• Pen to pixel
    Glenn Cornelius Hatton
    glenn.hatton@gmail.com

    +61 (0)434 031 986
    Melbourne, Australia

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    Production Week 3

    September 3rd, 2010

    I still have 2 more days before the week is over so I’m not going to write full details until later. I can still meet my target yet… (doubtful)
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    Progress is: I’m working very hard, but slowly (but only slightly) missing my daily targets. This is mostly because my weekly target (of having a few thousands frames done with the blue pencil) is being seriously hindered by the cross-over stage of pre-production. For example this week I’ve introduced more of a presence and character design to the #1 runner who will play the role of antagonist in the film. I’m still aiming to have the animatic finished by the end of this week and will be presenting a version of it next Tuesday to the sound designer.
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    In lieu of more details, I’ve uploaded my minor project from first semester.
    http://vimeo.com/14665487
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    Posted in News | No Comments »



    Production week 2

    August 27th, 2010

    Ok, so week 1 of production wasn’t quite realistic. I get that. Still, I’ve made good progress and chipping away at pieces on all fronts. Most importantly though has been some crucial adaptations to the animatic after presenting it to the class on Tuesday. I’ve now managed to chop it down from 3:50 to 3:20 (roughly) which has reduced the animation by about 750 frames. I’m also reworking some of my shot compositions and creating a better dynamic between the main characters.
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    I’ve begun testing TVPaint as well to see how quickly I can work in it and if it’s giving me the right look. This is only a pencil test but I’m happy with the program’s versatility and speed for animating (285 frames today so far (including holds), still a bit below my goal). This is also a bit of a brief introduction to my protagonist.
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    So last week I found a sound designer and composer, added the new animatic ending and did not do the backgrounds. Probably for the best, I’ll leave them to the background period I’ve got on my timeline October 10-24 which has allowed more than ample time (which I think I’ll need as the frames per day ratio is not up to speed yet).
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    By next update I should have will have hopefully finalised the animatic and done a blue trace of half the animation.

    Posted in News | No Comments »



    Major project

    August 20th, 2010

    Semester 2 begun with a very intensive pre-production schedule for our major projects. If you are particularly interested, you can see how our course is structured here. I’m coming up to the end of my pre-production (animatics to be finished by the 17th of August) and after having done a detailed stocktake of what is required I’m beginning to realise the complexity and narrow scope I’ve allowed myself for the rest of semester.

    At the risk of credibility, I’ve decided to do a weekly post of my progress as opposed to the timeline I’ve drafted up. I’ve decided to create an ‘idealistic’ set of tasks to attend that I can revise and adapt to a more ‘realistic’ set as I go along. The basic stats are this:
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  • Today is the 20th of August
  • The project is due the 5th of November
  • This allows 12 weeks of production
  • .
    Under the notion the animation remains at the 3.5minute length the animatic currently is I have allowed myself this schedule:

  • Animatic: 1 more week to refine (spread over 3 weeks, done in Flash)
  • Blue trace: 2.5 weeks (initial trace over of animatic in TVPaint)
  • Black trace: 2.5 weeks (refining of artwork in TVPaint)
  • Colouring: 2 weeks (All colouring in TVPaint)
  • Backgrounds: 2 weeks (Approx. 55 backgrounds)
  • Post production: 2 weeks (All compositing, final effects, camera movements etc in After Effects)
  • .
    This week I finished a first version of the animatic, but for the remaining 3 days my goal is to:

  • Add a new ending to the animatic
  • Make initial contact with sound designers and musicians
  • Doing a base coat of colours for all backgrounds (which will be intensely difficult I realised as that requires me to do all the linework for them as well)
  • .
    And now a preview of the environment. I’ll add more content as I go along
    Flash concept art

    Posted in Motion, News | No Comments »



    CRAP

    June 25th, 2010

    The first semester of AIM was finished with a month production period for a minor project.
    As has been the purpose of almost all my projects this semester I’ve been trying to improve my animating skills and I’m starting to get some results I’m pleased with. The production process in this project was my biggest improvement. Usually I trap myself by spending heaps of time doing backgrounds first, but here I did a week and a half editing animatics to correct timing and shot angles, a week and a half of animating and close to a day of doing the backgrounds.
    The sound design was done by Mia Stewart, you can find her at http://www.littlebigsounds.com.au/
    I haven’t uploaded my animation anywhere yet but here is a synopsis and some screengrabs:
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    It’s a crappy situation in the public toilet when two unlikely characters collide.
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    Posted in Motion | No Comments »



    Gertrude Street Projection Festival

    June 25th, 2010

    From the 9th to the 18th of July a couple of my animations will be projected during the Gertude St Projection festival
    Gertrude Street projection festival 2010
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    Rub-a-dub-tub and an edited version of my 200 run will be projected at 153 Gertrude St (Claypots) alongside work by 5 other melbourne filmmakers and animators.
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    The whole street will be painted with projections for the 9 days at various shops and restaurants so I’m looking forward to getting down there and checking it all out! :)
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    Posted in News | No Comments »



    Substitute for Revolution

    May 18th, 2010

    For the past two and a half weeks the AIM studio have been working on a group project entitled “Substitute for Revolution”. The project brief required us to take previous rooms each student had made in unity and turn it into one big game/interactive. We applied for different roles and assumed a studio working environment for the project duration (following standard working hours and role hierarchy) and it culminated in a exhibition last night to launch our soon to be updated online version here.
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    I initially begun as the concept team lead, and our team had a lot of pre-production meetings with the director, Joe, in order to find a clear and direct application of all the previous rooms. We were able to agree upon an idea pitched by Joe the weekend before the first production week, so we begun writing up the various documents and profiles for the engine and production teams including sound and illustration. On the Wednesday in the first week I was able to disassemble the concept team and move them into other teams to help lessen the workload. Lily and Jennifer went to production to help construct and texture environments, Blake went straight onto doing the music and foley for almost all the production, and I begun the illustrated cut-scenes with the very talented Danish who had previously been preparing the storyboards.
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    Danish and I shared the workload on the illustration and created an efficient work process. For the majority of the week on illustration he line-worked and I cleaned-up/rendered, although we interchanged roles on occasion. We managed to finish off the cut-scene illustrations the Wednesday before the end-date, so while he worked putting the images in an animatic I hopped over and gave Blake a little bit of help with the sound (as his task was gargantuan), making a few segment soundtracks and foley.
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    It was a very interesting project to work on, and although not one I would pursue as personal interest at this point in time (in terms of online interactives), I found myself entirely committed to the work and enjoying the hurdles and teamwork. One of the more prominent experiences I gained from this is you make the work you want to do. Before this project begun I knew I wanted to be tangibly involved in as many aspects of this project as I could, but still have a handle of it’s direction. By pushing for the things I thought would be engaging elements and expressing my interest, I was able to involve myself in things I really enjoyed working on and continue to learn and improve my skills in those areas as I went. I found working with Danish on illustration worthwhile to trade our own work methods in the same way I was able to do with Blake on sound production.
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    All in all, it was a very interesting few weeks, and well worth the experience. The interactive will be uploaded mid 2010 – you can find it at http://substituteforrevolution.com/.
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    Posted in Interactive, News | No Comments »



    Logodrama

    May 1st, 2010

    Logodrama
    Today’s pre-sleep play – making something from one still.
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    Had a fun conversation with the Rev. Dr. Coralie Jenkin on the train, we debated the meaning of exegesis and I slipped ‘righteous’ into the conversation. Extra points
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    Posted in Art | No Comments »



    “Feat.” project sketch

    April 29th, 2010

    A quick sketch I did this morning for the character in the group collaborative project.

    Feat character concept

    Posted in Art | 2 Comments »



    Alternating run cycle

    April 28th, 2010

    For my major project next semester there will possibly be a large crowd of runners. To avoid meticulously redrawing hundreds, I am going to use this interactive as a base to switch heads, bodies and legs as well as input a variety of colours/tags on their clothing. The loop is basically a drawing guide, and I will populate it with additional heads and bodies so I can get a variety of runners.
    The drawings are quite rough but this is a good beginning point for the project.
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    To try it, click here.
    Alternating run cycle loop
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    This was coded with AS3 with some useful tips and help from Antony over at onestump.com.
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    Posted in Interactive, Motion | 2 Comments »



    Colliderscope

    April 18th, 2010

    For collaborative class our latest project was to create a ‘Room’ within the game development tool, Unity. There were specific requirements of our room – it had to include a teleport in by one guest artist, and a destination by another. For my teleport, Yang Liu modelled a massive dinosaur head, and for my destination Ole Alfheim created a tower of light which I duplicated to aim back up towards where we teleported from.
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    Another requirement was that we had a word for movement displayed or uttered somewhere within the environment. All the interior textures had to be created from previous pieces of work in the first few weeks of our course. For my floating characters, I utilized a face generator created by Sam Chen.
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    I elaborated on the idea of the room, and have created two opposing worlds for the interior and exterior. Interpret as you will, and I hope you enjoy having a little bit of a run around in my experiment.
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    Click here to play.
    Colliderscope flyer
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    Warning: game is 20mb – on slower connections this may take a while to load.
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    Read the rest of this entry »

    Posted in Interactive | 3 Comments »


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    • Glenn Hatton is studying a Masters of Creative Media (Animation and Interactive Media) in Melbourne with a focus on 2D animation.

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