Behind the Scenes: Preparing for 'Static'
2 of 4 posts where I'll chronicle my journey through the final project of the Aardman Academy Stop Motion 1 class of 2023.
LAV
LAVs of ‘Static’
Using the storyboard from my previous post, I filmed the Live Action Videos (LAVs) for my upcoming project, focusing on character movement and timing. I realised two things: the timing in the final project might be off by about half, and certain areas need refinement. Some actions couldn't be performed accurately in human form, as the armature will allow for more movement. Additionally, certain scenes, like the underwater one, will require a rig. Also, I’m a bad actor, which hopefully my armature will make up for.
Before breaking down the scenes into 15-second segments, listing the pros and cons, identifying improvement areas, and adding references for desired poses, I will first present and critique the compiled LAVs. I edited these LAVs in After Effects, incorporating specific effects to envision the final outcome better.
These scene setups and special effects are not my final choices but rather experiments in LAV production. I also processed the LAVs in 15-second increments through RunwayML, using specific prompts to create an AI-generated video with a stop-motion feel, which will guide my visual decisions. I then combined this footage with the original LAVs in After Effects, creating an experimental video. In both videos, I included some sound to refine the timing, as I used sound while creating the original LAVs.
Final LAV Video
Opinion:
There's a reason LAVs are rarely shared: they're just kind of odd. Or maybe it's just my narrative that's a bit out there. We haven't added the GIFs on the head yet, among other things, so I think it's too early to judge it harshly. I believe the emotions can't fully come through without the interplay of visual elements I'm planning to add, plus the subtleties that a basic armature lacks. Sound effects, like Foley, are essential, but they seem challenging to execute at this stage. Right now, the video feels like a quirky art school project from the 90s. The set isn't final, and pretty much everything seems off. But what's working? Well, there's a bit of flow. It's brief, and there's a semblance of narrative structure taking shape. Suppose I can exaggerate the body movements as I do with my armature in a cartoonish way. In that case, I might be able to convey more emotion even without the additional visual elements, making them just the icing on the cake. The project has substance. It's not about returning to the drawing board; it's about moving full steam ahead.
AI-Generated Video
Opinion:
To be honest, I think it's pretty cool. I'll concede that it's somewhat crudely made, but that's exactly what adds to its charm. Certain parts bring to mind those old '90s MTV videos I watched late at night, while others are a bit cringe-worthy, much like the original LAV. But I'm delighted I went through with it. In the process, I picked up some excellent lighting techniques and explored various visual styles. I've also come to realise that the screen I need to create should be flat yet tactile. The fact that not everything is perfectly aligned seems to give it a deeper meaning, almost as if it's reflecting the two identities the character grapples with - one in the digital world and the other in the real world.
Scenes in 15-Second Increments
0-15 Seconds
Pros: Nice routine.
Cons: Too fast, not enough pause looking into the screen.
Room For Improvement: Make sure the moment after standing up and the sigh don’t look similar. Need better pacing.
AI References For Added Moves:
New Character Movements: The scene opens with the character seated, their head bowed in contemplation. Their hands rest on their knees, gradually sliding back towards their thighs before forming into clenched fists. As their head slowly rises, a silent determination becomes evident. They then stand up, stretching their limbs in an almost restless manner, a subtle display of their inner turmoil. Their fists unclench, signalling a shift in mood. Taking a few pensive steps toward the window, they pause, gazing thoughtfully through the glass. A deep sigh lifts their shoulders, and then they fall gently, their arms extending to both sides in a slow, expressive gesture that conveys a deep sense of yearning and introspection. Finally, their arms drop to their sides as they turn slowly towards the table, each movement deliberate and full of meaning.
Seated Position: Character starts seated, head bowed as if in deep thought.
Hand Movement: Hands begin on knees, then move slowly back towards the thighs.
Clenching Fists: As the hands reach the thighs, the character clenches their fists.
Head Rising: Concurrently with fist clenching, the head begins to rise slowly.
Standing Up: Character slowly stands, stretching out their limbs.
Unclenching Fists: As the character fully stands, unclench the fists.
Walking Towards Window: Take a few steps towards the window in a pensive manner.
Pausing at Window: Pause and look through the window.
Sigh and Shoulder Movement: Character sighs deeply, shoulders rise and then fall.
Arm Movement: Extend arms slowly to both sides, then bring them back down.
Turning Towards Table: Finally, the character turns slowly to face the table.
15-30 Seconds
Pros: Timed well with music.
Cons: Too fast inspection of the head with music coming from it. Seems planned.
Room For Improvement: Need better movements for the character’s inspection of the head.
AI References For Added Moves:
New Character Movements: Upon noticing the heads, the character turns their head with a curious tilt and cautiously approaches the table. Leaning forward, they closely examine the heads, hands resting on the table's edge. Engrossed in observation, they straighten up sharply as the music intensifies, hands flying to their own head in a mix of surprise and fascination. Then, in a fluid motion, the character removes their head, gently places it on the table while leaning forward, and reaches for the head where the music originates. Grasping it carefully with both hands, they step towards the room's center, facing the camera. Their gaze remains intensely fixed on the head. Raising their arms, they smoothly don the new head, pausing momentarily as their hands linger on it, settling into this new identity.
Notice Heads: The character turns their head towards the heads.
Walk to Table: Walk cautiously to the table.
Lean and Observe: Lean in to observe the heads closely, placing both hands on the table.
React to Music: Stand up straight as the music gets louder, placing both hands on their head.
Remove Head: Carefully remove their own head and place it on the table, leaning forward.
Pick Up New Head: Reach for and carefully pick up the head associated with the music.
Step Towards Center: Take a step towards the centre of the room, facing the camera, holding the new head in both hands.
Intense Gaze: Maintain an intense gaze at the new head throughout the movement.
Don the Head: Raise arms and smoothly place the new head over their own.
Pause: Pause briefly with hands still on the new head.
30-45 Seconds
Pros: Although I initially planned for more movement and dancing, I like the subtleties here of an awkward character trying to dance, trying to find rhythm while showing that he doesn’t want to let go of himself completely. The background created in AI gave me some inspiration for what I will create later on down the road in stop-motion.
Cons: It’s just bobbing up and down, and that’s not enough. I need to show nuances.
Room For Improvement: Better dancing and character movement overall. I think a crescendo of sound effects related to the bending knees might be able to help portray the chaotic sensory overload.
AI References For Added Moves:
New Character Movements: Once the character has donned the animated head, they initially pause, absorbing the new virtual reality scene. Synchronized with the music, they begin with subtle knee-bending, which gradually escalates into a rhythmic full-body bob, although their feet remain firmly planted. Their arms stay upright, hands securely holding the newly acquired head in place. As they move in harmony with the music's rhythm, their knee movements grow increasingly animated, mirroring the intensifying beat. This crescendo of motion culminates in a gesture that conveys a sense of overwhelming sensory immersion. Eventually, they swiftly remove the head and carefully place it back on the table.
Pause: After donning the animated head, the character pauses, taking in the new VR scene.
Subtle Knee-Bending: Begin with subtle knee-bending, synchronized with the music.
Escalating Movement: Gradually escalate into full-body bobbing, keeping feet grounded.
Arm Position: Maintain arms upright, with hands holding the animated head in place.
Increasing Knee Movement: As the music intensifies, increase the intensity and speed of knee movements.
Culminating Gesture: Culminate in a gesture indicating sensory overload.
Remove Head: Quickly remove the animated head.
Place Head on Table: Carefully place the head back on the table.
45-60 Seconds
Pros: I like the added frustration scene after removing the techno head; that wasn’t in the original plan.
Cons: The frustration scene in the LAV is not rehearsed and, therefore, isn’t fluid. I will need direct movements moving forward.
Room For Improvement: Both the frustration scene and the beginning swimming scene need direct character movements that convey emotion, and this isn’t happening, so I need to refine the movements step by step.
AI References For Added Moves:
*ChatGPT gave me an error message and told me it could not create an image for the complicated hand-movement swimming scene after I told it to recreate the image because I wasn’t happy with the first result. I then told ChatGPT to give me the prompt it was using, and then I moved to Midjourney and tried the same prompt there with several variations. None were successful but I am including the images here for documentation.
New Character Movements: After setting the head on the table, the character, now headless, faces the camera and places their hands where their head would be as if to soothe it. Abruptly, they lower their hands and then raise them again, gripping their headless area as though afflicted by a headache, embodying a gesture of self-comfort. Their hands then glide downwards, rubbing together in another soothing motion. Gradually, they extend their arms to their sides, palms open, as if seeking balance and grounding. It’s evident they need to breathe; they inhale deeply and exhale before hastily grabbing a second head from the table, almost like a remedy for their distress. This head slips on more swiftly than the first, instantly transporting them into an underwater scene.
In this new environment, the character sways, captivated, their upper body moving as if absorbing the surroundings, hands still cradling their new head. Slowly, they lower their hands to chest level and, with fluid, weightless elegance, begin to swim. Their arms move gracefully, undulating like sea creatures, embracing the freedom and beauty of this underwater realm.
Place Head on Table: Character places the head on the table, becoming headless.
Face Camera: Turn to face the camera.
Hand Gesture on Imaginary Head: Place hands on the imaginary head as if soothing it.
Headache Gesture: Lower hands, then quickly raise them to grip the headless neck, mimicking a headache.
Rubbing Hands: Move hands downward, rubbing them together in a calming gesture.
Balancing Gesture: Extend arms to the sides, palms open, as if seeking balance.
Breathing: Perform a deep inhale and exhale.
Grab Second Head: Quickly pick up a second head from the table.
Place New Head: Place the new head on swiftly.
Underwater Scene Transition: Transition into an underwater scene.
Sway in Wonder: Sway upper body, absorbing the new surroundings, hands on the new head.
Lower Hands: Gradually lower hands from head to chest level.
Swimming Motion: Begin a fluid, graceful swimming motion with the arms.
60-75 Seconds
Pros:
Cons:
Room For Improvement:
AI References For Added Moves:
New Character Movements: As their arms elegantly emulate the motions of a swimmer, their knees and back synchronously join the dance, and their body begins to ascend as if weightless in this new world. They swim upwards, effortlessly breathing underwater, towards an imagined surface. Suddenly, fish swarm around them, prompting a shift to swift, sharp movements—quick turns and upward dives—mirroring a sense of urgency and evasion. In a flurry of activity, their arms and legs work in harmony, moving faster in an attempt to elude the larger fish now engulfing them. Abruptly, they return to solid ground, and their arms reach for the VR headgear. With hands shaking and trembling, they swiftly remove the headset, lowering it to chest height as if emerging from a deep, immersive aquatic adventure.
Graceful Arm Movements: Start with arms mimicking graceful swimming motions.
Knees and Back Join: Knees and back gradually join the arm movements in unison.
Body Rises: Body begins to rise slowly, as if weightless.
Imaginary Ascent: Swim upwards as if moving toward an imaginary surface.
Fish Appear: Transition to swift and sharp movements as fish appear.
Quick Turns and Dives: Perform quick turns and upward dives, portraying urgency.
Escaping Larger Fish: Arms and legs move faster, as if trying to escape larger fish.
Return to Ground: Abruptly return to standing position on the ground.
Reach for VR Head: Reach arms towards the VR headset.
Remove Headset: Quickly remove the VR headset with shaking, trembling hands.
Lower Headset: Lower the headset to chest height.
Takeaway
The primary issue during the LAV filming was that I omitted two walk sequences: one in the original scene 4, where the characters were meant to “rise wearily and walk back to the window with a heavy, thoughtful gait, each step reflecting their internal struggle and enlightenment,” and another in scene 6, where they were to end by striding “towards the room's entrance, their movement fluid and purposeful, symbolising their readiness to navigate a world where reality and digital perceptions merge.” I plan to reintroduce the walk sequence in scene 4, but I will keep the current ending, where the character sits back down in the chair, starting right where he began. To me, it creates a sort of loop, which I prefer.
Another issue is that the LAVs don't reveal the character's internal thoughts. This is where my use of AI-enhanced GIFs comes into play. For various reasons, I couldn’t include them in the LAVs. I had a blue screen behind the character, and the blue balloons against the blue background made it challenging to differentiate between the two in post-production. I need to ensure that, when creating the set, the screen is off to the side. Experimenting with the set during the LAVs was beneficial, as I hadn’t considered this aspect before.
AI Enhanced GIFs
Here's an example of how I'm creatively altering the GIFs that will be displayed within the character's head.