Kickstarter launches in 7 days!

Kickstarter launches in 7 days!

The Paradigm Shift: Chinatown Kickstarter launches next week!

Everything’s ready to go. The campaign’s pre-launch page is set up. When the campaign launches it will go live here:

https://www.kickstarter.com/projects/dirkitiede/paradigm-shift-chinatown-an-animated-short

If you already have a Kickstarter account, hit the “Notify Me” button and you won’t miss it!

What should you expect?

Since we’re funding a movie this time, it’s going to look a little different than the campaign from 2019.

  • The base level offers a digital download of the film, an invitation to the premiere (both live and livestream), and shout-outs in the credits.
  • The higher tiers will include additional digital goodies and physical swag like movie posters and t-shirts.
  • And at the top levels we’re offering things like original artwork and a chance to appear the in the film!

We’d love to have your help!

Are you willing to post about the launch to your social media feed on the big day to boost the campaign? Email me, and I’ll send you everything you’ll need to post!

Chinatown Kickstarter launches 10.15.2024!

Chinatown Kickstarter launches 10.15.2024!

I’m really excited to announce that the Kickstarter for my new animated short, Paradigm Shift: Chinatown, will be launching in two weeks!

Set your calendars for Tuesday, October 15th!

Why do a Kickstarter this time, you ask?

it’s because while the first PS animated short, Restless Sleep, was pretty much a solo affair, Chinatown needs a team! 

First and foremost, we’re hiring a full voice cast for the production, and I want to be able to pay them union wages. We’re in the process of casting right now, and I’m really excited about who we’re bringing on board. I can’t name names yet until everything is official, but I think you’ll be just as excited as I am when we announce! More on that later… 😃

Secondly, I’ve brought together a small band of friends from the podcast fiction world, a short film veteran, and three young artists to help me make this film happen. They are:

  • Alexander Danner has once again joined up as sound designer after working with me on Restless Sleep and two other projects for Storiaverse,
  • James Oliva is our casting director. He’s worked with Alexander for years and will be recording and working with our voice actors.
  • Nina Nichols will be my assistant compositor and help out with some of the art production. She worked with me on a serial killer ghost story project called Character Assassin for Storiaverse this past spring.
  • Adrianna Palleschi is working with me as production assistant and social media manager—because god knows I need help with handling the socials these days!
  • Owen Serre is helping with character rigging and props for the film.
  • Danielle Beckman is our associate producer. She’s a short film veteran who’s helping us with the final casting, navigating the hurdles to get us signed up as an official SAG-AFTRA project, and to help to bring the film to festivals and other venues beyond YouTube when the film is complete!

Together we’re Team Paradigm Shift!

join us and back our Kickstarter on October 15th!

Making Kate

Making Kate

As promised, here’s a look at the process it took to create Kate for the film. It took nearly a month of work to create her, all told. However, about a week of that came from a previous version I created back in 2022 before starting on Restless Sleep. Then earlier this year, knowing that I wanted to animate Chinatown, I went through the process of updating and refining the character to make sure my job of animating her would be as easy and streamlined as possible.

I started with the original Kate figure in DAZ Studio. Using the Genesis 8 Female figure as a base, I modeled the hair and face in Blender and imported the results back into DAZ Studio and applied them to the stock figure. Likewise, I modified the textures to reflect the cartoon look. The clothes were purchased and modded to closer match her outfit’s look from the comic.

Using a utility called “DAZ to Blender Bridge“, I exported the character rig to Blender for editing. At this point I have the body, hair, and clothes models and a basic bone armature, but there’s a lot left to do from this point.

First, using a utility called RigGNS, I convert the basic Genesis 8 armature to the more sophisticated “Rigify” armature that comes with Blender. The “rigified” armature has way more control over how the character can move and has several incredibly useful animation features built in that makes animation a whole lot easier. The details are technical, but suffice to say it’s a huge improvement.

Now, Kate went through a couple of iterations at this point to before getting the final version that will be used in the film. First, I needed to do some additional modeling on the face and hair to clean them up and make them look better when rendering the cel-shaded look.

Final cel-shaded model. The shadows on Kate’s face are baked in and controlled with a custom property. The results in better shadows on her face and less cleanup in After Effects for me!

I also swapped out the shoes for a better model. I also had to rig the hair and the jacket myself.

As I said last week, there’s a ton of moving parts to set up for each character rig. Even after the character is set up to move, there’s some tweaks that have to happen to model to help with movement, especially with the shoulder, elbow, hip, and knee areas. To help speed this process up, I’ve created a pre-made animation that moves all the limbs one by one 5 frames at a time, so I can easily create something called “correctives” that fix the model when certain bones are moved to certain positions. This is especially important in the shoulder area, where the model gets really deformed if these fixes aren’t put in place.

This setup process has to be repeated for both the character model and all the clothing models, for all the various arm and leg

Testing all of Kate’s movements in the character rig file.

Setting up the character in advance like this also gives me a chance to “bake in” some of the movements like facial expressions and hand gestures that will be used over and over again. So I used Blender’s “Asset Library” to save out all of Kate’s main expressions and hand gestures, so I can quickly dial them in during the animation process.

And that’s just for the basic character! She also can turn feral and bleed! But we’ll cover that in a future post. In the meantime, I hope this gives you a better idea into all the work that goes into making a character that is ready to animate!

Building Character(s)

Building Character(s)

The most challenging part of making animated film is the characters. While it’s not exactly easy to make all the sets and props in 3D, they don’t have to move. Or if they do, they’re relatively simple to set up. Not so with characters. Even the most basic human character has dozens of controls to set up for basic movement and facial expressions, and that doesn’t even factor in things like hair or clothes or any custom aspects—like going feral and turning into werewolf!

Because I’m just a single human, there’s no way I could create all that stuff entirely on my own. While I might be able to build a single character from scratch at this point, filling out a cast of over a dozen characters would take months per character. There’s no way I have that kind of time, so I rely on a combination of free and purchased models to help get me started.

All the characters are based around DAZ3D’s free Genesis 8 platform, imported into Blender where they are customized and rigged for animation. All their clothes were purchased from the DAZ store, and again modded to match the character designs from the comic. Likewise, a number of the props are purchased models, but I model custom stuff that I can’t find elsewhere. The sets are also a mash-up between things I model myself and purchased items and buildings. Anything specific to the scene is likely to get custom modeled, while the background details and everyday items are more likely to be assets I’ve bought and modified.

All of the main characters—Kate, Mike, and Chow are customized rigs exported out of DAZ and modified in Blender to give the stylized look that more or less matches their look in the comic.

Kate’s transformation is controlled with a few simple sliders, which saves a lot of time instead of having to dig around to find a bunch of separate controls in the Blender interface.
Animating a run cycle. The shapes over Chow’s body are the controls that make him move. The rig is like a digital puppet!

The supporting cast is being created using a what I call “universal rigs.” Unlike the main characters, these are set up with controls to change facial features, body type, height, weight, colors for the skin, hair, and eyes, and even have some basic haircuts and outfits already set up. In order to create a new character, all I need to do is tweak a few settings and voila! A new basic character is ready. That’s great for background characters, but for more specific supporting cast, I have the option to export new outfits and hair, modify the details in the textures and add any custom features like hair and clothing controls. All told using these “universal” rigs shaves days (or weeks!) off of the production time.

Guards created for the Black Widow fight test animation.
Guards created for the Black Widow fight test animation. All of these guys are based on a male “universal” rig!

Gang members created using an updated version of the universal male rig, but customized with new clothes, hair, and detailed texture maps.

The controls for the character’s colors, face, and shape are on the lists on the right hand side of the screen. All this took about a week to set up for the initial universal rig, but now that means I’m saving a week of work every time a new character gets created using this as a foundation. Basically, I’ve transferred a huge chunk of the versatility of the DAZ3D Genesis 8 platform over to Blender, here. These face and body shapes are all presets in DAZ. What I’ve added here is the cartoon look, stylization, and custom Blender-specific rig controls.

Next week we’ll take look at the process it took to make Kate!