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.