Sunday, 8 January 2012

Project 3 - FIRST!

So we're back in university! Which means the start of a new project and a new task! We have had a class discussion as to what our current task is and what we will be learning this term. Currently we are learning and understanding the 12 animation principles and for our task we have to use these principles and give examples of them using games, good and bad and explain them.

The 12 animation principles was created by the animators for Walt Disney in the 1930s and has been used by all animators ever since.



1. Squash and Stretch

This is where you give weight and volume to a character as it moves.  From walking, running, jumping to facial expressions and the bouncing of a ball.

GOOD:
I chose Kirby as a good example because Kirby acts like a squishy, malluable ball that engulfs his enemies by changing his shape.  The way he jumps, moves, and flies shows his weight and physical matter very well.




Here is some game play footage of one of the many Kirby games which helps illustrate my point on Kirbys flexibility and being a good example of the Squash and Stretch principle.



BAD:

As for bad, i chose Minecraft.  Minecraft is very static with little fluid movement and facial expression.  It is very blocky with its movement and when the characters jump it is very standard and static.






Here is footage showing my points on static movement and a blocky movement.



2. Anticipation

This is where just before a major action the character is about to perform that prepares the audience for what is about to happen.  There is a backwards motion that is performed before the final action is executed e.g. punching someone.  You move your arm backwards before you move it forward to deliver the punch.

GOOD:
WWE All stars is a good example as for it to be as realistic as possible, they have to have the anticipation, the backwards motion before the execution of the action.





As you can see in the video, there are examples of the Anticipation e.g. When Triple H goes to grab and pick up John Cena, his arms move back before he goes to grab him.

BAD:

I have chosen Pokemon as my example as there is no backward motion at all for running and jumping.  In battle there is no movement at all when the Pokemon perform their moves.









3. Staging

A pose or action that the audience can clearly pick up on the mood, reaction or feelings of the character in the story with the use of camera angles and long, medium or close up shots to help tell the story.  It is important to not confuse the audience with too many actions at once, each sequence must clearly relate to the story.

GOOD:


This is the Opening Cinematic for The Legend of Zelda: Skyward Sword.  It uses a range of camera angles, clearly shows who the main character is, who the evil characters are and other important characters for the story line whilst being easy to follow and not overly complicated.







4. Straight Ahead and Pose to Pose

Straight ahead animation is where you draw the whole scene out individually which can result in loss in size, volume and proportions making the scene look untidy and disjointed but fast paced action scenes are done this way giving freshness and spontaneity.
Pose to pose is planned out with drawings in the scenes are done at intervals keeping size, volume and proportions a lot better.


I found this really hard to find an example for, good or bad!  So i'm afraid i have no example for this one, i think you can see why!



5. Follow Through and Overlapping Action

Follow Through is where the main body of the character stops but other parts continue to catch up to the main mass of the character e.g. arms, hair, clothing, ears, tails; nothing stops all at once.
Overlapping Action is when the character is moving but then changes direction whilst the hair or clothes etc continue to move forward in the previous direction, drag.  Timing is critical for the effectiveness of drag and overlapping action to make it seem more realistic.

GOOD:
For this example I chose Final Fantasy 13 as when Lightning fights you can see her hair and cape still moving trying to catch up with her when she stops moving.  This video shows both follow through and overlapping actions.


















6. Slow In and Slow Out

They slower sections of action making it more life like.  There are more drawings near the starting pose, one or two in the middle and more in the next pose.  Fewer drawings make the action faster and more make it slower.

GOOD:



This is the opening cinematic for Kingdom Hearts 2 which shows slow ins and slow outs which is varied in the clip.














7. Arcs

Most actions in life follow an arc/slightly circular path.  Arcs give animation a more natural action and a better flow.  For head turns and arm movements etc, they follow this arc.

GOOD:
In Mortal Kombat the characters fight so they have to (anatomy wise) be realistic and accurate and their bodies and movement do follow arcs and curves.






BAD:

Here is a classic Donkey Kong arcde gameplay.  As you can see the characters are very blocky and do not follow arcs or curvature.



8. Secondary Action

A secondary action adds and enhances/re-enforces the primary action. e.g. forcefull and agressive walk with stomping feet/legs is the primary action.  Secondary action would be guestures of the arms.  The two have to work together and the secondary action shouldn't distract from the primary action.

GOOD:
In God Of War, when they are fighting the primary action is the aggressive fighting with wielding the weapons and the secondary action are the noises whilst fighting.




9. Timing

The more drawings between poses, the slower and smoother the action.  The fewer drawings between poses, the faster the action.  Variety of the two makes it visually interesting.

GOOD:
 Here we have Robot Unicorn Attack with a slown down video of the gameplay.  As you can see in the video there are about 2 or 3 frames when the unicorn headbutts creating a quick fluid action.  You will have to go a minute or so in the video to see it.






















10. Exaggeration

To enhance a walk, facial expression or even a head turn to give the action more appeal and sometimes more natural.

GOOD:
I have chosen Bayonetta as Bayonetta herself is a powerful character with an attitude who is quite over the top.  In the video it shows her fighting with exaggerated arm and leg movements and when she walks she walks with an exaggerated sway with her hips and legs.









11. Solid drawing

It is a basic form of drawing something to give it weight and form and three dimension.




12. Appeal

Appeal in any character good or bad comes with a clear drawing and being able to clearly see their personality and their role in the story.

GOOD:
I have chosen Mario as Mario is a fun character that appeals to all ages, young and old.  His personality is clearly shown in his actions, reactions, sounds and dialogue as well as design.


Tuesday, 6 December 2011

External Project

We have all done our slides and they are all looking very good. Lee, bless him has volunteered to do the Power Point writing out all the information for our presentation.  I hate presentations and i really am not looking forward to it.  We have to talk for 2 minutes each so that's 8 minutes in total.  Think a part of my soul will die but once it's done it's done and it will be all okay! Here's hoping it all goes okay!

Monday, 5 December 2011

External Project

Here is my idea for the Graphic Communications mapping.  There are speech bubbles in the NUCA colours with words in that describes NUCA and the course.  Then theres an animation of bubbles with a white text box that describes the course.











Sunday, 4 December 2011

External Project

Here are some slides for the Fine Art projection mapping.  It starts off with the building looking like a giant canvas with the colour and texture.  Then an animation of red lines being painted on the building.  Then the different sections have different paintings/mediums in them to show the diversity of the mediums used in Fine Art.  The white box at the end holds the text.















Wednesday, 30 November 2011

External Project

Here are images of the projection for Illustration. It is meant to look rough, this is only for a general idea of what the projection would look like in terms of context and theme.  The main background fades on and is a clear night sky with starts and the milky way.  And then gold fish in helmets swim on.  The whole thing gets sucked into a vortex that is the door which then starts to fill up with water and more goldfish swim about while the text containing information about the course is displayed.










Tuesday, 29 November 2011

External Project

So our group now known as L.E.D.D (Lee, Elie, Dom, David [you can probably guess who made that up!]) had another meeting and we finalised our ideas and allocated some roles in the group.  Our idea is to showcase all of the NUCA courses each having a description and some sort of related animation e.g. for Fashion the building would turn into cloth and would be sewn together with a needle and thread whilst having information about the course.  We have split up the courses for us to design.  I am designing Fine Art, Graphic Communication and Illustration.  I am still thinking about ideas for each one as to how to design them but i will put up posts on how they are all coming along.

Sunday, 27 November 2011

External Project

So we have been given a new project until we break up for the holidays.  We have been shown some videos of projection mapping on buildings ( links below) some of which are amazing and so well thought out and executed.  After seeing them we were told we had to design a projection to be used on one of the NUCA buildings promoting NUCA and its courses and that we had to try and make it interactive in some way for an audience.  We are allowed to be in teams and in the end we have to pitch our ideas to the class.  I am working with Dom, David and Lee; i have worked with Dom and Lee before and i enjoyed working with them! Lets hope this projects goes well too!  

Points to keep in mind for his project are:
  • to promote NUCA and its courses
  • to creatively use the buildings architecture to enhance the effectiveness of the projection
  • to make it somehow interactive for an audience
We have had a group meeting and we have taken some day time pictures of possible choices for the building we are going to use to put the projection on.  We then took some night time photos and are currently deciding which building we like the best to use for this project.  We ran thorugh some ideas but decided not to settle on anything untill we have decided on a building to use.  We also thought about how to make it interactive.  I suggested that we make a flash game projected onto the building where behind windows there would be different animations and you could interact with them via an iPad e.g. behind one window could be giant flowers and you touch the flowers on the iPad to make them bloom.  Dom wasn't sold on this idea so we are still thinking of new ideas.