Squash and Stretch
Define the physicality of an object in a realistic environment so that it appears to exist naturally within said environment (eg laws of physics and muscular movement)
Timing and Motion
Define weight and size by actions and placement. This develops personality of the character
Staging
Camera angle needs to tell the story in the plot - much like a narration (as no speech is usually present in animations) This is essential for developing character and thus creating the illusion of life.
Follow through and Overlapping Action
The termination of one action linking it to the next action.
Straight Ahead Action
Change object in every frame by hand.
Pose to Pose Action
Uses key frames to show poses > and uses 'Tweens' in between which are generated by the computer to fill in the gaps. This process has less control available from the animator, and the computer will always use shortcuts and this can sometimes be to an animators advantage/disadvantage equally.
Slow in and Out
Shows subtlety of movement, created by adjusting movement in between frames (using graphs of velocity in maya)
Arcs
Pivot points and natural movement points. The computer will put in straight lines, you will need to adjust to arcs.
Cause and Effect
Every action has an equal and opposite reaction and this needs to be shown in your animation.
Appeal
Plot needs to be endearing and humorous to draw in the viewer for example Pixar short "The Birds".
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The Fundamentals of Animation Notes
These are my general notes following the Fundamentals of Animation Introductory lecture;
- Make observations of how people walk, talk, move, write etc. to help you plan your animation well. Once the bare bones of an animation are there, your instinct of what looks 'right' fills in the rest. To help with this you can film you and friends acting out your desired animation and studying it to pick up on natural motion.
- No matter how fictional your character is, their animation needs to be grounded in reality. For example a centaur is a blend of real horse movement and real human movement otherwise the audience finds it unbelievable and boring.
- Animation is about good scripting and illusion. If a viewer begins to feel like the characters they are watching have personalities, and they want to know more, you have succeeded. This point can be seen clearly in the first Pixar short featuring two lamps playing with a ball. (include reference to from pencil to pixel DVD here)
- Explore the human form, and it's shape from all postures poses and angle through exploratory life drawings and be sure to include these with your submission.
- Ensure you use your blog as a form of a Reflective Journal. This means you need to document research and ideas, and then push them, analyse them and comment on what you plan to take forward and what you have decided is irrelevant to your project.
- Use screenshots in stages of your work, even playful work, to show how your models progressed and comment on how you changed ideas or learnt new skills along the way in the form of a timeline.
- Be exploratory in your experiments on maya and mudbox, but make sure that your final submitted piece of animation shows finesse and professionalism the experiments are for the blog, not the submission.
- Timecode Format; hours:minutes:seconds:frames (hh:mm:ss:ff)
- Animation can be described as 'Sequential images in motion' which I think is a rather handy succinct way of thinking about it.
- In animation, as opposed to film, you don't have to work in linear. You can make frames out of sequence and indeed edit them too.
- Film = 24fps
- Game = 30-60fps
- PAL = 25fps (UK TV speed)
- NTSC = 29.97fps (USA TV speed)
- Eyesight = 60fps then it becomes a blur.
Below are research objectives and general notes for myself.
Research :
- The Illusion of Life by Thomas and Johnston (Diseny)
- Persistance of Vision vs. Phi-phenomenon and Beta Movement.
- The making of the corpse bride
- Phill Tippet - "Go Motion" and Peter Nichols film 'dragon slayer'?
- Look at the making of the game Limo for their blend of 2D and 3D animation.
- Look up the term on-model and off-model and consistency in animation. Original Simpson episodes highlight this well. Look at what model sheets are, how they are used and consider making one for your own character.
Define the physicality of an object in a realistic environment so that it appears to exist naturally within said environment (eg laws of physics and muscular movement)
Timing and Motion
Define weight and size by actions and placement. This develops personality of the character
Staging
Camera angle needs to tell the story in the plot - much like a narration (as no speech is usually present in animations) This is essential for developing character and thus creating the illusion of life.
Follow through and Overlapping Action
The termination of one action linking it to the next action.
Straight Ahead Action
Change object in every frame by hand.
Pose to Pose Action
Uses key frames to show poses > and uses 'Tweens' in between which are generated by the computer to fill in the gaps. This process has less control available from the animator, and the computer will always use shortcuts and this can sometimes be to an animators advantage/disadvantage equally.
Slow in and Out
Shows subtlety of movement, created by adjusting movement in between frames (using graphs of velocity in maya)
Arcs
Pivot points and natural movement points. The computer will put in straight lines, you will need to adjust to arcs.
Cause and Effect
Every action has an equal and opposite reaction and this needs to be shown in your animation.
Appeal
Plot needs to be endearing and humorous to draw in the viewer for example Pixar short "The Birds".
-----------------------------------------------
The Fundamentals of Animation Notes
These are my general notes following the Fundamentals of Animation Introductory lecture;
- Make observations of how people walk, talk, move, write etc. to help you plan your animation well. Once the bare bones of an animation are there, your instinct of what looks 'right' fills in the rest. To help with this you can film you and friends acting out your desired animation and studying it to pick up on natural motion.
- No matter how fictional your character is, their animation needs to be grounded in reality. For example a centaur is a blend of real horse movement and real human movement otherwise the audience finds it unbelievable and boring.
- Animation is about good scripting and illusion. If a viewer begins to feel like the characters they are watching have personalities, and they want to know more, you have succeeded. This point can be seen clearly in the first Pixar short featuring two lamps playing with a ball. (include reference to from pencil to pixel DVD here)
- Explore the human form, and it's shape from all postures poses and angle through exploratory life drawings and be sure to include these with your submission.
- Ensure you use your blog as a form of a Reflective Journal. This means you need to document research and ideas, and then push them, analyse them and comment on what you plan to take forward and what you have decided is irrelevant to your project.
- Use screenshots in stages of your work, even playful work, to show how your models progressed and comment on how you changed ideas or learnt new skills along the way in the form of a timeline.
- Be exploratory in your experiments on maya and mudbox, but make sure that your final submitted piece of animation shows finesse and professionalism the experiments are for the blog, not the submission.
- Timecode Format; hours:minutes:seconds:frames (hh:mm:ss:ff)
- Animation can be described as 'Sequential images in motion' which I think is a rather handy succinct way of thinking about it.
- In animation, as opposed to film, you don't have to work in linear. You can make frames out of sequence and indeed edit them too.
- Film = 24fps
- Game = 30-60fps
- PAL = 25fps (UK TV speed)
- NTSC = 29.97fps (USA TV speed)
- Eyesight = 60fps then it becomes a blur.
Below are research objectives and general notes for myself.
Research :
- The Illusion of Life by Thomas and Johnston (Diseny)
- Persistance of Vision vs. Phi-phenomenon and Beta Movement.
- The making of the corpse bride
- Phill Tippet - "Go Motion" and Peter Nichols film 'dragon slayer'?
- Look at the making of the game Limo for their blend of 2D and 3D animation.
- Look up the term on-model and off-model and consistency in animation. Original Simpson episodes highlight this well. Look at what model sheets are, how they are used and consider making one for your own character.
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