time to pour over what I'm admittedly calling a series of rants.

My mind has been spinning all weekend on animation processes. I've been tinkering around in Flash, in preparation for new shorts I'm thinking of for FVTV. And I recalled the Comcast commercial John K. and his team produced last summer...specifically because I remembered it was created in Flash. I dug up this interview from ColdHardFlash, which I found especially enlightening. It's a goldmine of insight into production. Say what you will of John K, but at least the guy is open to sharing his ideas on process. And remember, he was one of the pioneers of Flash animation. In this interview, they also bring in members of his production crew. This one in particular struck a chord:
AARON: Does this type of animation differ from a TV series?
ERIC: Totally. On the TV series that I’ve worked on, everything is stock digital puppets with a few special poses here and there. On the Comcast commercial nothing is stock - John drew layouts for everything. I enjoy working with layouts a lot more, the poses tend to be stronger and more organic. Working with stock it’s always a matter of trying to Frankenstein a pose together, like getting the correct hand from the library to fit the pose, “eh, it’s the wrong angle, hopefully no one will notice.” However, for me, working with layouts makes the turnaround time much longer; maybe I’m just not accustomed to that kind of process anymore. From my experiences working with both layout and stock pipelines in Flash, working with stock is the best way of going about making a TV series. Layouts require too much clean up and rigging that would most likely bottleneck somewhere in the production. Though the quality is better with layouts, it is just not economical for the demands of the studios with tight budgets and tighter schedules, especially when competing with overseas shops. But for a short, like the Comcast commercial, it’s totally the way to go. What was the question again?


So, it would appear that we're not the only one's debating a "stock" approach versus a "layout" approach. Stock, I guess being the industry term for Library, Layout meaning shot for shot. And then this other quote:

AARON: What type of direction did John give you before you animated?
ERIC: John’s main goal was to make this commercial not look ‘Flashy’ but still be smooth. He didn’t want too many overshoots, even timed tweens, or over distorted drawings using the transform tool. Most of the revisions he gave me were to substitute overshoots with slow ins to eliminate the jerky animation we often see in Flash cartoons.


Lots of jargon there. Fun to figure out what it all means. Elsewhere in the interview John K. states that this 1:15 spot took about a month to create with 15 people (voices included). Which he says is 10 times faster than any other commercial he's made for TV. But that still sounds like a heck of a lot of time to me with so many resources (we don't know if they were working fulltime, of course). I'm realizing more and more that the quality of animation I personally want to achieve is not as easy as it sounds, though definitely possible. Reality is kicking in :)

I find that we're in a unique position in the animation community, because few of us are actually trained in animation. We're all trying to figure out best methods to get the job done. But there's something nice about that, because we don't have the weight of convention holding us down.

My personal learning journey has been something like this: I look at the animation I like and try to figure out how it works. Which is where biases come in, because we all have our tastes. But as a company, we should be open with our ideas. So that we can all learn from each other. Too often, process boils down to budgets and results. And while I think all that has tons of merit, I want to make sure we're just as focused on pushing the artform as far as it can go. We've built an environment at FableVision that is a friend to creativity, and we should take advantage of that every day.

Saturday, March 29, 2008

What we can learn from Foster's?

After spending some time offering a critique on Library-heavy Flash animation, I wanted to take a moment to offer up an example that accomplishes all that I would personally want to achieve in animation, with a Library system. Foster's Home for Imaginary Friends has been on Cartoon Network for a few years now. It comes from Craig McCracken and the creators of the original Cartoon Network hits like Powerpuff Girls and Dexter's Laboratory. Both Powerpuff and Dexter's were known for popularizing the style of 1950s animation...and both used limited animation. If you turn down the volume on both shows, you realize how little animation is happening. But both shows were heavy on style: which included GREAT character design, colorful flat backgrounds, energetic drawings, and expressive characters.

A couple of years ago I read an interview with Craig McCracken about how opposed he was to using Flash. He hated everything about it, until he actually broke down and learned the program to see what all the fuss was about. At some point something clicked. He realized the power of a Library---such that you can design characters that would be very complicated to draw over and over again, but would nonetheless be exciting to see move. And thus Foster's was born. (I may be fuzzy on the details, but this is what I remember from the article). I've gathered up 3 videos from YouTube. One is a music video created by someone with clips of the show. The other two are snippets from episodes.



The first thing I want to mention is that the animation in Foster's is packed with enegry. A lot of quick movements. I think this effect counteracts the stiffness usually apparent in Flash animation. Secondly, notice how expressive the characters are. Thirdly, I think they use a good mix of tweening and redraw. Especially for new faces and gestures.



Bloo is one of the more important characters in the show. Not surprisingly, his design is extraordinarily simple. He is a character perfectly designed for animation. And he tends to be one of the more expressive characters in the show. He is in direct contrast to some of the more complicated characters, and was likely created to provide a safe-heaven for traditional animation.



This one is especially annoying, but in a GOOD way.

So what can we learn from Foster's? Good design is SO important in animation. It is possible to use all the tools Flash provides and still create expressive fluid animation. Storyboarding is vital to keeping animation exciting to watch. For all it's artistic success, I'm not sure if it's all that popular of a show, though. I think animators and illustrators probably appreciate it more than anyone else. Maybe that's because some of the plots are too abstract...or that they just don't connect with kids.

This show is probably not made on the cheap, but must have a production cycle shorter than the older way of doing things. They probably save money on animation and put it back into design (extra monsters and crazy complicated backgrounds). We don't have the budgets to create something that looks like this. I wanted to showcase it as an example of animation that is overtly Flash---but still elastic and a friend to character design.

They haven't updated it in a long time, but the show has a production blog with a bunch of character art---> here.

Friday, March 21, 2008

Character design in animation

Hey gang. This is intended mainly for the animators and artists in the bunch, but all are welcome to comment and read. Warning, this is gonna be heavy on opinion.

After seeing and thinking about what John K. had to say about Bullwinkle (see previous post), I really got to thinking about the importance of exploring a character's design. And not using one version of a character throughout a film. I'm convinced that it's still attainable on a short deadline, if you put your heart into it. Just as an example, I dug up some screenshots from the Powder and Glory short Dustin and I worked on at FableVision. Note: I know I mentioned I never wanted to speak about client work on the Creative Juices blog. I'm offering this as an example of a project that was finished awhile ago, and only for analysis.

The short featuring Helena was around 40 seconds long. I believe we finished it in around 2 weeks. It was composed in 7 shots (or cuts), and included about 15 different key drawings of Helena. I pulled out some keyframes to look over.







The first thing I want to point out is that each of these shots uses a unique drawing of the character. There are no recycled goods. Secondly, like Bullwinkle, Helena is a character easily described. She's short (about 3 heads high with tiny legs), has a oval for a face, has short black hair with a widow's peak, has a distinct nose, and has a temper about her. Each drawing uses a subtle variation on that formula. But she is easily recognized. It didn't take me much more than an afternoon to design her, and I could keep my drawings loose because she has a simple design. And she's FUN to draw...that part is important, by the way.

I storyboarded the short one shot at a time and drew her to compliment each shot. When I moved to keyframe design, I painted in the backgrounds, tightened up the drawings I made and handed off half the shots for Dustin to animate, while I took the other half. Each shot was animated on its own terms. Because there was no lipsync, there wasn't even a need to reuse mouth shapes.

Now, let's get down to brass tacks. Without a library, this approach meant that I needed to create the brunt of the artwork. Which is good and bad. It gave me a lot of control over the characters, but it meant that Dustin rarely created original character art or poses. Keeping the line quality consistent becomes difficult (because Dustin has a different line than I do). This was especially because we used little or no tweening, so there was a lot of redraw in the animation.

To be fair, the short was under a minute. And there was no need to reuse her afterwards. So creating a library didn't make a lot of sense. This approach could easily get out of hand on series work (where lots of animators are involved, lots of lipsync gets used, and there are a lot more films to create). It would be difficult to keep everything consistent unless you took the time to train all the artists to draw the characters. Funny, though, because this was how it was done for most of the history of animation. A character library, instead, offers a certain efficiency and a measure of safety to keep everything in check. It's less risky. And it works. But can we do MORE?

It should be no secret by this point that I am an advocate of a limited library approach. I like to redraw my characters. But I would love to develop a hybrid approach that would allow for more spontaneity in our longer films as well. To breathe some life into that Flash stiffness we all know (and I am personally not a fan of). I wrote about this to get a discussion going. And I'd LOVE to hear more from everyone to get your opinions on the matter. ---THANKS!

Friday, February 15, 2008

A Brief History of Flash

via Cold Hard Flash:

"The year was 1993, and Charlie Jackson, Jonathan Gay, and Michelle Welsh had established FutureWave Software, and with an initial investment of $500,000 they set their sights on the emerging market of pen computing. From their little office on Vickers Street in San Diego, the team hoped to make drawing on the computer easier than drawing on paper.

Their first release was called SmartSketch, and in late 1994, Gay posted to a Usenet board that “experienced computer artists will find that the flexibility of SmartSketch’s free form approach to drawing makes it an excellent companion to their high-end drawing application.” Due to some market shifts, the software didn’t sell very well, but after listening to the marketplace, they decided to incorporate animation into the product. By the summer of 1996, the team was ready to ship a new version, which they called FutureSplash Animator."

If you read the article/interview, you'll see that Macromedia eventually bought them out and released Flash in 1997. The funny thing is that I remember being 15 or so and seeing a half hour informercial on TV for a program called SmartSketch. At the time, I only had Clarisworks Paint on my Macintosh Performa, hated drawing with a mouse, and hated how it looked pixelated. Seeing someone draw with a pen that translated to a computer screen and created a smooth line absolutely amazed me. I wanted it!

So it was fun for me to learn that Flash and SmartSketch are actually one in the same. And one final note...you hear so many people complain to the contrary...it turns out Flash was intended to be used for animation after all.

Wednesday, January 30, 2008

The Future of Flash

Hey gang! First off,
3 posts in one day?
...that's a record! I'm writing because I was struck by a discussion going on over art Cartoon Brew, spurred by one studio's announcement they they are dropping Flash in favor of ToonBoom's Harmony. Check it out, lots of good discussion (here). People are generally complaining about how buggy it is, how it was never truly made to serve animators, and how all the new filters have been nothing but a tease.

One person in the chain of comments linked to this video of new Flash features. Watch the first one called "Flash Next." Skip the video part. They introduce fancier tweening properties, and the much longed for skeleton feature, which allows you to build a jointed framework into a character. This is something ToonBoom already has, I believe.

Flash has its problems (really), but it is hands down my favorite program, probably ever. It can do so many things, remarkably well. We simply couldn't exist as a company without it. I don't really care about the bells and whistles some people long for, especially because I'm not the biggest fan of tweening (a character skeleton sounds interesting, but it does nothing for the animation I'd be interested in creating). Give me some better character management tools (mouths for lipsync, character palettes), better bitmap handling, and bring back that Flash MX drawing performance factor. I'll be a happy camper.

Tuesday, December 4, 2007

Beautifully

Looking for a design pick-me-up? Jay passed this great website on to me today. It's a design portal of sorts that tracks current trends in web design by showcasing a ton of cool sites. There's a lot to look at, especially if you're looking for innovative design solutions or just a lot of cutting edge Flash sites.

--> Visit Beautifully

There is a similar site I used to frequent called linkdup that has a bunch of great design as well. I don't know if they update it anymore.