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Big Spaceship Animated Logo: Start to Finish

Big Spaceship Animated Logo: Start to Finish

with Big Spaceship

 


Watch the step-by-step process as acclaimed digital agency Big Spaceship produces an animated logo. To create the logo, Big Spaceship draws on historical broadcast design styles as well as traditional and digital animation techniques. Handmade paper models are shot with a stop-motion technique using a digital SLR camera. Smoke effects are used to add atmosphere, clouds, and the smoke trail for a paper rocket ship shot with a still camera and moved through the scene with digital effects. It's a perfect blend of spontaneous organic play and digital discipline. The end result is a rich eruption of visual fun--and a great animated logo.

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author
Big Spaceship
subject
Video, Motion Graphics, Start to Finish, Documentaries
level
Appropriate for all
duration
17m 30s
released
Aug 06, 2008

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Start To Finish
Introduction
00:00(Music playing.)
Collapse this transcript
The making of an animated logo
00:00Zander Brimijoin: We wanted to make a new end tag for Big Spaceship.
00:06So we had been looking at lot of documentaries of how they used to do logo
00:14builds in like the 60s and 70s and 80s.
00:18So we decided to make the latest sort of Spaceship logo build be as if we had
00:28tried to do it in the 70s, using stop-motion and some like rudimentary
00:37video techniques and sliding acetate pieces together and like anything that we
00:44could possibly do with old techniques to kind of like challenge ourselves to do
00:52something, to do something real and physical and then afterwards, of course,
01:01there's some After Effects involved then.
01:05Joshua Hirsch: Which lead us to one of our most important purchases in Big Spaceship history,
01:10which is the smoke machine.
01:11Zander Brimijoin: So we just actually bought this smoke machine here and we are all pretty
01:17excited about it.
01:19The practical use for is it adds atmosphere to any model.
01:27So if we fill the room with smoke, when we take the final picture, it will look
01:34as if there is actual more depth then there is, because --
01:38Jason Hart: Things off in a distance are a little hazier and but still crisp in the front.
01:43Zander Brimijoin: It's like it's simulating real atmosphere at a small scale.
01:48This model is for our Big Spaceship end tag that we've been working on for about
01:56a month and we've been looking at old movie signatures like -- [00:2:01.04] Jason Hart: Paramount.
02:02Zander Brimijoin: Paramount.
02:03Phil Sierzega: HBO. Zander Brimijoin: Right.
02:06So the mountain had like that that nice Paramount quality too.
02:10Jason Hart: We work on a wide range of projects and we kind of just finished a large fully
02:19interactive really cool site using Papervision techniques like that.
02:23So for us, it was a really nice thing to say, what do you want to work on next,
02:27what do you want to do to sort of recharge the creativity and just getting in
02:32here working with your hands really helps you do that.
02:36Zander Brimijoin: There is downtime between projects and we try to instead of sitting around and
02:43doing nothing or searching on the Internet, we build things like this.
02:48One of the available materials to us is paper, because it's cheap and easy for
02:52us to create a large model so we basically built this mountain here by
03:01washing giant watercolor pieces of paper and then hot gluing them together in
03:08a big environment.
03:10Jason Hart: We wanted it to be highly stylized. Sometimes when you're working with models,
03:14you're sort of fighting to try and find realism, so this way by using
03:20repetitive patterns and things like that, those kind of techniques kind of just
03:25lend themselves to just being sort of creative and interesting, more than
03:29trying to provide reality.
03:32Zander Brimijoin: So we're shooting this mountain on green screen because we're going to later
03:37composite in a hand-painted background.
03:41It's too difficult to set up a background, a foreground, characters, rocket,
03:48trails, all at once because everything has to go right.
03:52But with green screen, we can just get one thing right at a time and then later
03:57composite it altogether.
03:59Jason Hart: And work a piece at a time, so we'll shoot an entire 15-second stop-motion
04:05piece of the mountain, bring that under our machines, see how that looks and
04:10then adjust from there saying okay ,well the rocket would look really cool if it
04:15flew around the right-hand side and curved in, that kind of thing.
04:19Zander Brimijoin: Originally, when we set this up the first time, we had to make individual hash
04:25marks underneath the table for every single rotation that we made and it took about
04:33an hour to do a full table rotation.
04:36Phil Sierzega: Another cool thing to do with the camera, originally, but which we ended up not
04:40using was using the super fast shutter speed and just sort of like timing
04:45everything where like you just hold the button down and we would take like 11
04:49frames and we would just try to match up our timing at the same time as the
04:54actual camera going off.
04:56That was a lot more experimental and we were just sort of trying to see what would work.
04:59Zander Brimijoin: This mountain piece is going to be the focus of our final end tag and
05:07we're going to key out all the green and not only add backdrops, but add all of the
05:14other elements that we've animated from rocket smoke trails to --
05:20Jason Hart: Foregrounds coming up, really just the mountain pushes back in space and the
05:26foreground pulls up into view, as rockets and explosions fly by.
05:31Zander Brimijoin: So this sort of JPEG sequence is going to be the kind of like center axis that
05:38everything is going to be composited around.
05:43So we needed to integrate our logo into our motion end tag, of course.
05:50But since we built mountain out of paper and all of the environment out of real
05:56materials, we also wanted to make the logo itself out of real materials.
06:01So our first idea was to make it out of plaster.
06:05So Phil here started making molds for the plaster.
06:12Jason Hart: And ending before the B.
06:13Phil Sierzega: I tested one of them and it just did not look good and I actually had already
06:19built most of this before I tested what it would look like, and then like, we're
06:23going to pour plaster of Paris in here and it just was not going to have it.
06:28So, we just kept the mold and it ended up turning out like this and we just used it.
06:35Zander Brimijoin: Yeah. We had screwed up the molds so badly.
06:37We didn't want to ruin Phil's intricate work. It took him at least three days
06:45to make these letters by hand.
06:47It ended up, we just started liking the actual mold, so that's what we're using.
06:52Jason Hart: So we mounted it on board on a shelf, painted the back green to match the
07:01background green screen and we just did some hand --
07:05Phil Sierzega: Fly-throughs.
07:06Jason Hart: Hand fly-throughs, yeah, and took some shots of that.
07:08Zander Brimijoin: So the central paper mountain, since it's a pull and twist out from the camera,
07:20we needed to also mimic that with the logo.
07:23We figured out sort of a rule that basically the first time we try something,
07:29it works perfect except for one fatal flaw and we call it the Magic Shot
07:37because it has life and energy to it, and then the second and third shots are
07:42us trying to fix the shot.
07:44Phil Sierzega: Reproduce that exactly but --
07:46Zander Brimijoin: But mimic the first one and those two are awful.
07:50Then the final one, we're all tired, but we've learned a few things.
07:57That one actually ends up being the one that we use.
07:59Jason Hart: So we usually started at the bottom, pulled down off screen, so that when we run
08:06the footage, it comes in from the bottom of the screen and looks like its just
08:11flying into the face of the mountain.
08:23Phil Sierzega: So we did that a lot, weird like experimenting with maybe like twisting maybe
08:27and like bouncing around.
08:29Jason Hart: Yeah, we do really have to, like Zander said, visualize the end result of what
08:33you want and have if it rests against the back of the mountain, maybe you
08:36wanted to bounce back a little bit and visualize all that kind of, what you're
08:41going to want in the future.
08:42So trial and error helps too.
08:43Phil Sierzega: It's the kind of stuff that you can't really see until you put on the computer and
08:48put them together and then you come back and try it again.
08:50Zander Brimijoin: We found that the people that are best at moving the things like this logo are
08:58the people that have actually touched the animation on computer because they
09:02know how things should be easing out and how things should start and what speed
09:07things should be moving, because we had like some other volunteers come in.
09:13If you don't have the entire sequence in your head while you're moving it,
09:21it just doesn't look the same.
09:22Phil Sierzega: When you first get on the computer, you have an idea of how you want something
09:26to really move or animate and you're like, oh,
09:29let's do it, but then you get in here and you have like this real object and
09:33you're moving it around and to actually physically do something and see it in
09:37physical space and then put on the computer and see how it's represented,
09:41really helps you learn like how things actually move, because you're like, oh,
09:43I didn't know that it would be this out of focus or would be too low when it
09:48first comes in. When you actually do it in physical space, it really helps --
09:51Jason Hart: Flesh out an idea;
09:53flesh out an animation, yeah.
09:54Phil Sierzega: And how it actually ends up in the final output in the screen.
09:59Zander Brimijoin: Plus like easing in a computer is just sort of a parameter that you adjust, but
10:08when you're actually easing something by hand, physically, your muscles are
10:13involved in actually like slowing an object down and it kind of makes you think
10:20a lot about how to do that also on the computer.
10:24Jason Hart: This is a simple paper rocket that we made, very crude and rudimentary, but just
10:33we wanted that again, that physical object, and the way that we shot this is
10:38mounted it through a stick, painted the stick green, so we could key that out,
10:43then shotted in the 360 view, so that we could bring it onto the computer and
10:47After Effects and animate it really however we'd wanted.
10:49Zander Brimijoin: We have been trying to figure out how to get a rocket to be rotating through a
10:56swivel motion as well as turning at the same time, we ended up putting it on a
11:01spit where we held these two sides up on the spit and it would rotate at
11:08the same time as on a turntable, the turntable would be moving.
11:13So every frame we would move it one swivel and move it one turn and then we'd get
11:20like a full turn after an hour.
11:22Jason Hart: We tend to like really complicated movements and they're very difficult to do
11:27with simple paper and a stick, but they usually work out in the end.
11:31Phil Sierzega: We also wanted like realistic smoke, since we have a smoke machine, to put
11:36behind the rocket, so we've made the system of a vacuum hose and smoke machine
11:41and just sort of made an actual smoke trail.
11:44Jason Hart: Yeah we have taken the shots of the rocket animations, brought them into our
11:50After Effects composition, set them up the way that we wanted to, and tried to do
11:56some kind of post-production smoke trails, but they weren't very believable and
12:02it just didn't have the magic that we were really looking for.
12:05So we decided to come in here and make it ourselves exactly the way that we wanted.
12:10Zander Brimijoin: Basically, we have to have the idea of what we'd already done on computer in our
12:16heads and try to move the vacuum hose in the same vector that we had created on
12:24computer and to create that right rocket movement.
12:29Then after we were done, we would line up the rocket with the smoke trail to
12:36create the rocket effect.
12:38In order to create the smoke trail effect, we needed a concentrated burst of smoke,
12:42so just simply waving the smoke machine around wasn't going to quite cut it.
12:48So Phil actually had been doing some things with this vacuum hose, putting
12:58smoke in it and then using it as a nozzle.
13:02We then taped this metal pole on to the vacuum hose so I would have a way of
13:10directing the smoke trail without being in the shot.
13:15So this is kind of like loosely taped on here, but it still works.
13:32Phil Sierzega: So this is a little set that I've built, where basically towards the end of the end
13:39tag, the mountain turns into a monster and opens his mouth and sort of finishes
13:47off the piece, so I made this little mouth contraption and we lit it and again
13:55used the smoke machine to give it an extra monster effect or whatever.
14:01Zander Brimijoin: But rather than actually cutting apart the whole mountain and putting this
14:07mouth in the mountain, we found that it was easier just to pull this one
14:12element out, because it gave us the flexibility of adding it wherever we wanted
14:17to in the video.
14:25Phil Sierzega: It's actually kind of funny how shoddy this looks right now compared to what it
14:28looks like on the computer.
14:30So basically, the mouth does a very simple movement and it just opens up.
14:35When it opens up, the smoke comes pouring out of it while its backlit, and then
14:41it closes and we take that and composite it right into the center of the mountain
14:46and that's sort of how we end it.
14:49Zander Brimijoin: We also shot the mountain tilting as well at the same speed as the mouth
14:57opening, so we had to match up those two pieces of footage later, the tilt
15:03and this opening.
15:05Phil Sierzega: Basically, as if the mountain, the top of the mountain were connected here, but
15:08we did it in two separate shots.
15:09Jason Hart: Most of the time we'll take this footage and then bring it into After Effects
15:14and I think you always end up sort of remapping it with time a little bit,
15:18changing the animations.
15:19If it bounces a little too much and it's a little too silly, you kind of cut
15:23things down a little and just -- the software gives you the flexibility to
15:27really change it as much as you want, but you have this really great, beautiful
15:32source that you are working from.
15:33Phil Sierzega: Working with smoke, it's actually kind of an interesting challenge, because
15:38if you try to time and remap smoke, it completely gets warped and doesn't look real.
15:44So mapping the movement of the mountain tilting with this mouth opening with the
15:49smoke pouring out was an interesting challenge because you really have to do it
15:53right physically to put it on the computer.
15:55It was an interesting challenge.
15:58Zander Brimijoin: Everything that we shoot gets color-corrected, masked out, and worked a lot,
16:09like a lot of work goes on the computer to basically remove all the seams, the wires
16:15and the shoddy tape jobs and everything and just basically take the beauty of
16:22doing something physically with all of the kind of mistakes and lighting and
16:28then clean it up as much as possible.
Collapse this transcript
Big Spaceship: Animated Logo
00:00(Music playing.)
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