Wednesday 4 January 2012

BA2: Animation Fundamentals


BA2 – Introduction to the Fundamentals

Yesterday we returned to NUCA to begin our new term. We were given a very brief introduction to the 3 projects that we will be doing and then dove head first into the first main project. BA2 is going to see us through the basics and fundamentals of animation and digital sculpting. The briefing was focusing on the animation project and it’s core elements. I haven’t actually ever done any animation and this project scares me a little but I am looking forward to getting stuck in with it and hopefully producing some successful work! 

Our first assignment is to produce a blog presentation looking into the 12 principles of animation. Originally founded by Disney's core animators named the “Nine Old Men”, they have structured the way animators work for years. They are as follows:
 
1: Squash & Stretch
To give the subject a sense of weight and flexibility.

2: Anticipation
Used to prepare the audience for an action which is about to happen.

3: Staging
Used to direct audience attention to what is happening.

4: Straight ahead/ Pose to Pose
The movement of the subject from point A to point B which makes sense to watch.

5: Follow through & Overlapping Action
Follow through is what happens when, for example, a character has jumped from a ledge and landed successfully, however their arms may “follow through”/continue to move despite the character having come to a stop. Overlapping action happens when a character changes direction, runs into an object, comes to a sudden stop etc and pats of their body may continue going in the wrong direction.
 

6: Slow in & Slow out
For movement to appear realistic the subject needs to start slow and gradually get faster to appear as if movement is realistic before slowing down again and coming to a complete stop.

7: Arcs
The natural course of movement for the subject.

8: Secondary Action
Added to the main action, used to support & emphasize it, not take focus away giving the action more life and realism.

9: Timing
Physical and theatrical timing to ensure the animation flows properly.
 
10: Exaggeration
Anything can be exaggerated as long as it fits in with the style and effect you want from the animation.
11: Solid Drawing
The artists needs, if anything, a basic understanding of drawing and anatomy to create structure to what they want to animate.

12: Appeal
Similar to charisma in a character, this is needed for a connection from the audience to the character to be made.
 

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