Betrayal and Blast-Off
May 11th, 2010

Many traditionally-animated characters express themselves with eyes that are able to deform from perfect spheres into egg-shapes. In most computer-animated films, though, character eyes are perfectly spherical. This is purely a trait of anatomy and the medium: it is much more difficult to represent a ball-joined sphere on paper than on a computer. But spherical eyes tend to convay expressions less expressively. A lot of emotional information travels through the shape of the eyes.

Realizing this, I made one final change to Laika’s model. I added facial deformers to the skin around her eyes, instead of just the lids and brows. The difference can be seen in the image above: on the left, I try to show surprise using only eyebrow deformations and on the right, I show surprise by adjusting the skin around the eyes to make them look taller and narrower.

Confident with the range and fidelity of Laika’s expressions, I completed the film’s animatic and began to set up the final animation and renders.

As I mentioned before, the relationship between Laika and her flight engineer rescuer relies on the visual metaphor of a game of fetch. The act of running free — it is essential that Laika is never leashed or tied — allows me to convey the trust that the flight engineer gives Laika and the loyalty she returns.

After the first scenes I describe in my last post, this dynamic guides the film through its second minute and its only montage. The montage is necessary because this sequence spans the time between Laika’s rescue in the winter of 1956 and the launch in the autumn of 1957. (For context, this is also the approximate length of time it takes to make both a human and this film.)

As Laika continues to play fetch, her doomed rocket steadily comes together around her. She is completely oblivious to its construction and instead cherishes the metals and pins which are cerimouniusly attached to her flight suit.

I designed the scenes so that the face of the Soviet engineer is never in the shot, a characteristic which is both convenient and artsy.

The night before the launch, the montage ends to a real-time shot of Laika and her flight engineer as the sun sets over the rocket. Every betrayal needs a Last Supper.

The next morning, the engineer throws Laika ball into the tiny capsule. This film is critical for story and animation. Laika hesitates at the entrance to her capsule, reluctant to go into a tight space, but eager to bring the ball back. As soon as she enters, the airlock doors slam shut. Almost immediately afterword, the rocket launches.

Laika does not realize what happend until she is perplexingly and inexorably in orbit.

Furry and Fetching
April 20th, 2010

I had initially planned to follow Laika’s journey from her lift off to her death, but I realized that the most compelling part of Laika’s story occurs before she enters the capsule. She was found the winter before the launch on a Moscow street. Her hardiness against the Russian cold was one of the major factors that lead her to her selection.

Surely an abandoned dog would have some sort of connection with her rescuer, with whomever showed her affection in the warm intior of a Soviet research lab. (This angle follows one of the storylines in Nick Abadzis’s graphic novel about the event.) The same researcher would use her trust to lure her into the capsule when the time came, betraying Laika

The idea appeals to me because it contains a story arc and two characters reacting to each other, both of which my initial version lacked. The visual metaphor of their interaction is a game of fetch, which they play throughout Laika’s training. The betrayal continues the metaphor: Laika haltingly enters the capsule to retrieve a ball and the door seals shut as soon as she enters.

With the complete storyboard laid out, I began creating the animatic. The animatic is a low resolution visualization of the entire film. Rendering is extremely time consuming, even more so with a thick layer of fur and realistic lighting, so the low resolution and the exclusion of shadows, anti-alising, and radiocity raytracing. Creating an animatic helps me outline the camera movement, the rhythm of the edit, and, most importantly, the character animation without the superfluous expense and distraction of a good render.

One of the most animotionally demanding scenes calls for a run cycle as Laika plays fetch with her rescuer. Rendering it as an animatic made it much easier to see problems in the animation.

Studying the motion, I realize that the run cycle needs to be more about the dog’s body than the legs. There should be a crunched but tuck in keyframe 2 and a full extension in keyframe 4.

And finally, here is an animatic of scene three, which shows Laika’s first consciousness after being rescued from the bitter cold. The lighting and coloring are inconsistent (the full render will look more like top image) and the arm model is a stand-in, but Liaka’s model and animation are nearly complete.

Building a Better Dog
March 27th, 2010

Any animated character exists at the intersection of realism and expressiveness. I thought I had finally arrived at a good crossroad with my original Laika character below.

My Original Laika Model

But something about my original Laika failed to appeal the audience. On my last entry I received a polite but negative review by an anonymous apparent animator. The commenter said,

“I must tell you that this dog’s model is FAR from being
appealing.

“I’m really trying to say something positive and help you to make
an interesting movie. One of the 12 basic principles of animation
as taught by Frank Thomas and Ollie Johnston say that our
characters need to be appealing. Unfortunately yours is not, and
this is a bad thing if you want a good response from your audience.”

With this in mind, I decided to recreate the mesh from scratch. (The fact that an anonymous commentator with a Braizillian IP address can bring a project I have been working on for months to a halt is at once the greatest promise and the worst annoyance of the Internet.) The commenter suggested the classic style of Disney animator Preston Blair, so I began by opening up a blank Blender project and trying to determine what makes Blair’s characters so appealing.

Preston Blair Bulldog Sketches

Of course, there are many reasons why this character, and all of Blair’s works, are so compelling. The model implies flexibility and motion. Even in a static pose, the buldog does not look like it was just randomly placed there – it looks it has a purpose, and could move at any moment.

But what about the actual design of the dog? I noticed that the entire character starts with a two or three basic shapes. Basic shapes help make the character easier to recognize at a glance while ensuring consistency thought the film.

So I applied shape-centric idea to my new model. I sculpted the head out of a sphere from a 2D view and a mussel out of a cube. The outline of my old model appears below in the background for context.

A circle for the head, a rectangle for the snout, and an oval for the body

From a modeling perspective, there is a dramatic structural difference between expressions, known in animation as “squash and stretch”. It seems as if the entire face changes structure with change in expression.

The Blair sketch that looks most like my imagined Liaka is this expression chart of a young pup. The pup is deformed using squash and stretch techniques.

Pup Faces by Preston Blair

Using these figures as reference, I created a mesh with a significantly-reduced snout and drastically-increased eyes compared with my original model.

Floppy Ears, Big Eyes, and a Short Snout

With the rest of the body, I took care to emulate the flexibility of Blair’s sketches. The end result leaves a much simpler body structure than the original model.

Laika's New Body

To judge any improvement, I put the two versons side-by-side.

Old Dog, New Dog

I am well aware that a redesign which lifts a few tips from a classic 2D animator will not necessarily lead to a more appealing character model and a more appealing character model will not necessarily lead to a more compelling short film. But there is a lot a computer animator can learn from the pioneers of hand-drawn animation.

Coming May 2010
March 19th, 2010



Canine Confinement
February 15th, 2010

So far, my animation has leaned on situations rather than expressiveness to drive the story forward. My characters tend to eerily glide around my sets, forcing the audience to use musical and situational clues to guess how a character is feeling.

My latest project aims to eliminate this problem through its design. The protagonist pooch is confined to a tiny space and the animator is confined to her face to show the audience how she is feeling.

I approached Laika’s model with these restrictions in mind. Since she can’t walk or turn around, making armatures and detailed models for her feet is unnecessary. Instead, I was free to focus on her face, which requires the right mix of realism and cartoony expressiveness.

Initial wireframe model


The facial structure of a dog is elongated and low, as you can see in this reference image.

Everest, the reference husky

With expressiveness in mind, I raised the area around the eyes into only a slight slope down the muzzle. For the skin I used UV mapping, which I painted over a furry texture in the GIMP. The UV texture maps a 2D image onto a 3D object, as seen below, and ensures that the distribution of brown and white fur is seemingly random.

UV Mapping

I then duplicated the mesh. One became the skin and the other, with help from Blender’s hair simulator, became the fur.

Frizzy Dog

I had a hard time with the fur, in part because of limitations within the Blender simulation and in part because of the tricky guesswork involved in varying lengths of the hair over different regions of the head.

Slightly Better Fur

Much of the realism of digital fur depends on the lighting, so I turned my gaze to her eyes. They are based on the same models I have been using for years, with concave irises to collect as much light as possible from the rest of the scene. After experimenting with brown eyes, I decided on green eyes to match the beige green “70’s refrigerator color” of the hardware inside the spacecraft. I made the irises much bigger because dog’s don’t seem to show much white and to exploit their cuteness.

Big, green eyes

The nose is visually delicate. It still looks like it was simply glued onto the rest of the mesh, which is essentially what happened. One problem is that the skin was visible behind the nostrils, which can be easily fixed by a shadow of blackness. The harder problem was figuring out how to represent the pattern of tiny holes near the mussel.

Bigger eyes, wider tongue

I like the idea of imposing limits on my work to force a better film. There is no reason the audience should not read the dog’s face to figure out exactly how she feels about being launched into space against her will.

Much of the remaining work on the dog revolves around the animation. I need to decide whether to focus on realism or toonisim in Laika’s restricted motions. And so I expect the final mesh will undergo some minor motion-inspired tweaks before the final version.

Building a Better Earth
January 17th, 2010

In order to capture the pure joy at being the first living thing in space, my next film, Laika, calls for a beautiful, highly detailed Earth model. I realized that this is not the first time I have tried to create an Earth to fit a scene, so I decided to dust off my old models and compare them to my new model.

For the Ancestor’s Tale, I included a shot of an asteroid hitting the Earth 65 million years ago. For this model, I used a single sub-surfaced sphere mapped with a NASA Blue Marble image. The texture map was edited in The GIMP to distort the shapes and positions of the continents to account for continental drift. I duplicated the sphere and changed the material to a Blender halo effect to create the blue atmosphere.

Earth 1.0 in The Ancestor's Tale

Earth 1.0 in The Ancestor's Tale

Earth 1.0 has many problems, but the unrealistic lightening is perhaps the most glaring. I used multiple light sources in different locations to ensure that the sphere was illuminated almost uniformly, forgetting that there is essentially one light source in the solar system.

About a year later, in Primitive Welcome, I made a similar scene featuring the entire Earth against a field of stars. I used a high-resolution satellite photo, which included clouds, and mapped it around a more-heavily sub-surfaced sphere. The atmosphere was a simply a separate, slightly larger sphere with a transparent blue hue.

Earth 2.0 in Primitive Welcome

Earth 2.0 in Primitive Welcome

Earth 2.0 looks much more realistic because of the single light source and shaders which create the nice falloff effect on the dark side of the planet. The stars are too bright and too consistant for realism.

For the latest model, I followed this fantastic Earth tutorial by William Chamberlin to the following result.

Earth 3.0

Earth 3.0 in Laika

The tutorial led me through the process of using multiple spheres, each with different materials and textures, and compositing them all together using the node editor. The clouds, for example, are mapped onto a sphere which is only very slightly larger than the surface sphere.

Earth 3.0 will only be viewed from the point of view of the Sputnik 2 satellite, so the full Earth will never been in a frame. Instead, the audience will see the Earth from an angle like the one below.

Earth 3.0 (closeup) in Laika.

Earth 3.0 (closeup) in Laika.

I am satisfied with the result and encouraged by the steady increase in image quality through the years. The end result of a frame of animation will always be a mixture of realism, technical limitations, and stylization. I have yet to develop the look and feel of this film, but conveying the beauty and distance of the Earth is essential to the plot.