Animation Fundamentals/Project 2

03/11/2024 - 22/11/2024 (Week 7 – Week 10)

Shao Han / 0369187

Animation Fundamentals / Bachelor of Design (Honours) in Creative Media / Taylors University

Project 2


  • Introduction
  • Lectures
  • Project 2
  • Feedback
  • Reflection

  • INTRIODUCTION

     


    LECTURES

    Week 7


    Apply Animation Technique
    Fig1.1 Class note,Week 7(03/11/2024)

    • Key Pose
    What is Key Pose?
    The Storytelling drawing or the main idea.
    Fig1.2 Class note,Week 7(03/11/2024)

    • Extreme Pose
    What is Extreme Pose?
    Poses that connecting the key poses to complete the action.
    Fig1.3 Class note,Week 7(03/11/2024)

    • Breakdown Pose
    What is Breakdown Pose?
    - The middle pose that sit in between those extreme poses.
    - Breakdown pose is used for:
    - getting the Flexibility
    - creating arc, and
    - dividing between slow in and slow out.
    Fig1.4 Class note,Week 7(03/11/2024)

    • In between Pose
    What is In Between Pose?
    - The poses that show Slow in and Slow out
    Fig1.5 Class note,Week 7(03/11/2024)

    Fig1.6 Mr. Kamal's blackboard writing in class,Week 7(03/11/2024)


    Week 9


    Key stages of animated jumps
    • Anticipation
    Before the character jumps, the body will have a downward or backward movement to accumulate power, which is to convey the signal to the audience that "the character is about to jump".
    • Takeoff
    This is the moment when the character leaves the ground, usually requiring a strong push from the legs.
    • Flight
    When the character is in the air, it will show a certain arc movement, usually a parabola.
    • Landing
    When the character touches the ground, there will be an action to absorb the impact, usually manifested by bending the knees and lowering the center of gravity.

    Fig1.7 Jumpig movement,Week 9(15/11/2024)

    Fig1.8 Jumpig movement,Week 9(15/11/2024)

    • Animation rhythm and timing control
    The rhythm of the jump animation needs to be adjusted according to the character's personality:

    Time allocation can refer to "Ease In and Ease Out" in the 12 principles to make the movement more natural and smooth.
    • Details improvement
    Add Follow Through and Secondary Action: such as delayed reaction of hair and clothes in jumping.
    Use Arc: Make sure the character's movement trajectory is natural, not mechanical straight line movement.

    Fig1.9 Class note,Week 9(15/11/2024)


    Week 10

    • Secondary actions are auxiliary actions added to the main action to enhance the expressiveness of the action, enrich the character's personality, or increase the dynamics of the picture. These actions are not mainly used to promote the plot, but to strengthen the effect of the main action.
    • Features and functions
    Support the main action

    • Secondary actions should not be dominant, but should be coordinated with the main action.
    Enrich the performance of the character.

    • Adding details can show the character's emotions and personality.

    Enhance the realism of the action.

    • Actions in nature are rarely isolated, and secondary actions help animations get closer to reality.

    Reading(1)

    Reading(2)


    Project 2A - Walk Cycle Animation

    Specific requirements

    1. Study vanilla walk cycle that includes poses and timing from the book of Animator’s Survival Kit as a reference as these:

      1. Contact pose (3 frames)

      2. Down pose (3 frames)

      3. Pass pose (3 frames)

      4. Up pose (3 frames)

    2. Create a project in Adobe Animate. Set the setting as 24fps, 16:9 aspect ratio with 1280 x 720 (HD720p) resolution.

    3. Using the same character that you did in Project 1, animate the rough animation of that character, walking in the same spot at the side view. The rough animation  process should be using basic form and sketchy stroke.

    Example of Rough:

    https://www.youtube.com/watch?v=_nBGHsa72SI


    1. The animation should show the quality of being appealing, fluid and flexible which you have mastered in the previous exercises.


    1. Output the rough animation as video with any of these format, *.mp4 format or quicktime *.mov.


    1. Create tie down drawing using a cleaner stroke.


    1. Output tas tie down  animation as video with any of these format, *.mp4 format or quicktime *.mov.

    Example of Tie Down Animation:

    https://www.youtube.com/watch?v=XQTYd2rfP7o
    https://www.youtube.com/watch?v=o7V9tMBmy7I

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

    https://www.youtube.com/watch?v=mKJzEksU9Qw


    1. Label each progression clearly as “Rough” and “Tie Down” respectively and compile both as one reel and output it as compilation video. 


    1. Upload progress and final work on your e-portfolio and update the link on MYTIMES platform as submission.


    Process
    According to the content of the class and the video explanation and reference provided by Mr. Kamal, I drew the approximate walking posture of the basic human body module according to my task setting diagram.
    In this process, it is necessary to strictly match the proportion and height of the human template and the character design draft.
    Fig2.1 Process,Week 7(03/11/2024)

    Next, I added the image I designed for the character according to the body template structure, because the character was more calm, so I showed her walking posture more solemnly.
    I add some shoulder floats to the character according to the details of the person's body when walking, and the hat is made of stiff material, so I don't design floating movements for it when I walk normally.
    Fig2.2 Process,Week 7(03/11/2024)

    Finally, I added the set color to the character according to the character design.
    Fig2.3 Process,Week 7(03/11/2024)

    Rough

    Tie Down

    Final Vanilla walk cycle

    Google Drive Link:

    https://drive.google.com/drive/u/0/folders/1tEujM4Xpp-i4WVG26cfn43oYasYLHr57


    Project 2B - Jump Animation

    1.Study jump animation that includes anticipation and follow through poses, timing with hold from the book of Animator’s Survival Kit as a reference as these:
    Normal pose
    Anticipation pose
    Jump action pose (Push off, On air, Landing)
    Follow through pose
    Normal pose

    2.Create a project in Adobe Animate. Set the setting as 24fps, 16:9 aspect ratio with 1280 x 720 (HD720p) resolution.

    3.Using the same character that you did in Project 1 (Progression 1), animate the rough animation of that character’s jump animation

    Example of Rough:

    4.The animation should show the quality of being appealing, fluid and flexible which you have mastered in the previous exercises.

    5.Output the rough animation as video with any of these format, *.mp4 format or quicktime *.mov.

    6.Create tie down drawing using a cleaner stroke.

    7.Output the Tie Down animation as video with any of these format, *.mp4 format or quicktime *.mov.

    Example of Tie Down Animation:

    8.Label each progression clearly as “Rough” and “Tie Down” respectively and compile both as one reel and output it as compilation video.


    Process
    According to the request of Mr. Kamal, I sketched the movement of the jump according to the movements of people when standing long jump, including take-off preparation, jump freeze and landing movements, etc., using simple lines to outline the general outline of the movement.
    Fig3.1 Process,Week 10(19/11/2024)

    Because my role setting is a quiet girl, so I want to reflect this character in the action, appropriately modify the action range to make the jump look lighter.
    Fig3.2 Process,Week 10(19/11/2024)

    Based on the draft, I added the costumes included in the character settings to make my jump animation more complete.
    As for the law of physical movement that appears in the process of jumping, I mainly reflect it in my hair.

    Fig3.3 Process,Week 10(19/11/2024)

    Rough+Tie Down

    Final Jump Animation

    Google Drive Link:



    FEEDBACK
    Week 7
    When walking, the shoulders of the characters generally do not change too much, and the movement of the shoulders is gentle. The crotch of the character is also in soft front and back movement, which is slightly larger than the shoulder, so we need to pay attention to the connection of waist, hip and leg.

    Week 8
    Draw as many pictures as possible to make the characters move more smoothly.

    Week 9
    No Feedback

    Week 10
    During take-off and landing, we should pay attention to the landing movements of the character's toes and heels, which are the key parts of the take-off movement and need to be clearly shown.



    REFLECTION

    Experiences

    In this course exercise, I am fortunate to review what I have learned before, so that I can review the old and learn the new and apply what I have learned.

    I combined the ball bouncing that I practiced before with the walking of the characters this time, because they have a similar movement pattern, which makes the characters walk more naturally and smoothly.

    But I still encountered some difficulties in the process. For example, I couldn't control the digital board very well. I was still too new to it. When I finished the project, I borrowed the tablet to make my character more clear.

    Observations

    The bouncing movement of the ball is similar to the change of clothing and movement when people walk, such as the direction, trajectory and deformation of the ball. For example, the bouncing direction of the ball corresponds to the change of the height of the character when he moves forward. The deformation of the ball corresponds to the deformation of the character's shoes touching the ground, and the bouncing trajectory of the ball corresponds to the position change of each part when the character walks.

    Findings

    This exercise is a good way to familiarize us with the natural motion trajectory, let us learn to observe the basic motion laws and detailed changes of objects in more detail, and exercise our observation and learning ability. the results of this exercise can help me to better understand the basis of animation in the future, and on this basis to continue to learn, improve my basic skills, let me walk more and more stable on the road of development in the future.


































































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