Categories
Design for Animation

Week 2 : Visual culture & Visual metaphor / Critical & Descriptive

The Principles of Visual language

Elements of Art:
The visual components of line, shape, form, value (light), colour, space, and texture.

Principles of Art:
The principles of balance, emphasis, movement, proportion, rhythm, unity, and variety.

Moving image production introduces additional dynamics:
movement, time and sound.

Visual culture & visual metaphor

Visual culture:
The aspect of culture expressed in visual images.

Aspects of visual culture

  • Mise-en-scene
    Staging
  • Visual metaphor
    Also known as analogical juxtaposition. Is an idea, a feeling, or a story represented in an object.
    Analogical juxtaposition: a rhetorical and creative technique that places two seemingly unrelated or contrasting concepts side-by-side to highlight deep, structural similarities between them.
  • Asthetics
  • Colour composition
  • Rhythm
The Cell (2000)

Critical & Descriptive

Critical is WHY we do it.
Descriptive is WHAT did we do.

Critical writing: super careful conclusion.
We have bias before and after we study but we have to pretend we are not after study.

Tips for critical writing:

Don’t have to write a perfect brief.
Stay structural.
Don’t lose focus.
Efficiency is important, don’t repeat over and over again.

Categories
Self Study

12 Principles of Animation

1. Squash and Stretch

Animated object get longer and flatter to emphasizes speed, momentum, weight, mass.
The more means the object is softer, the less means its stiffer.
It’s important to keep the volume of the object consistent.
The ball doesn’t have to be stretching the entire time when falling, the ball stretches the most when it’s hitting the ground, no need to overdo squash and stretch.

2. Anticipation

When a character prepares for an action to give the audience a clue as to what’s happening next, as well as to make the action appear more realistic.
It’s important to make it as easy as possible for the audience to understand what’s going on without having to watch it twice.

3. Staging

The presentation of any idea so that it is completely and unmistakably clear.
Can apply to acting, timing, camera angle and position and setting.
All of the elements of the scene work together to control the audience’s attention.
It’s important to know when to be closed up and when to be far away. Far away is good for big actions, close-up is good for expressions.
Don’t have the main action be off to the side, put it on either the center of the screen or in one of thirds of the screen.
The main action of the scene should be very clear and simple, avoid other thing to take attention away from the main point.
Actions should also have good timing, let action finish before the other person starts their action instead of overlapping them.
Can make some exaggeration in order to convey the ideas or situation clearly.

4. Straight Ahead/Pose to Pose

Straight ahead: draw as the time sequence.
Pose to pose: draw the beginning and end of the pose then go back to fill the poses between.
Straight ahead is generally better for most actions, it gives you the most control. Can lead to character changing size or being on a different level. Is good for animation that is unpredictable, e.g. fire, water particles, clouds of dust, explosions. Another example of unpredictable animation is overlapping action.
Pose to pose can save lots of work. Do the main pose to see if it feels right, and can catch problems early on.


Keys: main poses
Extremes: secondary poses
Breakdowns: further broken-down poses


Make the keys first and perfect them.
Then decide the farthest the character will go in each direction using extremes.
And then decide how you want the extremes to connect using breakdown poses.
It’s like pose to pose within pose to pose.
Method: using pose to pose to draw figures then use straight ahead to draw unpredictable items such as hair, tails and other appendages.

5. Follow Through & Overlapping Action

A technique of having body parts and appendages dragged behind the rest of the body and continue to move when the body stops. Adding good realistic to a character.
Often associated with another technique called drag.
Follow through: the way parts of the body continue to move after the body stopped.
Overlapping action: the offset between the timing of the main body and its other parts.
Drag: delaying the movement of body parts in relation to the main body.
Basically describing different aspects of the same thing.

6. Slow In & Slow Out

Refers to the way pretty much all movement starts slowly, build speed and finishes slowly. Most important part to achieve lifelike motion.

7. Arcs

Most living creatures will move in a circular path, otherwise known as arc. Prevent things from being too mechanical and unrealistic. Can give a little bit more character when apply to creature. Can be add to almost any movement.

8. Secondary Action

Often associated with overlapping action. Describes gestures that support the main action to add more dimension to the character animation. Giving audience information of the action whether the purpose or expressions of the character.

9. Timing

Stats the personality and nature of an animation is greatly affected by the number of frames inserted between each main action. Less drawings means fast, more drawing means slow.
Drawing on once: If one drawing is made for each frame 24 fps.
Drawing on twos: If one drawing is made for every two frames.
And so on…
Draw on two is common for it cuts the amount of work in half, make slow action look smoother and for fast actions.
Draw on one is necessary when there’s a very fast action that needs to be read, often to scramble or a flurry of activity.

10. Exaggeration

To increase the amount of impact on the viewer. Exaggeration doesn’t mean more distorted, but more convincing. When motions are quick, the exaggeration needs to be bigger in order to be noticed.

11. Solid Drawing

3D drawing adding realistic, mass and volume. Avoid twinning, which happens when the arms and legs and the other paired features are doing the exact same thing.

12. Appeal

Characters should be pleasing to look at it. They should have some kind of characteristic aspect to like about them. Apply to all characters. Appeal doesn’t always mean good-looking, it can also mean interesting.
Give character a dynamic design can boost its appeal.
Keep it simple. Choose what details you need to keep.
Variety of shapes. Every good character design starts with clear shape.
Proportion. Magnify parts you think interesting or what gives that character its characteristic.

Categories
MAYA

Week 1 : Golden Pose / MAYA self study

*Upload: 10/2 week 2 feedback

Close the rigs next week to get a better view on the pose.

Be aware of the pose should looks interesting 360 degree, consider all angles when posing, whether it’s unbalanced or not a good-looking shape.

Curve the spine more to form a C-shape.

The elbow can be placed closer to the head
to from a cleaner shape with the head and weapon.

The knee on screen left should turn to the same way the character facing,
or it’s not exerting force appropriately and looks unnatural.

*Keep in mind that pose should be natural from every angle,

not just one perspective!


5 principles of Golden Pose:

1. Clear silhouette

2. Line of action
C shape (banana shape)
S shape
V shape

3. Balance and weight

4. Asymmetry

5. Exaggeration emotion personality

This is the first week I learn MAYA. Well, it’s actually not the first time. I have tried MAYA long time ago and it was not a pleasant experience. But this time when I open MAYA, I found that I am not that resist to MAYA right now and I feel more comfortable when trying to figure out how to use these Autodesk soft wares. I’m quite surprised and happy, It means that I truly started learning. I guess It’s a good thing.

Also I tried to do as much home works as I can. YAAA!!

Golden Pose – Hero Pose

Total Time: about 30 min

This week I only did the first challenge, because I couldn’t come up with a character that I can find references of its hero, standing, happy pose at once right now.( Brain fog nooooo) So I tried the hero pose.

During posing, I tried to move the palms or elbows etc., but this rig seems had locked those variations so I just rotate and tried a lot to make the pose looks alike compare to the reference as much as I can. But now when I am typing the record, I found that some angles and positions are not that correct and there’s some adjustments I may do to polish it. I’ll try to be a better observer next time.

MAYA Study

Workspace : a preset layout of available windows and panels.
Chanel box : where your selected object attributes are displayed.
24 fps is common for movie, animation or commercials.
30 fps is common for games (60 fps)
World axis : always consistent
Local axis : relative to the object
*yellow means that axis is locked

Hot Keys

Alt + B : Hotkey to cycle through viewport background colors
Pan/Move : alt + MMB
Zoom : alt + right click/MMB scroll
Rotate : alt + left click
Call panel : Shift + right click
F : framing up to adjust where the pivot is located
[ ] : changing camera position to last position and current position.
Space bar : four pane view
Hold space bar : call panel
W : move
E : rotate (+ and – : change manipulator size)
R : scale
In W/E/R, hold MMB can move/ rotate/scale object
W + left click
E + left click
R + left click

bookmark of camera position
Create new camera / create→camera
Call two perspective
Categories
Design for Animation

Week 1 : History Of Animation Documentary

Animation is when lots of pictures are moving at once so fast that trick our brain that we are seeing actual moving object.

1609 – 1900s Devices of moving pictures

The history of animation can be traced to 1609, a machine called “Magic Lantern” was invented. It is a machine that can pose and move pictures and project them on wall for audiences.

Magic Lantern

Then until 1800s, more toys, devices were invented, such as “Thaumatrope” and “Zoetrope”.

Thaumatrope is a toy made of paper disk and rope that has two pictures on both sides and can generate a single combined image when spun quickly ; Zoetrope is a pre-film animation device that creates the illusion of motion from a sequence of static images, e.g. horse running.

1900s – Animation started showing on big screen!

Humorous phases of funny faces (1906)

Humorous phases of funny faces is the first animated cartoon film, it is a series of pictures consists of a man and a woman.

Gertie the dinosaur (1914)

Gertie the dinosaur is the first animated character. In the film, she was given commands of its creator and it was funny.

1928 – Animation started to develop next step

Steamboat Willie by Walt Disney and Ub Iwerks (1928)

Steamboat Willie directed by Walt Disney and Ub Iwerks was the first animation using sound and music. The exaggeration of violence put impact on child cartoons later such as “the Simpsons”.

1929 – The Great Depression

The Wall Street crash of 1929 leads to great 10-year depression, people lost jobs and money that they couldn’t feed their selves and families, bored but couldn’t go to other places for entertainment except theatre, so people turn to watch lots of cartoons.

Because of the great depression, more and more cartoons been made and people’s love for animation grew stronger. (so does games in recent years?)

1937- Snow White and the seven dwarfs

Snow White and the seven dwarfs (1937)

Snow White and the seven dwarfs was the first animated movie created by Walt Disney. This movie used lots of new techniques e.g. rotoscope (an animation and visual effects technique where artists trace over live-action video footage, frame by frame, to create realistic movement or isolate subjects.), Multiplane Camera (a specialized motion-picture device used in traditional animation to create a realistic illusion of three-dimensional depth and parallax.)

Snow white is also famous for its characteristic, each dwarfs have their own character.

1969 – Looney Tunes and Claymation

Looney Tunes by Warner Bros
Jason and the Argonauts (1963)

Claymation (stop-motion animation) was used before CGI for realistic creatures like monsters or dinosaurs in Hollywood.

For example, in film “Jason and the Argonauts”, skeleton soldiers rising up from the underworld was made of clay.

1970 – booming

Shows increasing, children being lazier, stay high and watching cartoons. Animations also started being used in advertisement.

1986 – Pixar

Steve Jobs bought the computer graphics division of Lucasfilm then renamed it Pixar Animation Studios making CGI (computer generated imagery).

Toy Story (1995)

Toy story was a great hit in the box office making 350,000,000 dollars.

2009 – Avatar

Avatar (2009)

Avatar is the highest-grossing movie in history, showing the possibility of imagenery creatures.