Sunday 8 January 2012

BA2: Animation Fundamentals

In Game Examples of the 12 Animation Fundamentals


1: Squash & Stretch 

Good Example - Darkstalkers, Gameplay Lilith vs Pyron & Jedah
(Video from Shibuyacho on YouTube)
Although exaggerated, it works well for the style of game. Squash & stretch can be used in an exaggerated style to add comedy to the animation but sometimes doesn't work out for the best. Luckily for Darkstalkers, it works.


 
  
Bad Example - Tiny Wings, Introduction Trailer 
(video from AndreasWulfila on YouTube)
I think the reason behind Tiny Wings having no squash & stretch when it hits the hill is because there needs to be a feeling of weight to it, however I don’t think gameplay would be negatively affected with the introduction of squash & stretch when hitting the hills and taking off again.



 
 
2: Anticipation
 
Good Example - Assassins Creed, A selection of Viewpoints in game
(Video from machinimarespawn on YouTube) 
Not too sure if this is correct of the anticipation principle, but whenever Ezio goes to do his viewpoint dive, he always crouches down on the perch in anticipation of the jump ahead of him.
 
 
 
3: Staging 
Good Example - God of War, Chaos Trailer
(Video from Kishishev1903 on YouTube) 
Some of the best staging and  cinematic of any game I have ever played, gives the player a real sense of where they are, where they need to be and why.  It never takes away from the gameplay, it simply adds to it and makes it more epic.


 
 
Bad Example - Rat Attack, gameplay
(Video from RedDevilDazzy2007 on YouTube)
I remember playing this when I was a little younger and getting angry because of the bad camera angles and lack of being able to see the levels well. I know it was partly due to the gameplay (not seeing where the rats all were at the same time) but it was still bad and frustrating!
 
 
 
4: Straight ahead action & pose to pose

I wont lie, this one caused me some trouble. From what I could gather straight head & pose to pose is to do with the creation process of the animation itself and I was struggling to find animations where I was 100% sure how it was made. Unless I have gotten it completely wrong. In which case, whoops! 

5: Follow through & overlapping action

Good Example - Batman Arkham City, gameplay
(Video from TheAdamacy on YouTube)
The way Batman’s cape moves realistically as he moves is an example of an overlapping/follow through action. Every move Batman makes causes his cape to alter and follow/carry on moving.
 
 
 
6: Slow in & slow out 

Good Example - Portal 2, gameplay
When you use the orange propulsion gel in Portal 2 you are able to run really fast to propel you to places otherwise un reachable. As you can see, you start of slow and get gradually faster.

 
Bad Example - Medievil, gameplay
(Video from Piterrrexd on YouTube)
Just to set the record straight, I love this game, and I most certainly wouldn’t call this a BAD thing about the game but now, years later, when I studying animation within game, I see how crazy this looks and can remember feeling it when I was playing. Sir Dan Fortesque, you’re amazing, but you sure do run fast. The good thing is, he sort of comes to a slow stop when you stop him moving, however, when you begin to move it’s all or nothing, no getting progressively faster, he just runs like he is being chased by a bear (not that a bear could even startle the great sir Daniel Fortesque!) The only place I see slow in & slow out is when he dashes. But that is a special move the player must initiate.
 

7: Arcs

Good Example - Skyrim
You can clearly tell that the movement of the werewolf in Skyrim moves in a beautiful arc as it runs.

 
 
8: Secondary action

Good Example - Mortal Kombat
 In mortal Kombat when players are “standing still” and not fighting, their characters engage in a sort of swaying motion giving them a more realism and grounding in the game.

 
 
9: Timing

Good Example - Mortal Kombat
You can see how different timings of movement from the characters performing their fatalities effect the weight and realism of their moves which in turn make them believable 
 
 
 
10: Exaggeration

Good Example - Street Fighter
  Everyone knows how epic Street Fighter is, even if they don't play it! But it’s that epic-ness that leads to the overly exaggerated movements and style of the game. Having said this, it does work which is why it is a good example! 
 
 
 
11: Solid Drawing

Good Example
This is fairly self explanatory, drawings needs to be consistent and well weighted to give the impression of reality or structure within the ideals of the game. For examples, I will show artwork that inspires me from games that I love.

Ashley Wood

Ashley Wood is one of my favourite artists. He did the concept artwork for the Metal Gear Solid series. He gives a great sense of 3d characters and their presence on the screen. 

  
12: Appeal

Good Example
Characters that reach out to the viewer and hold a place in their memory. Even villains and monsters can have appeal.
 
 
Bad Example
Characters that affect the player in a negative way. Perhaps annoy or frustrate them resulting in a loss of connection between they player, character and game.
 
 


No comments:

Post a Comment