Principles of Animation Project 8/23/19

I adjusted some small parts of the overall animation, other than just adding color, mainly just adjusting keyframes. The one big change is that I adjusted was adding keyframes to the lattice I used for the hand squash, basically trying to make it look more smooth by adjusting when it actually affects the hand and fixing its slight movements after it already squashed.

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  1. Squash & stretch – Fist flattening
  2. Anticipation – Punch windup
  3. Staging – Camera location used to capture all movements, mainly trying to keep the eyes in the frame.
  4. Pose to pose – I animated in pose to pose
  5. Follow through/overlapping action – Wall movement
  6. Slow in and Slow out – The walking and turning
  7. Arcs – Arms and wall move in arcs.
  8. Secondary actions – Head moving down when hit
  9. Timing – Speed of hand and wall movement
  10. Exaggeration 0 Eyes growing
  11. Solid drawing – Body and room
  12. Appeal – Idk honestly

Principles of Animation Project 8/22/19

 

Playblast of my animation, basically This is the final product before I add textures and get Redshift. For a lot of the animation I was basically just moving the actual body and head shapes, but for the hands and the wall movement I used rigs. For the squash of the hand I placed a lattice where the hand would impact the wall and scaled it appropriately. Most of my time was just spent smoothing out the beginning of the animation and fixing the rigging, though I ended the animation with barely any movement on the guy to emphasize that he is stunned, not just to be lazy. Kinda.

I also rebuilt the room and thus had to re-rig it and then Maya crashed and somehow messed up the verts in the room and I’m tired from that so I’m just going to try and forget it happened.

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Principles of Animation Project 8/19/19

For the beginning of the year project, we’re reviewing all the 12 principles in an animation, or 12 if we so choose. I figured I’d just combine em all into one skit because that seems much more fun and like better practice.

Getting the “arms” to function properly has so far been the most annoying part, which isn’t surprising at all because rigging. After that its mainly been adjusting pivot points that’s impeded my progress, but I believe I’ve finally set everything up so that I’m just setting the keys and going for it. Texturing will probably be annoying though.

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Quote response

“Not only do we tend to think about the world according to what we want to see and what we need to see, we tend to think in terms of what we expect to see.”

Generally people have expectations and ideas about how things work. Obviously. However going into a new field of work or a new class, taking with you expectations of what the class will be like through similar classes or past experience with the subject can lead to majorly false expectations. While this isn’t necessarily a bad thing, it can be jarring to suddenly see that your expectations were completely wrong, and this can lead to a terrible experience if not dealt with properly. Basically, don’t let your uneducated expectations control you so much as to ruin your first experiences with a topic. Go with the flow and learn. Idk im tired.

Principles of Animation Review

  1. The Principles of Animation were developed to help people create a proper world through their animations. They act as almost the laws of physics in animation, and are a general set of rules to follow in order to develop a living world through images.
  2. While the philosophies developed by Disney were mainly focused on creating a working and consistent world, the philosophy that Tex Avery developed for Warner Bros was to essentially do the opposite, and focus on exploiting the animation medium rather than trying to emulate the live action medium. He did this by breaking the rules, such as by bringing things like rocks and bullets to life temporarily and by breaking the fourth wall constantly.
  3. To show that the items being squashed/stretched are not completely solid and have some give, which is most often the case. it helps show how fast an object is going, how ridged it is, or if it is a balloon-like object then what matter is inside of it
  4. To help prepare the object for the action, applying a buildup to the eventual payoff, and to help make the action look more real. It can also lead audiences to expect something, which can, if desired, trick the viewer into looking in the wrong direction.
  5. It is how the animator directs the viewer’s gaze, and includes everything in the scene, from the cameras location to the objects in the scene to timing. It relates to theater in that both situations want to keep the audience understanding the scene and to make each action properly focused on, keeping the audience paying attention rather than distracting them with bad timing or angles.
  6. Straight ahead animation is essentially animating from start to finish, while pose-to-pose is animating between multiple steps in the overall action, then filling in the space.
  7. Follow through is showing the aftermath of an action, or showing the continuation of a motion in a second part of a main body, rather than having it end suddenly and unrealistically. Examples being a person still moving after throwing a ball or a cape moving past someone when they suddenly turn. Overlapping action relates to how the second objects speed is offset from the main object.
  8. Sudden quick movement doesn’t make sense in most cases, since speed usually requires time to build up. A car moving from 0 to 100 miles per hour needs time to build up and slow down.
  9. Living things, the motion of something being launched through the air, slow turns of objects, and rotations.
  10. Mechanical objects can move in straight lines, and usually will do so.
  11. Not to let the secondary action overtake or overpower the primary action. Always consider staging.
  12. Timing relates the how quickly or slowly a movement is done, and shows how the world works or how an object functions. It can also communicate emotion or intention.
  13. Exaggeration is meant to add realism or communicate an idea easier by making things more dramatic. If it is overdone or done improperly, then it will cease to be realistic and instead just be an overdone mess.
  14. Solid drawing is taking a 2D form and giving it the appearance/feeling of being a 3D object, through volume, weight, and balance.
  15. Without adding appeal to an animation there isn’t any desire for a person to watch it, and the type of animation you are creating must be designed to appeal to the right audience.