Tuesday, 7 June 2011

Animation Feedback

I got feedback on my snake animation so next time i make an animation i can take these points into consideration to make it better.

Questions:

1. Technique used?

2. Reason for animation?

3. Clear story/narrative did it make sense?

4. Who was the target audience?

5. How good was the technical qualities of the animation?

Tuesday, 24 May 2011

Snake Animation

This animation was made using stop motion, it was suppose to be a recreation of the game snake. we could of made it more realistic if we had made a better snake and if we put a grid down so the ball wasn't off track form the snake, because a one point it was slightly out we tried to improvise how to get it with out it looking to stiff.

Bouncy ball

This animation we was testing how to change the ball when it made contact with the floor and how we had to change the ball multiple times to make the movement look more fluent. This helped with out knowledge of movement.

Duck movement

In this animation we was practicing how the frames per second can effect the speed of the animation. If we move the duck every 2 frames it makes it go really fast and flows well or we could make the duck move a little bit every 10 frames and it will be much slower than the 2 frames movement.

Tuesday, 17 May 2011

The Principles of Animation

in animation there are 12 types of principles, they where developed by early disney animators as guideline they should involve in there animations.

They are;

  • Squash and stretch
  • Anticipation
  • Follow-Through and overlapping Action
  • Arcs
  • Ease-In and Ease-Out
  • Exaggeration
  • Staging
  • Straight Ahead Actions and Pose to Pose
  • Solid Drawing
  • Appeal
In our animation we tried to followed 7 of these.

Squash and stretch is applied to objects that can be manipulated mainly in clay animations,  For example when a ball hits the floor is squashes and this is shown  in the animation by swapping the ball out for a more squashed ball and so on until it bounces back and returns to normal shape. It is used to make things look comical and unrealistic. This is easier to do with cut out animation.

Anticipation is when the character on screen does things with out any reason and this can confuse the audience because they would be looking at the point of interest and not at the object, and by the time they see what is happening something else is going on else where on the screen.

Staging is about how to place the audience in the animation, its the cameras positioning on the set and what you want the audience to see, its the director who controls this and this is something that is not only used in animations but all visual media.

Ease-In and Ease-Out is about how to you move your character from slow to fast and vice verser, you got to gradually make it go faster than going from stop to full speed. this makes it more natural.

Timing makes the animation more natural and this makes the movement of the animated objects take the same time as it would in reality. Sometimes it can be used to make things more dramatic, this can be used in theatrical shows.

Exaggeration this all depends on what type of animation you are doing, if its realistic then exaggeration need to stay to a minimum because it could spoil it but non serious things then you can do it as much s you want, for example kids cartoons would be over exaggerated.

Follow-Through and overlapping Action is when a character does an action and after it done the characters arm or leg or what ever is moving follows over and doesn't just stop dead.

Friday, 6 May 2011

CGI

Computer Generated Imagery is when a scene is created on a computer, this can eather be static or dynamic. CGI is effectivly a computers way of doing stopmotion with 3D objects, it still stays to the 24 to 30 frames per second rule to give the movement effect.

CGI has been used in Toystory, The Matrix Reloded and The Lord Of The Rings.

Thursday, 5 May 2011

Architectural Animation

Architectural Animation is when a movie is created on a computer by building a landscape, Buildings and moving people/ vehicles. It can be a series of hundreds or thousands of still frames made by a moving camera put together and when its played it will give the effect of a real movie camera but all the images are computer generated.

Tuesday, 1 February 2011

Stop Motion

Stop Motion is a animation technique used to make an object that is still appear to be moving on its own, the object will be moves and pictures will be taken frame by frame and when the pictures are played in a continuous sequence it will give the illusion of movement.
Clay figures are often used for animation because they are easy to move and reposition. Animations used with clay objects is called clay-mation. LEGO is also used for animation because its easy to build things in sections.

Animation has been used in moves such as Wallace and Gromit, Corpse Bride and The Nightmare Before Christmas.



 This Animation is moving at 10 Frames per second.


It consists of these frames to give the illusion of movement.













Thaumatrope


The Thaumatrope is made by putting 2 pictures on a circle paper on opposite side's and threading string through the sides and spin it. This creates the illusion of something moving.




Early animation

Animation in its early years was slowly pioneared and developed by 5 men, these men where;
  • William Horner
  • Eadward Muybridge
  • Joseph Platear
  • Lumier brothers (Auguste Marie Louis Nicolas & Louis Jean)


Zoetrope & William George Horner

A Zoetrope is a device that produces the illusion of a moving image by showing different pictures in rapid succession. It was invented by William George Horner in 1834. He called it 'Daedalum' that translates to 'The wheel of the devil'. The American developer William F. Lincoln names his the 'Zoetrope', which means 'wheel of life'.
The Zoetrope works by loads of images drawn on a strip of paper and placed inside the circle, there is slits in the sides of it so that the viewer could look in and see the images, when it is spun it looks like a moving image.


William George Horner born 1786 was a british mathematician. he published ways of solving numerical equations known as the 'Horner's method' but he is more known for his invention of the 'Zoetrope'.

Phenakistoscope & Joseph Plateau

The Phenakistoscope is the predecessor of the Zoetrope, It still uses persistence of vision to give the effect of a moving image. The Phenakistoscope needed a mirror to see the motion and only one viewer could see the movement at a time and the speed had to be right or the image would be blured. There where many types of discs with diffent images on them
for the viewers. Joseph Plateau invented it in 1832.



Eadward Muybridge

 Eadward was born at Kingston-on-Thames on April 9, 1830. he had an impact on Animation when he created something similar to bullet time and placed a row of cameras on a racetrack to take pictures of a galloping horse; this was only used to settle a debate about a four-legged animal would leave all 4 legs off the ground when galloping. Muybridge placed the pictures on a glass disc and spun it in front of a light source, this was called the ‘Zoopraxiscope”.