Sunday, 6 October 2013

Persistance of Vision


Persistence of Vision

Persistence of Vision is a phenomenon of the eye where the retina retains an image for exactly one twenty-fifth of a second after the image was actually seen. This phenomenon leads itself to animation as  when we see images that have be timed closely together in a sequence one after the other it gives the illusion of motion. This is because we don't notice the small skips between frames as the persistence images fills in the tiny gaps, making the motion seem continuos and seamless.  



Source: http://scienceprojectideasforkids.com/wp-content/uploads/2010/03/persistence-vision-1.jpg

Example of Persistence of Vision:

http://www.youtube.com/watch?v=iWIXxiMeJIg

Thursday, 3 October 2013

Principes of Animation

The 12 Principles of Animation 


These 12 principles help to make animations look more realistic and comply to the basic rules of physics. 

1.) Squash and stretch is used to give the illusion of weight and volume to moving characters it is also used when animating dialogue as it adds realism to facial expressions. An example of when squash and stretch is commonly used is when animating a bouncing ball and the ball is stretched into an egg shape across the frame. 


Source: http://en.wikipedia.org/wiki/File:Squash_and_Stretch.svg 



2.) Anticipation is used to prepare the audience for a movement or action and also to make that action look more realistic. This is done by for example when someone hits a tennis ball they first have to draw the arm and the racket back in anticipation, before swinging it forwards to make contact with the ball. However Anticipation can also be used to prepare the audience for something that is not a physical movement such as a character being introduced to the scene. This can be done by a character looking off screen for example.



Source: http://www.evl.uic.edu/ralph/508S99/gif/batter.gif




3.) Staging is used to focus the attention of the audience on a certain character, movement, expression or mood and make clear what the most important in the shot. This is done by selecting what things are in the frame and where they are placed, lighting and camera angles.

4.) Straight ahead action and pose to pose are methods of the actually drawing animations. Straight ahead action is when you draw each frame from beginning to end and an example of this is when you draw each page in a flip book. This method is used more for action scenes as it creates a more fluid illusion of movement. The other approach is pose to pose this when you only draw a few key frames and then add the intervals later. This method is used more to convey emotion and create drama however the two methods are often combined.

5.) Follow through and overlapping action this is used to render movement more realistically, these also give the impression that the characters and their movements obey the laws of physics. Follow through is used to show for example when someone stops walking some body parts keep moving like the arms. Overlapping action is when body parts don't move in unison or at the same rates as arms tend to move at a different time to your head etc.




Source: http://upload.wikimedia.org/wikipedia/commons/e/e3/Anim
horse.gif






6.) Slow in and out this is needed to show movement more realistically by having more frames before and after a movement as movement cant instantly take place, and it takes time for limbs and other objects to speed up and slow down. The bouncing ball above also uses this principle but so does changing from one extreme pose to another for example going form sitting down to standing up.

7.) Arcs used in animation also to add to the realism as most natural actions tend to follow an arched trajectory. Like a limb moving by rotating a joint however there is an exception to this which is mechanical movement as that moves in straight lines to seem robotic. Arcs are also done to make the movement more fluid.

8.) Secondary actions are added to main actions to give animations more life, and also the support the main action being performed. For example a person walking is the main action and then the person swinging his arms is the second as it is happening simultaneously to him walking. A secondary action doesn't have to a physical action it could be someone walking and singing to him self at the same time, for example. Though secondary action never take away from main actions they only add and emphasize them.

9.) Timing is simply talking about how many frames or pictures are used in a action, this in turn dictates the speed of the action on film. Timing is also key in order to make objects appear to obey the laws of physics and can be used to show a characters mood or personality. For example if a character moves slowly that can give the impression that they are depressed or sad.

10.) Exaggeration is an effect or technique that can be very useful in animation especially in comedic animations. Also because exact imitation of reality can look static and dull in cartoon form. An example of animation that uses a lot of exaggeration is Tom and Jerry where frequently Tom is exaggerated on.



Source: http://squonkblog.files.wordpress.com/2011/01/missing-mouse-2.jpg





11.) Solid drawing is the principle of three-dimensional drawing and how you take take into account space, volume and weight. For this it is important that the animator understands basic anatomy and how shapes and shadows move.

12.) Appeal in a cartoon character is the equivalent to charisma in an actor, just because a character is appealing does not necessarily mean that he's nice, bad guys can also be appealing. The main purpose is that the character acts realistic and interesting.

Small Objects Animation

Small Objects Animation

In this animation we just tried to make a unique and interesting clip, that was fun to watch. We did this as we didn't really have an idea for a story that we could base it on so we sort of made it up as we went along, which I think is clear in this animation.

A good aspect of this animation though is that it is one of our longest comparatively and therefore has the most frames. This is good as it is more engaging for people to watch.

If we had the chance to shoot this Animation again I would make sure that there was nothing (or no one in the shot) as it can distract the viewers attention from the objects or characters that are being animated. In this animation we didn't use any principles of animation intentionally simply because we hadn't thought about the story or how we'd shoot it.


Pixilation

Pixilation 

In this Animation we aimed to give the appearance that Chris was being lifted up into the air and held up by Ruby and Issie and then dropped on to the ground. This worked well to some extent as we were able to show Chris rising up and getting higher off the ground and then falling down. However there were some frames in which he was lower than the previous that gave the appearance that he was moving up and down, which was not what we were aiming for.

The way we shot this animation was using the continuous shooting feature on the camera, which made it a lot easier to film Chris 'floating' up in the air. This was because he just had to jump up and the camera would take shots with him at different hights.

In this animation we tried to incorporate the staging and anticipation principles of animation. The staging principle is why we choose a neutral background and for anticipation Chris went down before he went up. 


Sand Animation

 Sand Animation

In this animation we tried to represent evolution by showing the changing of form from different animals including a lizard, a monkey and ending with a human. This as we discovered was difficult as you have to be quite skilled to move the sand into shapes that resemble things in life.
Another difficulty in sand animation is using the sand to give different shades and tones to the animation, this is why sand animation works a lot better if the modeller has some artistic skill as they can do more with the sand to make it seem more realistic. 

In this animation we aimed to incorporate the staging principle of animation as it was pretty easy to achieve in this animation. That was because we were able to easily position the camera to only show the light box in the frame meaning there was nothing distracting and the only thing you focus on is the sand and its movements.  

Cut Out Animation



Cut Out Animation

In this Animation we used a simple idea as we thought it would be easier to achieve a successful animation if it was less complicated. We aimed to show the green cut-out man to be hitting the yellow man and as a result of that him breaking up and all his limbs flying off in different directions.

In order to make the 'slap' look realistic we had to incorporate one of the 12 principles of animation, Anticipation. This is to make the animation more realistic when preforming a movement for example in real life if you were going to hit somebody you would pull your arm back before swinging it. This is what we did in this animation and we also tried to move the rest of the body not just the arm to make it more realistic.

I also am pleased that in this animation we took quite a few shots, so the animation is not to short and we were able to get our simple idea across. However one thing we could definitely do differently next time is to set up a tripod and not move it at all during the animation. This would make it less jerky and easier to focus on the changes in the cut outs.

Wednesday, 2 October 2013

Claymation

Claymation


For this animation we had a limited amount of time, so we were only able to take enough pictures to create a short animation with not very many frames. Also we didn't really come up with an idea or story for this animation, so it was a bit random and not one of our best ones. 

Another thing we could of improved was how much we moved the clay after each picture as on some occasions there a quite big jumps in the frames for example when the hat moves from the head of the purple figure to the  head of the red one.

We didn't, consciously, incorporate any of the principles of animations in this one, because as i said we had to redo it in a limited amount of time.