Sunday, 29 September 2013
Animation - Persistence of vision
The Persistence of vision is strips of still images can be seen in animation by the human eye at a certain rate. This creates the illusion. The Persistence of vision is the phenomenon of humans eye persists for one twenty-fifth of a second.
http://www.princeton.edu/~achaney/tmve/wiki100k/docs/Persistence_of_vision.html
Most animation is relied on the persistence of vision when a selection of images are played fast together. This is were your brain stores the image it saw previously long enough to see the images playing after as well.
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http://blogs.indiewire.com/theplaylist/watch-a-clip-from-animation-doc-persistence-of-vision-and-come-watch-the-movie-with-us-this-friday-20130226
The basic principles of animation
There are 12 basic principles of animation developed by Walt disney studios. These 12 principles make animation seem more realistic to viewers.
Anticipation
Anticipation tells the audience what the character is going to do. This makes the animation more realistic, and this creates an observation which shows movement.
Staging
Staging is a pose or action which communicates which the audience. Staging consists of different camera angles and shots to create the movie or scene. Changing the different camera angles is very effective in animation. Staging gets the audiences attention and awareness of what they are watching.
Squash and stretch
Appeal
An animated character has appeal. All animated characters have to have appeal to show the audience their personality, characteristics and what type of character they are. The design of the character has to be clear and this will add more to the character so the audience knows what they are like.
Solid drawing
Solid drawing is the basic principles of what you are drawing and its form. Transforming from sketches to colour and then the movement of the character to create an illusion.
Exaggeration
Exaggeration doesn't just make scenes more of a violent action most of the time. It's like the characters facial features, expressions, poses, attitudes and actions. Exaggeration in walking, eye movement and head turn gives the animation more appeal and imagination which makes the animation seem more realistic how the character is moving different parts of the body.
Timing
The basics to timing are; more drawings between poses slow the smooth the action. The less drawings produce a more faster and crisper effect. Changing to slow and fast timing adds more of a depth of texture and makes the animation interesting. Making animation consists of taking lots of pictures frame by frame getting the same time is quite hard.
Arcs
All actions follow the same pattern which is an arc or a slightly circular path. This is actually the action of a human figure and the action of animals. Arcs help the characters be more flexible and have more movement tot them. It really does make the animation seem more realistic than having arms that move like a robot.
Secondary action
Straight ahead and pose to pose animation
Straight ahead animation consists of drawing and the drawing works drawing to drawing till the end of a scene. Pose to pose is a more accurate way of animation using key drawings done at intervals throughout the scene.The proportions, volumes, and sizes are controlled better this way using numbers so that it is perfect. Most scenes use a bit of both straight ahead and pose to pose in animation.
Slow-out and slow-in
Slow-ins and slow-outs change the action of the animation. In animation their are more drawings at the begging of a character moving, less in the middle, and more drawings near the next pose. The less drawings make the animation action faster than having more drawings which make the action move at a slower pace.
Follow through and overlapping action
After a character is walking and the main body stops all other body parts catch up to the mass of the character like the clothing and arms and hair. These follow the path of action. Not all body parts stop at the same time. This is called follow through and how body parts move. Overlapping action is when a character changes direction while their clothes or hair continues forward. Overlapping action shows that everything doesn't happen at the same time. Timing becomes critical in the overlapping action because you need to have the right timing to achieve what action you want or how something is going to move after another like a domino effect.
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html
Wednesday, 25 September 2013
How It's Made - Stop-Frame Animation
A video i watched about how stop-frame animation is made. It shows well known programmes that use stop motion animation.
What is stop motion?
Stop motion is made by playing a series of pictures to create a cinematic observation. Stop motion plays a series of pictures at a certain speed which could make something move eg; objects, clay, people etc. This creates the illusion of movement.
http://www.dragonframe.com/intro_to_stop_motion.php
The process is having your own objects or characters and take a photograph and move the figure or object each time very slightly. This makes the images form a cinematic video where the pictures play consecutively.
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