Mandy Szwaluk's profile

Fundamentals of Animation

Fundamentals of Animation
Activity 1 Part 1
History of Animation and Storyboarding

Notes:

-Animate - Latin - To breath, soul, alive. - Drawings come to life
-Persistence of vision - Expose the eye to a series of images to trick the eye to look like its moving
-Frame rate - FPS 
-Timing of frames to trick the brain - 24 frames per second
-StoryBoard Pro and Harmony
Activity 1 Part 2
Pixar's UP Storyboard

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Activity 2
Exploration of Animation & Toon Boom Harmony
Part 1: Ball Rolling Down Hill
Practices (Extra)
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Part 2: Colour Swatches
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Part 3: That's All, Folks
Notes:
Principles of animation
Assignment:
-Simple, limited colour, must show principles.
-Annotations
-3 projects, 4 principles each
-Definitions of each principle noted below when published
-Timing (spacing) = momentum + gravity
-More frames - slower
-Less frames, greater change - faster
-Visual rhythm
-ARC
-Extremes - beginning, middle end, then everything in between
-LAYER MANAGEMENT
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 Part 4
The Principles of Animation
Principles Of Animation 1
-For the first four principles of animation, I just drew a ball and a stick person. In this animation, the person descovers this ball, and kicks it around a bit, before jumping over it in the end. I now feel much more confident in Harmony, so for my next animation I plan on making it a bit more complicated.

-Definitions:
-Squash and Stretch - impact and force cause objects to squish or stretch a little bit before coming back to their original shape.
-Slow in and Slow Out - when an object is in motion, it starts slow, then builds up speed at the climax, then slows again to a stop.
-Arc - any motion, whether visable or not, has an arc to it. In relation to slow in and slow out, anything that moves starts at a lower point, picks up speed and height at the climax, then goes back down and slows to a stop.
-Timing - timing gives objects in motion life. No natural movement will come out of moving something at an inhuman speed, or incredibly slow. Correct timing ensures movement to be as realistic as possible.
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Squirrel Practice
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Principles Of Animation 2
For the next four principles, I drew a person trying and failing to wake up in the morning. I am fairly confident in Harmony now, but the biggest challenge was thinking of something I wanted to animate. Originally, I started out with a ballet dancer, then I started over with a superhero, then I started over again with this one. I started over twice because I thought the other two ideas weren't original or exciting enough, or they would take too much time. For the next one though, I think I have an idea ready to go.

Definitions:
Follow Through: Follow through can be explained best with examples. Good examples are hair following the movement of a person, or a cape, or in my case, a blanket. 
Anticipation: Anticipation is when a motion is "foreshadowed" before it actually happens. An example could be wobbling before a fall.
Exaggeration: Often in animation motions are exaggerated to emphasize, or to make the animation overall more enthusiastic. 
Secondary Action: Secondary action is used to emphasize movement. Examples can be a character licking its lips before eating something, or rubbing an eye when yawning. 


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Principles of Animation 3
For my last principles of animation, I did a person that is controlling fire. I spent way too much time deciding how to go about this one, and not enough time on actually animating, so this one is later than the rest. So the biggest challange for this video was the time limit.
Definitions:
Straight Ahead: Straight ahead can be used for animating something with random and uncontrolled movement, like fire, or water.
Solid Drawing: Solid drawing can be used to animate a character to look like they are in 3D space, despite being animated in 2D. This can be done by roughly blocking in a character before animating.
Appeal: Appeal is an aspect of a character that is unique, and makes the character more likeable, for example, a character with a long, skinny body with disproportionate arms and legs may be more appealing than a character with fairly normal proprotions.
Staging: Staging is small details in animations that give a little bit more context or hints at what the main theme is.
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Fundamentals of Animation
Published:

Fundamentals of Animation

This is my grade 11 Fundamentals of Animation unit.

Published: