Sunday, 31 July 2011

12 Animation Principles (Research)

Extracted from: http://www.rizawerks.com/how/12principles/12%20principles.htm


Anticipation


Arcs


Exaggeration


Follow through


Personality


Secondary action


Slow in Slow out


Squash and stretch



Staging (part 1)


Staging (part 2)


Straight Ahead Pose to Pose (part 1)


Straight Ahead Pose to Pose (part 2)


Straight Ahead Pose to Pose (part 3)


Timing (heavy)


Timing (light)

Reflection:
I downloaded the videos and stored them in a folder for future purposes, I find them easy to understand and therefore, I uploaded these videos for me to refer to whenever I want to.

Sunday, 24 July 2011

Week 13 Animation




1)  Apart from their different sizes, it is obvious from Luxo Jr. that the big lamp is “older” and that the small lamp is “younger”.


How is this communicated by the animation? Give at least THREE examples.

Do NOT say because the small lamp is playing with a ball, or that its name is Luxo Jr. – you should be looking at the animation, how the lamps move and emote (emote means to express emotions).
    
The bigger lamp wasn't interested in playing with the ball as he "pushed" the ball back to where it came from. This shows that the lamp is "matured" in a way, and it doesn't wants to play with the ball.

Secondly, when Luxo Jr was playing with the ball, the "older" lamp would just sit there and watch at Luxo Jr play. Showing that he has no interest in the ball. Showing his level of maturity.

Lastly, at the part when the ball was squashed by Luxo Jr. Luxo Jr looked at Luxo the "older" lamp telling him that the ball was squashed and Luxo nodded his head. In real life, when the kid does something wrong, he will approach his parents, same as how Luxo Jr approached his dad in the video.

2)  Give an example from Luxo Jr of how timing is used for comic effect. Explain how the timing decisions contribute to the humour.

The part when Luxo Jr was preparing for a jump onto the ball, when he was "warming" himself up for a jump.

3)   When you create a joint chain, these form a hierarchy, with the first joint at the top and the last joint at the bottom. Explain why this is necessary for the joints to work properly.

 The top joint is the parent node, and anything below the parent node are the children nodes. They follow what the parent node does. When creating a joint chain, the parent node will be the "controller" which means that, moving the parent node will also move the children nodes.


Reflection

This mecharm exercise is easy to do as the instructions on Maya online help was very detailed and specific. However, if we were asked to do this on our own, I would think that this exercise would be a killer. This exercise will definitely help me on my project! Because it's quite similar to this exercise based on the scenarios that were given.

Week 12

1) Do you need to be able to draw well to create good 2D animation? Explain your view.

To be honest, one must be able to draw well to create a good 2D animation. Why? 2D animation is normally hand drawn, and they do really need to be at least appealing to attract viewers. A well drawn 2D animation can be really nice to watch, however a badly hand drawn but has a meaning in it can be also appealing to watch.

2) Do you need to be able to draw well to create good 3D animation? Explain your view.

Nope! 3D animations are made by softwares like Maya. They do not require drawing at all, as everything is done from the computer. However, the person that is animating must have at least know how a good drawing looks like. What I meant was, imagine a guy that doesn't know what a good piece of art looks like, and he does animation. For example, he might be making a dog animation. He has the dog eyes placed at different parts of the body.

3) What do you think would separate a piece of poor animation from a piece of good animation? In other words, how would you go about deciding if a piece of animation is good or bad?

A piece of good animation is an animation that is properly drawn and animated. Meaning that the lighting and the flow of the animation must be smooth. The animation should then be accompanied with a nice audio that suits the animation. A good animation allows it's audience to stay watch it throughout the whole video without feeling bored.
A bad piece of animation will be the opposite of what a good piece of animation will be like. Meaning that the flow of the animation isn't properly framed, the audio doesn't fit into the animation and audience get bored by watching it.

4) In 2D animation, you need to be very aware of timing at a frame by frame level, using timing charts and other techniques - but for 3D animation, this is handled using the graph editor, which is more concerned with manipulating rates of change over time. Does this affect how you approach your animation work? Explain.

Timing at a frame by frame level in 2D animation is important as we don't have a graph editor, but for 3D animation, there is a graph editor for us to edit the frames in between. This does not affect on how I approach my animation work because for 2D and 3D animation, I plan my frames carefully. The graph editor is only used if the animation turns out weird. The graph editor works as a backup so that we don't have to do the frames again.

5) Give a brief critique of Maya as an animation tool. Don't just say Maya makes animation difficult, or easy, or that you need to learn a lot of stuff to use Maya - explain what Maya does well and not so well in terms of creating animation.

 Maya is a great tool to use for animation, however if we newbies/beginners are new to Maya. Working with Maya can be tough. Tough in terms on finding the correct tools to use for animation. Sometimes, you can do your project halfway and because of all the shortcut keys and sometimes you tend to press the wrong button and some table might appear and you can't view your original project because of that new table popping out. Or another example would be, by moving the camera angle would be by pressing the ALT button. Sometimes I tend to press spacebar instead of ALT and ended up in another panel view. I had problems with changing it back last time as I was new to Maya. Now that I've used Maya more frequently, errors like that can be solved easily. However there are sometimes where you can't find the tool that you're looking for because of the number of functions and tools Maya has. It's really confusing when it comes to searching for tools.


Sunday, 17 July 2011

Week 11 Lab 1, Lab 2

Bouncing ball from Maya

Reflection
Following the instructions from Maya help online is really easy and I can easily finish doing this task really fast. I find that posting the process of this video is not really appropriate as the online document already have the steps clearly shown there. Overall, I find this exercise really interesting as I get to animate in Maya.

Before applying squash and stretch to the ball.

After applying squash and stretch to the ball!

Process:







Firstly, I created a sphere and later on group it up. Translate and rotate groups to control the movement of the ball.

Secondly, I set the keyframes for the ball to bounce. (Animating it)

Thirdly, I edited the animation graph to give the ball a more natural bounce.

Forth, I gave the ball a texture to show the rotation done on the ball.

Lastly, I added the squash and stretch effect on the ball. I set the keyframes for the ball to stretch and squash when the ball is bouncing off the surface, I gave a stretch effect and the squash effect when the ball hits the ground.

Beach ball

Reflection
I find this exercise quite easy to do, as instructions were that were given are clear and straight forward. I had problems with setting the squash and stretch effect for the keyframes but I recalled about some tutorials I did in class and I completed my animation. Even though the video isn't really that realistic, but It is already the best that I could do!



1) Why is squash and stretch so useful in animation?
This technique helps enhance the animation. It makes an object or a character more realistic. So that we don't find it boring to watch the animation.
Squash and stretch creates the illusion that the character/object which is animated a "lively" look.

2) Think of a situation in which extreme squash and stretch could be applied to a character - try to be original.

A basketball player that is attempting a slam-dunk action. He runs at a constant speed and before he could jump, he bends down real low to allow him to jump at a higher height. After releasing his energy from his legs, he lunges himself high up stretching his body and hands as far as possible so that he could perform the slam-dunk action.

3) Think of an animation example where squash and stretch would NOT be appropriate
A bowling ball rolling down the bowling alley. The object is hard and when it is being thrown down the alley, the ball doesn't really bounces off the alley as the ball is heavy and therefore no squash and stretch is added to the ball.

4) If squash and stretch doesn't really happen so obviously in real life, why do you think is it so effective in animation?
 
In animations, the effect of squash and stretch is to give the audience an "illusion of life". So that the characters stimulates real life, and which it makes the animation lively.

Week 10 Lab 1, 2

 
This video shows anticipation, when Shiyi is squatting, it shows that he is ready for a jump.
 
This video shows the slow out slow in principle. There is a lot of frames at the start and the end, in the middle of the video it's just running so the frames will be lesser as it is just the (running) frames.
This video shows the principle appeal, after the chicken dance, Shiyi shows a funny face.
This video shows the principle of the squash and stretch of the ball, even though we can't see it, but the exercise we did recently shows us that when a ball hits the ground, it will be squashed and when it bounces back up, it will stretch.
This video shows the principle exaggeration where Shiyi tried to fake Yuyang that he's going to throw the ball at him.

Jumping~






Squash and stretch from 0.02 - 0.06
Where Blu is putting the glasses on for the girl and when the girl tickles Blu. It shows a squash and stretch effect on Blu's body. Blu is the blue bird.

Appeal 0.42 - 0.43
The bird looks appealing to watch as the background is glowing and it shows how beautiful that bird is.

Follow through 0.12 - 0.15
When Blu is riding on the toy car, he follows the action and the position of where the car is facing. When the car is turning right, his head and his body folllows the flow by moving it to the right.

Anticipation 0.49 - 1.01
When the disco ball is let down into the screen, the audience is going to know that a music is going to play soon.

Slow in Slow out 1.11 - 1.12
When both of the bird is falling, they fall into the box and after that popping their heads out.

Staging 1.37-1.38
It shows the ass of the female and soon later they "smashed" into it.
Staging 2.11
The "cutting machine". Not sure what is the real name of that machine

Secondary Action 0.34
When the monkey dance, his hands and his legs are moving at the same time.

Exaggeration 1.57 - 1.58
When the bird scares the human, he is in a very big shock.

Arcs 0.17 - 0.18
The friendship punch they did had a natural feel.

Sunday, 3 July 2011

Week 10 Lab 1, 2

Bouncing ball:



Exercise 1:
Bowling ball:







Process:
At the start, I created the image of the bowling ball, after on I drew another ball which was sightly below the original position in fame 1.

At fame 3 the distance between the ball in fame 2 and fame 3 will be quite huge because this is to show that the ball gained speed while falling.

Later on, I drew the bounce frames to show the ball bounced a bit after hitting the ground.

At the last few frames which was the rolling of the ball. I drew the frames of the ball at end closer and closer to one another, to show the ball coming to a stop slowly.

Rocket:











Process:
At frame 1, the human was boarding the spaceship. Soon later the ship had it's ladder out for the human to enter.

I drew the extension of the ladders bit by bit each frame so that when I animate it, it looks like the spaceship is showing how the ladder came out. Not just appearing at the next frame.

Soon later I drew the take off with the "smoke" effects and also before it reaches the moon, the distance of the moon and the spaceship were considered.

As the spaceship approaches the moon, the moon becomes bigger.

Exercise 2:

What is ease-in ease-out in reference to animation?
Ease in starts slow motion and ends it with a faster speed when is near the end of it’s motion. Ease out starts the fast motion and then slow down as it comes to the end of it’s motion.

What does frames-per-second mean?
It means the number of frames(pictures) that is shown per-second.
If the FPS is 60, it means 60pictures were shown during the process.
In 1min, there will be 60x60 = 360frames shown!

Reflections:

All this exercise made me understand how animation is all about, and I realised that creating animation maybe boring but after you finished it. The hardwork and the effort you putted in while doing your work is relieved.