Tuesday 27 October 2015

12 Principles of Animation

Why 12 Principles of Animation?

The principles reflect Frank Thomas' and Ollie Johnston's desire to make the way Disney animations moved and express character and emotions look more real.

12 Principles of animation:

1. Squash and Stretch -  allows an animator to create the illusion of weight and volume of an object. How extreme the squash and stretch is dependent on what you are animating.
2. Anticipation - communicates what is going to happen. Put anticipation within the movement of a character or object before a major action.
3. Staging - the presentation of an idea clearly communicated to the audience. Communicates the attitude or emotional state of a character or object within a story. Directs attention to the ideas or story being told.

4. Straight Ahead and Pose to Pose Animation - different ways of animating which can give different results. Straight Ahead animation is animating frame after frame without using keyframing. If not careful can end up losing the sense of scale, size and volume. Pose to Pose animation is carefully planned and the animator works out what key poses will be needed to make an animation work. 'in between' frames are done by an assistant. Allows animator to focus on the key poses allowing control over the movement and performance of the animation.
5. Follow Through and Overlapping Action - happens when the body of an object or character has stopped moving. With Follow Through nothing stops all at once such as long hair, a tail, loose clothes, etc.
Overlapping Action is when an object or character changes direction and their clothes, hair, etc. continue forward. This gives the sense of looseness.
6. Slow-Out and Slow-In - an action which starts with more drawings at the beginning at the start of the pose, few in the middle and more drawings near the end. Fewer drawings create faster actions, more drawings create slower actions.
7. Arcs - actions, except some mechanical ones, follow an arc or circular path. Human figure and animals tend to follow arcs. They make animations flow making them feel more natural.
8. Secondary Action - supports and reinforces the intentions of the first. Gives more meaning.
9. Timing - requires you to try again, refine and try again. Practice makes perfect. Mixture of slow and fast timing adds texture and interest to the movement. Think about the timing of the character performing to establish things like mood, emotions and reactions to a person or situation. For the best possible animation you need to study life (e.g. actors, performers, animals).

10. Exaggeration - instead of bigger, faster and broader exaggeration to characterisation of expressions, poses and facial features. Exaggeration in a walk, head turn or eye movement can make your animation more appealing.
11. Solid Drawing - basic principles of drawing form, weight, volume solidity and the illusion of 3D apply to animation. Creating the illusion of life within a character or object.
 
 
12. Appeal or character Personality - appeal creates an emotional connection between character and audience. A well developed character with an interesting personality and a clear set of desires or needs that drives his/her behaviour and actions. Character must have a pleasing design, have a certain charm, magnetism and be able to communicate it well. Same with villains otherwise there will be no interest in what they are doing.

Tuesday 13 October 2015

Who am I? Why am I here? What do I want to learn?


Some of my recent character designs:

I chose to study on this Animation programme for the reason that I thought it would be great for me. Illustrating, creating characters and stories of my own have been a part of my imagination for almost a decade and I have gained a great interest in 2D animations over the years. Imaging not only having the skill to create graphic novels for my characters but also have the skills to bring them to life within my own world and story would be beyond amazing for me.

During my time on the programme I would enjoy learning how to 2D animate well and create the illusion of a 3D animation, similar to some animated series I watch and adore. I would still give other ways of animation such as 3D a go just to widen my knowledge if they manage to change my mind and enjoy other ways of animating as well.

Skills I think prove to be my strengths are that I am good at drawing well detailed or simplistic cartoony characters and have realised I am good at drawing from what I see in front of me like a picture of an animal or life drawing (which I don't do much of recently). I am also able to do my own typography when creating titles for my own stories.

When making poses with correct proportions they aren't usually a problem most of the time for me, but I could definitely do with more improvement when I try more ambitious poses. Also, I should get used to creating even more realistic looking characters.

To evaluate my progress I will compare the work I will end up creating on the programme with what I created in the past and notice any improvements made since then. I would like to compare my work with past animations on the programme to see how well I managed to do compared to previous work, whether I did as well or even better.

Wednesday 7 October 2015

Interesting Books

 
This book by American animator, writer and teacher Walt Stanchfield shows good examples of Disney sketches being "drawn to life". Great for showing how to express your characters through facial expressions and actions, showing attention to detail.


This book will show a wide variety of different animation techniques/styles such as 2D and 3D. It uses examples from a range of animated films, or films with some kind of a animation present.