Archive for January, 2011

TheFly!- Acting

[Task 1]
Apply the Principles of Animation and animate the following task

  • A person is happily eating his ice cream but accidentally dropped it. (with Ice Cream prop)

Consider his expressions, postures, reactions, before and after the incident. (In general, your clip must be fun to watch)
This assignment will help you understand the Principles of Animation through application.

Storyline:

I imagined hogan first time seeing an ice cream and before he tasted, he was fascinated by the ice cream.

Observing the ice cream.

Left: Expression of Anticipation  Right: Notice a fly on the ice cream

Curiosity soon turns into anger and frustration.

Wanting to keep the fly down to enjoy the ice cream.

After multiple attempts, Hogan is tired and tries to give it a last shot.

Fortunately, Hogan’s persistence chased the fly away but as you can see on the left shot, the ice cream is already on the edge of the cone and just as Hogan was happy to chased the fly away and turn back to the ice cream, he was shocked to find the ice cream missing.


Seeing the ice cream that he had not even tasted, he was frustrated and looked at the ice cream on the floor with disappointment.

Here’s the video:

Full Body Length:

Camera Shot:

These are the 4 of out the 12 principles of animation that I have added into my animation.
Arcs
This concept relates to how things move-living, organic, non mechanic things. Arcs of motion refers to how the source of the action moves. More natural motions move along a curved path, or an arc; not a straight line.

Slow In and Slow Out
If you observe how people move, how actions are made, you’ll begin to witness slow in slow out in life. It all has to do with inertia and gravity where it takes more effort to begin or end a sequence of movements.
(Action is faster in the center)


Anticipation
Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. It’s the precursor to the main action. It’s like a visual hint that you give the viewer to let them know whets about to happen.

Eyeing the fly for awhile delivers the message that Hogan is preparing to hit the fly.

Staging
It’s purpose is to direct the audience’s attention,and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera. The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.


This position depicts the mood of the character which is frustrated.

Reflection: Acting is very important to animation making because it not only brings out emotions and reactions, it also enhances the story. In my opinion, if  the acting is bad, no matter how well is the buildings modeled, it will not attract the audience’s attention. Through this assignment, I have learnt and applied some of the basics of animation and the whole experience is quite enjoyable. Of course, there are still more to learn and polish up.

Ice Cream Shop.

Here’s the ice cream shop I modeled with the idea to  incorporate with the animation but there were some problems with the positioning due to the separate file creation. Nevertheless, I would like to share it as a progressive work for the animation.

Ice Creamry, my shop name.


Promotional Chalkboard


Interior design of shop


Bar top table and stools

Egg-inspired Couple seat

Ice cream display cabinet


Variety of flavours

12 Basic Principles Of Animation.

Before I start building on my animation, I would want to research on the 12 basic principles of animation.

The 12 basic principles of animation:
(1) Squash & Stretch
(2) Anticipation
(3) Staging
(4) Straight-Ahead Animation
(5) Follow-through action
(6) Slow in & Slow out
(7) Arcs
(8) Secondary Action
(9) Timing
(10) Exaggeration
(11) Solid Drawing
(12) Appeal

(1) Squash & Stretch

The most important principle is “squash & stretch”, the purpose of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face. Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect. In realistic animation, however, the most important aspect of this principle is the fact that an object’s volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally.


Illustration of the “squash and stretch”-principle:
Example A shows a ball bouncing with a rigid, non-dynamic movement. In example B the ball is “squashed” at impact, and “stretched” during fall and rebound. The movement also accelerates during the fall, and slows down towards the apex (see “slow in and slow out”).


Animated sequence of a race horse galloping. The horse’s body demonstrates squash and stretch in natural musculature.

(2) Anticipation
Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend his knees first; a golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone’s arrival, or attention focusing on an object that a character is about to pick up.

For special effect, anticipation can also be omitted in cases where it is expected. The resulting sense of anticlimax will produce a feeling of surprise in the viewer, and can often add comedy to a scene. This is often referred to as a ‘surprise gag’.

Anticipation: A baseball player making a pitch prepares for the action by moving his arm back.

(3) Staging

This principle is akin to staging as it is known in theater  and film. Its purpose is to direct the audience’s attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. Johnston and Thomas defined it as “the presentation of any idea so that it is completely and unmistakably clear”, whether that idea is an action, a personality, an expression or a mood. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera. The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.

(4) Straight-Ahead Animation

These are two different approaches to the actual drawing process. “Straight ahead action” means drawing out a scene frame by frame from beginning to end, while “pose to pose” involves starting with drawing a few, key frames, and then filling in the intervals later. “Straight ahead action” creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. “Pose to pose” works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used.

Computer animation removes the problems of proportion related to “straight ahead action” drawing; however, “pose to pose” is still used for computer animation, because of the advantages it brings in composition. The use of computers facilitates this method, as computers can fill in the missing sequences in between poses automatically. It is, however, still important to oversee this process, and apply the other principles discussed.

(5) Follow through animation and Over-lapping action

These closely related techniques help render movement more realistic, and give the impression that characters follow the law of physics. “Follow through” means that separate parts of a body will continue moving after the character has stopped. “Overlapping action” is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on). A third technique is “drag”, where a character starts to move and parts of him take a few frames to catch up. These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso’s movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts. Again, exaggerated use of the technique can produce a comical effect, while more realistic animation must time the actions exactly, to produce a convincing result.

Follow though/Overlapping Action: as the horse runs, its mane and tail follow the movement of the body.

Thomas and Johnston also developed the principle of the “moving hold”. A character not in movement can be rendered absolutely still; this is often done, particularly to draw attention to the main action. According to Thomas and Johnston, however, this gave a dull and lifeless result, and should be avoided. Even characters sitting still can display some sort of movement, such as the torso moving in and out with breathing.

(6) Slow-In & Slow-Out
The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, an animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle. This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration.

(7) Arcs
Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.

(8) Secondary Action
Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle, or he can express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out. In the case of facial expressions, during a dramatic movement these will often go unnoticed. In these cases it is better to include them at the beginning and the end of the movement, rather than during.

(9) Timing
Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object’s weight decides how it reacts to an impetus, like a push. Timing is critical for establishing a character’s mood, emotion, and reaction. It can also be a device to communicate aspects of a character’s personality.

(10) Exaggeration
Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration; if a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.

(11) Solid Drawing
The principle of solid drawing means taking into account forms in three-dimensional space, giving them volume and weight. The animator needs to be a skilled draughtsman and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow etc. For the classical animator, this involved taking art classes and doing sketches from life. One thing in particular that Johnston and Thomas warned against was creating “twins”: characters whose left and right sides mirrored each other, and looked lifeless. Modern-day computer animators draw less because of the facilities computers give them, yet their work benefits greatly from a basic understanding of animation principles, and their additions to basic computer animation.

(12) Appeal
Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character who is appealing is not necessarily sympathetic — villains or monsters can also be appealing — the important thing is that the viewer feels the character is real and interesting. There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective.

Expressions Vs Colours.


I feel that for every emotion, there will be a representing colour so I made this assignment to be expressions versus colours.  Other than facial expressions and colour emotions, I personally think that the expression could be enhanced further by actions and gestures. Therefore, for this assignment, I adjusted the Hogan’s body so that other than the facial expression, the body language adds on to the essence of emotions. Below are some information I have found on the internet to help me with the colours of the background.

Personal Favorites: Joy, Anger, Fear.
Difficulty to express: Anticipation and Trust.


Red
is the first primary color of the spectrum. It emotionally triggers the sense of power, impulsively, sexuality and increases one’s appetite. Be careful how you use red. It can also shout anger, forcefulness, impatience, intimidation, conquest, violence and revenge toward your site visitors.

Yellow is one of the three primary colors. Visually it is the most difficult for your eyes to focus on. It is actually brighter than white and stronger in its emotional impact. It also has a stimulating impact on your memory. (Remember the popularity of the yellow notepads and pale yellow Post-It Notes?) It triggers the following emotions: intelligence, joy, and organization. Its opposite effects when used in the wrong manner or with the wrong combination of other colors can create feelings of criticism, laziness, or cynicism. Splashes of pale yellow is the best choice since many tones/shades of yellow are difficult for the human eye to focus on for very long. However, if used with short burst of text as a background, it grabs your attention and helps hold what you read in your memory banks. 🙂

Blue is a primary color. It is the easiest color for the eyes to focus. It generates feelings of tranquility, love, acceptance, patience, understanding and cooperation. Its negative qualities if used inappropriately are fear, coldness, passivity and depression. Blue is a favorite color choice among all age groups.

Orange is a secondary color comprised of the primary colors, yellow and red. It emotionally triggers steadfastness, courage, confidence, friendliness, and cheerfulness. Its opposite effects are ignorance, inferiority, sluggishness and superiority. Orange is generally considered a social color but used in the wrong manner and with the wrong color combinations could create the opposite effects listed.

Green is the combination of two primary colors, yellow and blue. It includes all the qualities of yellow and blue and the emotions it triggers depends on which of the two primary colors is dominate. Green triggers the following positive emotions: hope, growth, good health, freshness, soothing, sharing, and responsiveness. Its negative attributes are envy, greed, constriction, guilt, jealousy and disorder.

Reflection: Through this assignment, I have learnt the basics of facial expressions and got to know more information about colour emotions. I enjoyed the whole process of this assignment because it is just so funny when you can take control over the rig’s emotions and sometimes when you overdo it, it looks really really funny that you giggled in front of the computer screen! Of course, there are more emotions than just these 8 and if I have time, I will explore other emotions and share it with you guys!

The Art Of PIXAR short films.

This is a book I found that is very interesting at the library. The book title is The Art Of Pixar Short Films by Amid Amidi. I would like to share 2 short films that are discussed in the book.

At Pixar, every film is a labour of love-even the ones that are only five minutes long. The Art of Pixar Short Films reveals, in compelling text and colourful concept art, Pixar’s strong legacy of short filmmaking and the creative process that nurtured the following show-stealers:

1984- The Adventures of Andre & Wally B.
1986- Luxo Jr.
1987- Red’s Dream
1988- Tin Toy
1989- Knick Knack
1998- Geri’s Game
2001- For the Birds
2002- Mike’s New Car
2004- Boundin’
2005- Jack-Jack Attack
2006- One Man Band
2006- Mater and the Ghostlight
2007- Lifted

I will be sharing For the Birds(2001) and Jack-Jack Attack(2005).

For the Birds


Ralph Eggleston

Edgar Allan Poe, in describing his theory of what makes a good poem, identified a few essential traits: brevity, beauty, logic. When Pixar’s Ralph Eggleston considered the poetics of the animation shot, he offered 3 vital elements: brevity, clarity,sincerity. For the Birds, which Eggleston directed, proves a textbook case of all three. One of Pixar’s shortest shorts, For the Birds packs many laughs into its brief running time. It’s perhaps no surprise that Eggleston cites the swiftly paced Walt Disney 1941 classic Dumbo as his favourite animated feature.

Although Eggleston is better known as an art director on Pixar films such as Finding Nemo and WALL.E, prior to his arrival at the studio in 1993, he had worked primarily as a animator. He said that he “fell into art directing by accident,” and he sees himself less an artist than a film maker-someone who is “always trying to think of character and story and how it all fits together.”

As Pixar prepared to resume a slate of short films, the studio held an open call for ideas in the late 1990s. Eggleston dusted off his unfinished CalArts project. When he revisited his youthful work, he replaced the original flamingo with a nondescript but rather goofy bird. During the pitch, Eggleston used an old car horn for the sound of the loony animal, which made John Lasseter laugh. Such colourful sound effects remained through the production. To create the sounds of the small birds, Eggleston used squeaky toys from the collection of  Pixar storyboard artist Jeff Pidgeon.

For the Birds earned Pixar a third Oscar for Best Animated Short. To Eggleston, such accolades were beside the point. He merely wanted to entertain the audience with his film: “It’s not trying to solve the world’s problem. It’s just trying to make somebody laugh.”

The making of For the Birds.






Jack-jack Attack

In contrast to Mike’s New Car, the concept for Jack-jack Attack had originally been planned as part of The Incredibles itself. Writer/Director Brad Bird recalled, “I had originally imagined the storyline with the babysitter as a running gag I could cut away to if the main action got too slow or the plot machinations became too complicated. But once we started getting the film up on reels, I discovered the story had enough momentum without it and that it was actually a distraction to cut away to the babysitter scenes.”

The storyline of the well-intentioned babysitter, Kari, minding little Jack-jack, Mr. and Mrs. Incredible’s baby boy, and losing him to Syndrome remains in the final film, but the gags between the setup and the payoff were cut. When it came time to produce a bonus short for the DVD, it seemed natural to resurrect those sequences. They are quite funny and seemed like outtakes, to which DVD buyers have grown accustomed. In the completed short, Jack-jack frightens Kari with his emerging superhuman powers and wrecks the house in the process. The short is simple and self- contained, like a classic, gag-driven Hollywood cartoon.

Teddy Newton, a story artist and character design on The Incredibles, was responsible for many of the film’s outlandish gags. Some of his original concepts were even wilder, including Jack-jack walking through a plate-glass window and fighting raccoons in the backyard over hard-boiled eggs. Newton explained his logic: ” There is something funny about something very fragile being placed in dangerous situations. That is what makes it scary: a baby being in constant danger.” Ultimately, the filmmakers decided that Jack-jack could not engage in any behaviour that could be imitated by real children. The assumption was that actual infants will not float through walls or shoot lazer beams out of their eyes so those heightened gags remain in the film.

The making of Jack-jack attack:

Assignment 1: Basic Hard Surface Modelling (Props And Environment)

My theme for this assignment is Rockstar!
I created a band (98’Degrees) and let me take you through this introduction to my work.
(Full View)


Guitarist 1!

(Close up shot of the guitar)

Drummer! My favorite pick!
I spent 2 days completing this drum set and i enjoy adding details to it!



Drummer’s Appearance
I created the drummer’s Mohawk hairstyle with the use of cylindrical polygons! I also adjusted the eye colour to green which was previously blue in colour.

Guitarist 2( Electronic Guitar)

(Close-up of electronic guitar)


Amplifier!

(Close-Up of Amplifier)

Vocalist!

Textures:

Left to Right: Leather, Stainless Steel, WireMesh and Rubber.

Assignment Reflection: Through this assignment, I have learnt to explore the different elements connected to a specific theme. I enjoyed this assignment because it allows me to extend my creativity to a higher level. If I could do it again, I would like to add in audiences or rather hardcore fans who are rocking hard in front of the stage that would look like the picture below.

Little thoughts.

Take a look at this! It is so cute!
I like how to scene is set up and the lighting. Also not to forget, the storyline, which makes me really wonder why the little boy is laughing so hard! Nice animation!

Pixar Animation Pipeline.


Pixar Animation Studios, an American Computer-generated imagery (CGI) animation file studio based in Emeryville,California in the United States. Pixar soon became a subsidiary of Walt Disney Company in 2006 since the studio had been founded in 1986. It has earned 24 Academy Awards, 6 Golden Globes and 3 Grammys and its film have generated over $6.3billion dollars worldwide. Pixar animation studios is best known for its CGI-animated feature films which are created with the the use of PhotoRealistic RenderMan and it’s own implementation of the industry-standard RenderMan image-rendering API (Application programming interface) used to generate high-quality images.

I chanced upon Pixar’s production pipeline on the web and I would want to share it with everyone!
To better relate to my favorite animation from Pixar, I will be using Toy Story 3 as a reference.
Behind-The-Scenes of Toy Story 3.


(Left: Director Lee Unkrich (center) discussing on the “ToyStory3” poster)
(Right: Character development team introducing the new character, Lots-O’-Hugging Bear)

Pixar approaches based on story driven process towards developing their animation. They uses traditional skills like storytelling,drawing,painting and sculpture. This way, it allows the work to be easily shared and they would want to keep it informal and encourages experimentation.

The story process is moved forward by designs for the world and the characters of the film. Every film has its own specialty and originality, thus building unique world is at heart of animation. It gives a whole new experience and look and feel to the audience. Of course, there is a limit to what the characters can do. As mentioned, characters have to be unique and therefore, they have things they want and need that pushes the limits of the world.


(Left: Toy Story 3’s first script reading )
(Right: My favorite character,Woody sketched by storyboard artist Bob Luckey!)

Pixar alternate cycles of planning and implementation and it is all in all a 4 year long design process:
Planning- all four years
* story,art, editorial

Implementation- the last two years
* Editorial
* Modeling, articulation, shading, digital paint
* Layout, set dressing, animation

The goal of the planning process is a solid story reel.

Modeling and Articulation deals with shape and how the shape moves which are primarily 3D Skills. Modeling and Articulation deals with the shape of the object and how it can be moved. Pixar recognizes modeling as sculpturing inside the computer that creates static shape of the object. Whereas, Articulation or rigging provides the ‘hinges’ in the model that allow it to be positioned which simply means that the rigged model can be posed in the hands of the animator.

2D skills are Shading and painting that works on surfaces. Shading and Painting deals with the surface color and texture of the object. Pixar uses a procedural shading which is a computer program that represents how light interacts with a surface. Digital painting allows textures or other paint marks to be applied directly on surfaces.


(Left: The animators having a discussion on the story)

(Right: Art story meeting)

Layout sets up the basic blocking for character and camera movement.
Set dressing makes sure each shot is well framed by the sets and props. Lighting lights the shot to focus the action and to help create the mood.

(Left: Story review)

(Right: Screening at the Pixar’s screening hall)


(Left: Best friends; Woody and Buzz Lightyear)

Animation uses the hinges in the object’s rig – avars or articulated variables- to change it’s location and position over time. Animators are actors who can breakout a performance into poses. Each pose attempts to capture the essence of the character’s thoughts and feelings.

(Left: Stereoscopic Supervisor Bob Whitehill working on Woody and Jessie)

(Right: Stereoscopic Supervisor Bob Whitehill working on Buzz LightYear)

Rendering is the final step in the implementation pipeline. Rendering is like taking a digital picture of the world inside the computer. The renderer produces a 2D image of the 3D scene in the computer. A film consists of 120,000 or more rendered 2D images, each on screen for a 24th of a second.


(Left: Animation team having their review on the computer Avid)

(Right: Tom Hanks voices over, Woody)

(Left: Tim Allen voices over, Buzz LightYear)

(Right: Director Lee Unkrich working on a scene)

After reading and even sharing with you, I have a much better idea of how animation works and the steps to produce an animation. Hope you liked it and learn something too!

Heart-stopping Animation.


Toy Story – an animation series that has spanned 15 years between productions.

This animation film is my all-time favorite! My dad bought a Laser Disc version of the first movie (Toy Story) back in year 2000 and after watching it once, I naturally became a fan of the movie since. In the past, there weren’t really that many animation productions that were churned out of the studios year after year like it is now, and perhaps that was why I was hooked on to the film as a kid. Toy Story – the story and its characters, were what I grew up with in my childhood days.

Toy Story is an animation film that follows the lives of a group of toys owned by a boy named Andy. The characters (toys) in the film have emotions, feelings and each have a unique personality – which makes the film such an addictive one to watch! I followed the series and caught the second sequel (Toy Story 2) with no regrets. After a whopping 11 years between Toy Story 2 and the long awaited Toy Story 3, it was finally in cinemas on June the 18th,  2010. Like a what a loyal fan would do, I caught the movie in cinemas on the first day of its launch.

In Toy Story 3, Andy is all grown up and is headed to college – which leaves the fate of his toys, the toys that he played and grew up with, in much uncertainty. As the story went on, misunderstandings and mistakes cause the toys to land in the wrong places, far away from Andy’s home, and lands them in trouble. There were funny scenes throughout the movie, coupled with many heart-stopping escape plans and sudden surprises that all made the movie enthralling. People in the cinemas, like me, were on the edge of our seats because we were too engrossed with what was playing out in the movie! Enjoy the “behind-the-scenes” trailer of the animation below!

I find the storyline very detailed,  with injected humor, surprises and mistakes in almost every scene. Also, apart from the good storyline, the characters (toys) in the movie played an important role in conveying the emotions across to the audience.

My favorite character is Woody, Andy’s favorite toy and main character in Toy Story series.

Woody is an old-fashioned pull string cowboy doll and if you were to pull the string on his back, he would say some random simple phrases. One of my favorite phrases he can say is, “Reach for the sky!”, because he would pronounce it as “Reeeeeeeeaaaach for the skyyyyy”! Other phrases would include “You’re my favorite deputy” ,” There’s a snake in my boot!” and 4 others. He is a very passionate guy and he is the leader of the toys in Andy’s room. He would always remind the other toys that Andy cares for them and promises to be by Andy’s side all the time. In difficult times, he would usually be the one rallying the toys together and bringing the entire cluster of toys to an agreement.

(Screen shot: Under the left boot of Woody is a marking made by Andy, which symbolizes that Woody is owned by Andy)

My favorite scene

A misunderstanding caused the toys to end up at Sunnyside Daycare Center, where young children were placed into daycare classes according to their ages. Toys were a necessity at the center during the childrens’ playtime.



My favorite scene is where Andy’s toys were sent to the center by mistake in a carton box and were fighting in it over whose fault it was that they ended up there. After the debate went violent, the box which was placed on a counter eventually fell and all the toys were thrown out from the box. It was then that they were welcomed by the other toys at the center. Below shows a scene I found that was nicely captured with all the toys in picture.

As mentioned, I am a fan of Toy Story and after I caught the movie in the cinemas, I chanced upon a lenticular puzzle of ToyStory3!
It has been on my room wall for months and I am still loving it! Like the saying goes, once a fan, always a fan! Don’t be surprised if you catch me watching one of the series even when I am 60!