As I knew I was going to be very busy with the Debbie edit, I wanted to make sure the animation for Anxiety Dance would have sufficient attention. To assist Shahid with animating the branches, I created a (very loose) instruction manual that included everything I wanted to achieve from the animation, alongside diagrams and descriptions that I drew in Photoshop of how I envisioned the branches' movement and style. Although, I did make it clear that this was only for Shahid to follow as a rough guide, and if he figured in the process that things worked better done in a different way, I was happy for him to make those changes. Here are my descriptions : 





Unfortunately, due to limited time, Shahid wasn’t able to complete the branch animation, but got a very rough version of the first 28 shots started and as a result I offered to take over on his behalf, as at this point the Debbie edit was finalised. However, this meant I had to learn how to animate the branches very quickly within a small time frame using After Effects, and I was worried that my skills were not good enough to work efficiently. Luckily, having done the animation of the Indiegogo trailer for Through the Medium in a similar fashion, I had already some knowledge of the process, and alongside support from Thomas’ technical skills whenever I had problems, I was able to pick up the skills very quickly. Here is a brief time lapse (feat Lucy's draft of sound) of me working on placing the branches and beginning to animate them for a particular shot :



In short terms, to get the branches and camera movement to correlate with each other, I created a "Null object" which I used key points to track either a mark on the green screen or a part of the dancer that stayed within the frame. The branches were then parented to the "Null object" and tracked alongside its movement. To make the branches appear in the background I placed them underneath the layer that contained the dancer and added a "camera lens blur," adjusting this depending how far back I wanted the branches to appear. Adjusting the size of the branches also assisted with this, making them larger the closer to the camera I wanted them. The movement of the branches was done using the puppet tool which moved various parts of each branch, kind of acting as different limbs. This was recorded in the video using key points on the timeline.

The animation still took a lot longer than expected, and as I hadn’t scheduled in that I would be animating for Qualia, some time from Through the Medium got taken away unfortunately, which pushed us back quite a bit after final edit was finished. It was also a race to get a rough version of the branches done for Lucy in order to do the sound design for the piece, which added quite a lot of stress. However, I’m glad that the situation did occur, as now my confidence has grown a lot in using software such as After Effects.
Due to the hot conditions of our room during the stop motion shoot it meant our character and set would often melt, and time had to be spent fixing this every so often, for continuity purposes as we didn't shoot the scenes in a linear manner. However, there was only so much we could do to get it looking similar throughout, so we thought to assist this we would fix things up ever so slightly in post. This was a really subtle thing, done only on shots that had patches that were really messed up and required a bit of fixing. I wanted to make sure Clay's textured skin was still on show though, and the indentations and changes as an effect of us touching / moving him could still be visible in order to contrast with the very smooth CGI universe. 

To do this I used NukeX, using the blur tool. This allowed me to focus on only particular areas that needed attention, and change the opacity of the blur to low so as the smoothing was very slight. I'd never used NukeX before, so this was a learning experience for me and I now feel more confident using the software. 

Before
After

Here is a time lapse of my working method, as I smooth each frame :

My Role Experience

For me, as an editor, the production stage was a lot about observing the footage in real time in order to understand the story and shots better, developing a familiarity with these to assist in the editing stages of post production. I would frequently look back and forth between the monitor featuring the camera view and the live action happening on the set. This was in order to establish a relationship between what the camera was capturing and any details that were not within the frame that could be useful knowledge to also later assist me, when choosing certain takes or angles over one another. 

In between shooting, my job was to transfer and log the footage, looking after the cards during the process and ultimately returning them to the camera and sound teams. Conveniently, this could occur as cast and crew took breaks, allowing us to use time efficiently and meaning the cards never really became full while in the middle of shooting. Below is a documented version of my log sheet :



I'd never done anything with logging footage before, and this experience allowed me to increase my skills in this department, learning how to use the software Shotput Pro (version 5) in order to do so. I was a bit anxious about messing up something during this process, and I felt a lot of responsibility, as I knew if some footage didn't save or wasn't easily accessible, it would be my fault and I didn't want to ruin the film! However, taking a reasonable amount of time to ensure everything was working correctly (however still working efficiently to maintain a reasonable time schedule to not put production at a halt) and making sure that I understood the process and software well enough, meant that I was confident everything had been transferred and logged successfully.

As a side role, I assisted on continuity last minute when Julia was not available. However, this was a very minor role on my part, which I found incredibly difficult to pick up at times, once again never having done it before. I found it hard to switch from an editor's perspective to being thrown into a continuity perspective, and trying to pick up where someone else had left off and remember details that I hadn't really been looking for before. However, I did try my best and it's definitely gained me an experience.

My General Experience


Similarly to the set build, it was quite a lot of stress for one week during the shooting of Debbie! At times I feel like everyone felt very tense, however I feel this was mainly because of our limited time available to get everything shot and completed. A lot of the days, we were very behind schedule, and we all had to stay and work much later than originally intended. It meant all systems were go pretty much all the time, which was very exhausting. However, I'm glad we were able to stay a lot later and spend more time on achieving what we wanted, because I'd rather the film got finished and be tired than it not and have left on time every day! Despite the stress, I think we all knew it was what was needed for the film, and so we were all willing to go beyond ourselves each day to achieve it. There were a lot of fun times as well on set - a lot of classic DFSA banter between the crew, funny outtakes from the cast - which made the days go by a bit faster and helped us keep some sanity in amongst the chaos! I think the whole production process has been a learning experience for all of us in many different ways, and definitely a big part of the learning process has been developed around solving problems and not letting them cause the production to completely fall apart. There's always going to be some problems, sometimes many problems, but it's how you deal with them when you're out in the field that allows you to learn the best and move on from them, and I think during Debbie this is something that all of us were able to manage and deal, even those at times it was difficult. 
Before production could properly get underway, we spent about 5 days preparing and building the cafe that would be our set, aiming to look something like Shahid's amazing concept art, as seen below.


Luckily, with help from various friends from our class, this job was made a lot easier, and the work was divided among ourselves. However, even with the extra help, we were still not the largest group, which meant we all had to work extra hard in order to finish the build within such a limited time frame.

I tried to help with the build in areas that I know I'm a bit stronger in, which meant I ended up painting quite a bit throughout the process (there was a large amount of painting required luckily enough!). My main focuses to begin with were painting doors and shelves, making sure these got enough coats to remain opaque and not patchy, as small details like this were likely to show up on camera later and limit the quality of the final piece. I also assisted with painting the three walls the yellow / mustard colour, eventually moving on to spend a lot of my time painting the design on the feature wall. Due to budgetary constraints the feature wall had to be all stencilled and hand painted, rather than properly wallpapered and so this required a mini team of people to actually carry out. It took time in order to make each oval shape within the layers as precise as possible. However there's only so much accuracy you can get with a human hand and so no design was completely perfect. Despite this I think the wall turned out as well as we could get it, and the inaccuracies added to the feel of the rustic, worn down cafe that we wanted. Doing the feature wall also meant I had to stand on ladders, which I'm not a big fan of, however I managed to face my fear in order to help get it finished!


Even though the build was quite a stressful time, it was also quite a lot of fun! I learnt a lot of new skills throughout the process, and definitely brushed up on some fine art skills! It was really nice seeing everyone coming together to start to bring the story of Debbie to life and I think what we were able to do in just a few days, really speaks for our hard work. Of course the set wasn't perfect, but then rarely anything is, especially when done by hand. However, with our limited time constraints and funds I think we did as best we could to make it look good. 






This is the first test of what a final stop motion shot could look like. We played around with colour, sound and the background (the transition between the sky into a blue screen within the real human world). The rig and wires that hold Clay up in his various positions, as well as the lower half of the arm, have been roughly masked out, however this will need a tad more work to remove the light shadow which has been left as a result. This shouldn't be a problem though and I'm happy with the progress made, since it is only a test. 
When we got to the room it took quite awhile to set up and arrange everything so that it would fit in the film editing room i.e. the space where we're working (it's quite small even without the equipment in it!). We also spent some time on the first day attending to the models after travelling, such as smoothing the skin out a bit more and re-arranging clothes to sit nicer on the body etc in preparation to get straight into shooting the next day. The room is set up with two lights on the left hand side at varying heights (acting as the sun), a tray holding the model on a rig, the set placed at a further distance away on the editing table, a blue screen behind the set for a digital sky in post, a tripod and camera directly in front of both model and set, the laptop with dragonframe running connected to and controlling the camera and a monitor for the animator to view positioning the model each frame. This can be viewed below :


We start animating a scene by looking at the animatic as seen in this screenshot : 


This gives us a better idea of what will be happening in the scene for us to replicate. 


At each frame (we're working at 25 fps) Tom had previously written down the syllables (taken earlier from our work on the indiegogo trailer) and over how many frames each movement would be over. In the screenshot below the big "E" alongside the arrow represents eyebrow movement (up or down) and the big "H" represents head movement. Seeing this at each frame allows us to work faster and generally better as we don't need to flick back and forth between the animatic and the live view etc. Also as shown below each sound can be heard at each frame, making it easier for us to place accurate mouths based on how Lawrence said certain words. 


This is the end of our first week of shooting, having about another week and a half remaining. I think we've learnt how fiddly stop motion can be (replacing mouths, fixing finger pressed skin, slight movement changes etc.) and even though I knew it'd be time consuming actually living it has reinforced this to me even more. We've been roughly arriving at 10am every day and most of the time working until 8pm when the caretaker often comes and tells us we're "the last ones in the building." Each day we're getting around 2-3 scenes done, each being about 5-7 seconds long.  We've had a few set backs (a light bulb blew, a hand fell off and a piece of hair snapped in two at one point) but we've always managed to work around them. Even though we're really exhausted (I can't stress this enough!) it's been so worthwhile and really fun at the same time. It's very rewarding seeing the character actually coming to life and noticing how our hard work has actually made this happen. Normally I'm very self critical of my work, but at the moment this isn't too bad! (I hope).


So let's hope the rest of the shoot goes smoothly! (eeeeep)




This armature was built in a similar fashion to the wire one in my previous post. Unfortunately I didn't get a lot of pictures of the process of building it, as all of my time was devoted to making it. I actually found this armature easier to build, despite it looking a lot more complicated, as no wire had to be cut to measurement etc. It was all about securing the ball and sockets to each other (using loctite adhesive. Once built, I applied the same foam onto the armature, securing with tape, to beef out the model while still maintaining flexibility and good movement. As seen in the photos, the armature only reaches to the end of the upper arm - this is because the lower arm and fingers are made using 1mm aluminium wire (in exactly the same way as my previous wire post). This is to allow adequate movement in smaller, more fiddly areas, not making the hands too big for the body. The lower arm was attached to the upper using loctite again.