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
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
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
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
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