Here is my Paypal payment for CTN 2014! I misplaced my badge and could not find any confirmation Emails so this is the best proof I had!
I had a blast, learned a lot met a lot of people and hung out with good friends :D
Thursday, December 18, 2014
Saturday, November 29, 2014
Monday, November 24, 2014
Monday, November 10, 2014
Outline of the Third Term Paper
Special effects in Animation and Live Action
- For this paper, I will be comparing the visual effects of fire from two different titles, Uncharted 3, Drake’s Deception and Fantistic 4
- Thesis: Both titles achieved realistic fire in verry different ways since one is a video game and one is a live action movie
- they both however, have thier flaws.
- Uncharted 3: Drake’s Deception
- Briefly discuss the background and story of the game
- Describe the scene in which the fire takes place
- Discuss the techniques used to create the special effect
- Was it sucessful or uncessful?
- explain arguments for both sides.
- Fantastic 4
- Briefly discuss the background and story of the movie
- Describe the scene in which the fire takes place
- Discuss the techniques used to create the special effect
- Was it sucessful or uncessful?
- explain arguments for both sides.
Thursday, November 6, 2014
Character Animation
https://www.youtube.com/watch?v=JKnSUT4yOhU
Here is our final animation. Natalia and I animated and Michelle edited!
Here is our final animation. Natalia and I animated and Michelle edited!
Here's Natalia animating and our animation rig.
And here is our set up!
Saturday, October 25, 2014
Term Paper # 2: Science Fact or Cinematic Fiction?
Newton’s third law: For every action, there is an equal and opposite reaction. Is probably THE most purposely ignored, pushed, exaggerated and abused physics law in cinema, television and game’s history. With modern computer graphics, animation and film making techniques directors manipulate physics with more freedom than ever. And with this great power comes great responsibility (to the viewer and loyan consumer). lets take a look at 3 very different genres and titles who take advantage and play god with the physics universe and analyze what works and what doesnt? Specifically we’ll take a look at X-Men: Days of Future Past, the 2014 Film directed by Brian Singer, Shadow of Mordor, the 2014 action RPG developed by Monolith Productions. And finally Family Guy, the Fox TV show.
The Physics of X-Men: Days of Future past - This first example is, in my opinion an example of how physics is pushed to motivate the story and immerse the viewer. The sequence we’ll be taking a look at is the opening fight between the Sentinels and the Mutants. This is a to-scale comparison between Sentinels and Mutants. (Mutant on the right).
And in the movie the scale comparisons are even greatly exaggerated with clever camera use. By even suggesting that these two could go toe to toe throws all reality out of the window and a new set of rules can come in to play and boy does Singer take advantage of the absurdity of the match up. As the fight unfolds, the sentinals are in a constat position of dominance but you never feel as if the Mutants had no shot to begin with. They are tiny in comparison, but formidable in physical prowess. In one scene, Colossus battles a sentinel. The Sentinel winds back and punch and throws his whole 2 story body into it. The force collides with the open palm of Colossus and is stopped dead. Clearly, Newton’s third law was completely ignored for drama’s sake. Colossus appears to have superhuman strength and is able to absorb the impact without so much as a broken sweat. If Physics had acted properly and accurately, The sentinels hand would have smashed Colossus’ entire body into the ground while breaking every bone, and that would have been that. End of movie.
Next we look at the physics of Shadow of Mordor. In this game you play a human named Talon. You have a couple objectives and purposes in this game. 1) kill orcs 2) kill orcs. 3)Kill more orcs. 4) Repeat steps 1 through 3. this repetitive nature of the game is precisely why the pushed physics does not work.
The reckless nature at which Talon massacres orcs indiscriminately actually weakens his sense of power. Instead of a mortal with superhuman strength, the becomes a superhuman god of sorts with unstoppable power. Because He is SO far removed from reality it is hard to sympathize with him and his non existant weaknesses. An example of how the third rule of newton was repeatedly broken would be when And or 3 times his size would bring a mace crashing down on him and he’d simply reflect it with a parry of his one handed dagger. Clearly, there was no equal and opposite reaction to the 100lb weapon swung at his face. Similarly, you have the ability to dodge in this game by tucking down and rolling out of harms way. The problem is that the reaction does not fit the action. With almost no anticipation or beginning momentum, Talon is able to get across the screen from idle stand still to full on sprinting. in less than a second. It’s just not believable.
And finally, We will analyze a fight scene in Family Guy between Peter, an overweight middle aged man from Nantucket MA. and a human sized, anthropomorphic chicken. Clearly this fight will be the most physically accurate of the three! Only kidding…
The absolute absurdity of it all throws all rules once again out of the window and physics is used to comical effect. At one point, the two, fighting inside of a moving ice cream truck (of course) and come flying into a telephone pole at what must have been 50 miles an hour. The 50 MPH collision did not fit the reaction which was the pole bending about 35 degrees stopping the truck completely. The fight continues and they find themselves in space. (don't ask) and for some reason the fight becomes slow motion. (zero gravity equals slow motion?) Due to the absence of gravity in space the third law should be extremely apparent. As peter punches the chicken they should both propell in opposite directions. Instead, peter stays still in position and the chicken is sent flying (in slow motion). The hilarity and absolute absurdity of it all was just funny and I really never did mind that they broke just about every physics law.
In the end, what’s most important is that, however you decide to breatk the laws of physics, it is important you do it in the right context and for the sake of the story and for the entertainment of your viewers. Xmen: Days of Future Past and Family realized what the peramiters of their universe were and the physics reflected them accordingly and to sucessful effect. Shadow of Mordor pushed physics beyond the breaking point and the result was repetitive uneventful and unmemorable.
Saturday, October 18, 2014
2nd Term Paper Outline
Jonathan Chu
Term Paper 2 Outline
Outline of the second Term Paper
- Introduction - Three films chosen to analyze Newton’s 3rd Law.
- Describe Newton’s Third Law
- Indroduce Examples
- X-Men First Class (movie)
- Shadow of Mordor (video game)
- Family Guy (Tv Show)
- The Physics of X-Men First Class
- A Short Synopsis of the film
- First Fight between the Mutants and the Sentinels.
- The fight scene between Colosus and Sentinel.
- The difference in Size and weight between the two should have a much different effect out the outcome of the fight.
- Example of how the shot would have been different with correct physics.
- The reasoning for breaking the law.
- To create a sense of heroism and superhuman strength.
- The Physics of Shadow of Mordor
- A short Synopsis of the Game
- Talon is a small human and he fights off hordes orcs with ease while constatnly breaking Newton’s 3rd law.
- Massive forces like 6 feet swords wielded by giants collide with him and he shrugs them off with a small dagger.
- Example of how the gameplay would be different with correct physics
- The reason for breaking the law,
- The Physics of Family Guy
- A short Synopsis of the Game
- A fight scene between Peter and a human sized anthropromophic chicken.
- On many ocasions both peter and the chicken puch with almost no secondary body movment indicating the punch did not create much force but the target goes flying off screen as if hit by a wrecking ball.
- Example of how the shot would have been different with correct physics
- The reason for breaking the law.
- For comedic and dramatic effect.
- Conclusion
- Summation of points
- Restate thesis.
Sunday, October 12, 2014
Reverse Video Reference
Here's my attempt to recreate the movements in the clips for the assignment!
Tuesday, October 7, 2014
Stop Motion Animation of Falling
Hey guys! Here is my stop motion animation. I timed it out ahead of time on paper using the a-la Chai method. Thanks!
Sunday, September 28, 2014
Diablo 3: Putting Physics Into the Player's Hands
Very early on in any production be it film, animation, video game or television, a script is developed. The script to me is the lifeblood of the project. Story teams refer to the script and writers to block out the beat and rhythm of the story using the script as a guide. Casting directors refer to the script to find the perfect and exact person to act or voice the character. Artists from all ends of the pipeline keep the script in mind as they develop characters, backgrounds, colors and moods. Music is orchestrated extract appropriate emotion from the viewer at any given time. Every aspect is meticulously thought out and refined to support the script and the story. There are a few areas in production that are not always thought about or unnoticed, and for good reason. The physics on a project is just as much considered and evaluated as anything else and when done well, it is unnoticed. It is not distracting. Instead physics helps push the narrative of the film.
Because of the interactive nature of video games, physics plays a unique and new role. Blizzard Entertainment takes full advantage of this in their 2012 title Diablo 3. The concept and story of Diablo 3 is pretty simple. Demons have escaped hell and are rampaging through the cities of earth and heaven. It is up to you to put this right. In the early stages of development Blizzard had planned on using the Unreal Engine to handle the physics and initial tests were impressive. But the decision was made that the tools available to them at the time were not capable of bringing their ideas to life. So they set out to create their own physics engine and the result is fantastic. The game feels snappy and responsive. When I swing my axe I can feel the weight and power behind it. Balls of frost and ice freeze enemies and the smash and shattering of their armor into a thousand shards could not be more satisfying I think Blizzard uses physics to engaging and entertain the viewer in three ways: creating a dynamic and responsive destructible world, A “physics style guide” that enforces the playstyle of each class, and The overall exageration of physics for the sake of entertainment.
Soon after the beginning exposition; you’re placed into an old cathedral. You notice loose floorboards, rusted lighting fixtures and crumbling pillars and walls. you click on them and with a swing of the axe your environment comes falling down around you. Your interaction with the environment as you uncover the secrets of these old ruins furthers the immersion of the game. As you fight your way through enemies, pews smash and bookcases fly across the screen. The physics are dynamic and interactive. You are the one causing these effects and the feeling is satisfying. It is worth mentioning that all of these effects do not bare any actual repercussions on the story or the future of your character nor do they change the mechanics of the game in any way. They were not necessary but Blizzard has always had an eye for detail and it’s seen in how the physical world reacts to you and you to it.
As I continue on through now the crypts and catacombs of the cathedral, I begin to notice other clever use of the physics engine. Banners and cloth and hair react to my actions. As I speed by a table, the table cover quivers and my character’s hair drags and overlaps, a clear use of one of the rules of animation, overlapping action. it gives my character a better sense of believability. instead of coming to a dead stop after running, his clothes and hair continue on moving for a brief moment. Corpses of enemies you’ve slain remain on the ground after you defeat them. I remember spending way too much time simply smashing the ground near the corpses with my hammer to watch in awe as the corpses would shift and move acording to how hard and from which direction the blow came from.
Each class within the game feels unique and different. From the brutish Barbarian to the slick demon hunter, physics plays a huge role in how your character moves and feels. I contribute a huge part to the physics behind your characters movements and attacks and even body language. The physics behind each class is hand crafted and taylored to that class and helps reinforce the characteristics of that class. For example, the demon hunter is a bow and dagger wielding assassin. He moves with precise intention never missing a step or swing. He is a calculated and dexterous fighter. The physics behind his motion and attacks are quick and flowing, nimble and deadly. On the other hand is the brutish Barbarian. He wields 2 one handed weapons or 1 mighty weapon like a huge axe or mace. He is the opposite of the Demon Hunter in every way. He relies on his sheer strength and stopping power to demolish everything in his path. When you play as the Barbarian bodies fly in every direction, blood covers the floor and his insatiable recklessness is indiscriminate of anything in his way. An example of how the physics of the game fuels his power is well explained in one of his abilities: Furious Charge.
When performing a Furious Charge ability, the Barbarian makes a beeline charge from one point to the next. There is almost no slow in, nor slow out. He goes at a constant speed smashing everything in his way. These are just two examples of the five playable classes and each one feels unique. Blizzard has used physics to capture the perfect feeling for each one.
Finally the third way Blizzard uses physics to enhance the game is through exaggeration. The physics in the game are believable but not at all realistic. And I think that is a hard thing to balance. For example, if you take an axe to a 50 year old oak tree in real life you might be able to put a few gashes in per swing but it would take very very long time before timber. On the other hand if you take an axe to say, your dorm room fan, you can imagine the kind of damage you’ll do to it with a swift swing. The game is essentially filled with house fans and you’re given a bat with 30 pound dumbbells tapped to either side. Exaggeration comes strongly into play with the mage class. Because magic is not real and we have no real connection or reference to it, the physics team were able to go wild with animation and explosions. However the effects of these spells are still clearly based on real life physics. Fireball explosions act like missile explosions and shattering ice acts like shattering windows they are based on reality but pushed to impossible lengths. Much of the physics make no sense. The ease at which a crusader wields a sword weighing half of his body weight while holding a shield in the other hand is ridiculous but no one questions it and I wouldn't have it any other way because the situation calls for it. In this story the game is all about you. You fighting endless hordes of enemies the story is pushed to absurd realms and so the physics of the game follows as well.
The physics in Diablo 3 is impressive because it is, for the most part, in reaction to the players input. This allows for a deep feeling of strength through your character. Blizzard created an amazing physics engine from the ground up and it is clear that their investment was directed at pushing immersion and gameplay. A world that physically responds to your actions, a physics “style guide” and pushed and exaggerated physics all help the story and immersion and is never distracting.
Tuesday, September 23, 2014
Term Paper Outline: Diablo 3
Term Paper Outline: Diablo 3
Introduction
- Video Game: Diablo 3 (Blizzard Entertainment 2012)
Thesis- Blizzard uses an in-house developed physics engine to add weight and a sense of superhuman power through the clicks of your mouse.
Body Paragraphs
1. A destructible world
- The world around you reacts to your weapon swings, leaps, bow shots, and spell explosions.
- corpse of enemies you've slain remain on the ground to be manipulated by the player using rag-doll physics.
- banners, draped cloth and hair will react to a strong impact of an axe or the shock wave of a fireball
2. A physics style guide enforces the play style of each class
- there are various classes you can play as in the game and each one feels unique. The physics is hand crafted and tailored to that class and helps reinforce the characteristics of that class.
- Objects fly across the screen as the barbarian crushes his way through hordes of demons.
- Enemies freeze and shatter, explode and even teleport as the wizard rains spells down on her enemies.
- Same goes for the other 3 classes.
3. Exaggeration for entertainment
- Everything in this game from the story to art is pushed beyond the limits of the real world and the physics is no exception.
- A smash of a mace sends multiple bodies flying
- Characters leap 30 feet into the air and cause the ground the crack and walls to crumble upon crashing down
- mpossible physics: many examples where the physics makes no sense but is entertaining to watch.
Conclusion
Physics in diablo 3 is impressive because it is, for the most part, in reaction to the players input. Much of the physics relies on the physics engine that Blizzard Entertainment created and it's clear that their investment was directed at pushing immersion and gameplay.
Wednesday, September 17, 2014
Tuesday, September 16, 2014
Sunday, September 7, 2014
Tuesday, September 2, 2014
Mini-Portfolio
Hi, my name is Jonathan Chu and I'm currently in my 5th and final year studying animation/illustration at SJSU. Im focusing on visual development and have taken up to advanced visual development with JP Balmet. In the areas of science, i've taken biology and geology classes. After graduating I would like to work in the video game, film, or animation industry as a concept artist of visual development artist.
This first image is a flower shop I designed based in 1980s newyork.
And this is the owner of the shop. She also attends the local community college.
And here is my favorite animators most recent short film, duet!
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