Anjali Sidhu's profile

Fundamentals of Animation

ANIMATION 2018
ACTIVITY ONE: HISTORY OF ANIMATION AND STORYBOARDING
Part one: 

Notes-
Animate (verb):  latin word anima meaning "breath, soul"
Animation is an optical illusion
Persistence of vision: expose the eye to a series of images to trick it 
The timing of your frames has to be fast enough to trick the brain
24 fps = full speed
8-12 fps = when things start to move
Animate for film > 24 fps
Animate for video > 12 fps

Part two:
ACTIVITY TWO: EXPLORATION OF ANIMATION AND TOONBOOM HARMONY
Part one: 

Notes- 
Key panels: Panels in the workspace that contain the properties and features of that panel. Some essential examples are camera, timeline, and tools panels. 
Hot Keys: Shortcuts for actions that can be done through the keyboard that make using Harmony easier and faster. Some examples include pressing 1 or 2 to zoom out or zoom in respectively, and holding space to be able to pan through your workspace.
Cells: Exposed frames on the timeline that are drawn on
Exposure: How long or how many frames a cell is exposed for on the timeline 
Layers: Different layers that can be worked on that are placed in the timeline. Drawing layers include a separate Line Art and Colour layer that are meant for drawing and colouring respectively.
Onion Skin: A mode that allows red and green exposure of the frames before and after the frame that is currently being worked on. 
Light Table: A mode that allows exposure of the layers beneath the layer that is currently being worked on. 
Part two:
Part four: "That's All Folks" 
ACTIVITY THREE: PRINCIPLES OF ANIMATION
Part two:
ANIMATION ONE

Timing- Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. On a purely physical level, correct timing makes objects appear to obey the laws of physics; for instance, an object's weight determines how it reacts to an impetus, like a push. Timing is critical for establishing a character's mood, emotion, and reaction. It can also be a device to communicate aspects of a character's personality
Slow in/Slow out- The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, animation looks more realistic if it has more drawings near the beginning and end of an action, emphasizing the extreme poses, and fewer in the middle.
Arc- Most natural action tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism.
Squash Stretch- the most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally.
ANIMATION TWO

Follow through- Follow through means that loosely tied parts of a body should continue moving after the character has stopped and the parts should keep moving beyond the point where the character stopped only to be subsequently "pulled back" towards the center of mass and/or exhibiting various degrees of oscillation damping.
Secondary Action- Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing their arms or keep them in their pockets, speak or whistle, or express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action.
Anticipation- Anticipation is used to prepare the audience for an action, and to make the action appear more realistic
Exaggeration- To remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character; or elements in the storyline itself.

ANIMATION THREE

Pose to pose/Straight ahead- "Straight ahead" action scenes are animated frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later.
Solid Drawing- The principle of solid drawing means taking into account forms in three-dimensional space, or giving them volume and weight.
Appeal- Appeal in a cartoon character corresponds to what would be called charisma in an actor.A character who is appealing is not necessarily sympathetic – villains or monsters can also be appealing – the important thing is that the viewer feels the character is real and interesting.
Staging- Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, or the angle and position of the camera.The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.
Fundamentals of Animation
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Fundamentals of Animation

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