Monday 21 January 2013

Straight Ahead and Pose To Pose Animation

https://www.youtube.com/watch?v=fqMcDQCNO4s



This video is a you tube link to my pose to pose video. The video is of an app I have talked about in squash and stretch called wimp. The intro movie is similar to a comic book theme and tells a story pose to pose.

https://www.youtube.com/watch?v=CHAbHz8iYHc


The link above is a you tube video of a famous app called Plants vs Zombies which uses straight ahead animation. as you can see the different poses the plants and zombies take to make it run smoothly.
Anticipation

http://www.youtube.com/watch?v=u_0q0kL03Lg





This video is gameplay from tekken 6. Now this game gives great examples of anticipation because you can see the characters arms and legs fall back before they strike. This is a good thing because if the animation didn't have anticipation then it would like a punch and a kick would come out of nowhere and not knowing what the character is about to do.

http://www.youtube.com/watch?v=XtfgCyhFUG0



This video is of a playstation 1 game called winning eleven 3. Its a football game which has terrible anticipation. When you kick the ball your leg shoots out of nowhere and passes the ball to the next character.

Tuesday 8 January 2013

Squash and Stretch

http://www.youtube.com/watch?v=fqMcDQCNO4s






The the video on link is a good example of squash and stretch. Its a app you can download for free. The aim is collect your pants. Your character is in a bubble which shows a create example of the squash and stretch example.

http://www.youtube.com/watch?v=G_5cnb-zMJE



A bad example of squash and stretch is some gameplay from Legend of Zelda: Orcarina of Time. The movement of the character and the horse is by far the worst squash and stretch i can find, it looks like the horses legs flick forward and back.
The 12 Principles Of Animation

"The following 12 basic principles of animation were developed by the 'old men' of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s. Of course they weren't old men at the time, but young men who were at the forefront of exciting discoveries that were contributing to the development of a new art form. These principles came as a result of reflection about their practice and through Disney's desire to devise a way of animating that seemed more 'real' in terms of how things moved, and how that movement might be used to express character and personality."

(http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html)

1 - Squash and Stretch

2 - Anticipation 

3 - Staging

4 - Straight Ahead and Pose To Pose Animation

5 - Follow Through and Overlapping Action

6 - Slow Out and Slow In

7 - Arcs

8 - Secondary Action

9 - Timing

10 - Exaggeration

11 - Solid Drawing

12 - Appeal

Animation Maya Project

At the end of last year we had a couple of sessions with lothar about Maya. It was brilliant, i think I've finally found the thing I'm really good at. I understand the concept and understand how things are created in this programme.

BA 2 - Animation Project

Today I had my first look into animation on Maya. Its amazing how it thinks its knows what your doing, and how it does help you get started with your animation.

I didn't think i understood the grasp of animating. We had to animate a ball to look like it bounced, mine didn't really look like it was bouncing but I realise now how hard it would be now to animate a human walking.