Wednesday, December 14, 2016

Final Animation


http://screencast-o-matic.com/watch/cDlo1QQ0Yc


This animation was really fun to do. With Bonnie normally being a crazy character to begin with it fit her so well to use this sound bite. I had some troubles with syncing up the texture files to that Bonnie. That wasn't the easiest thing to do. The overall expressions though I am really happy about and would love to do something like this again.

Tuesday, October 18, 2016

Induction to Animation in 3DS Max


This is the time configuration where all of the important time stuff is held. such as the speed, frame rate and end and start time. 



This is the Set key Filter menu. This is where if you need to key from something like scale you can change it here. What you can key.
Keying things in 3dsMax is mostly the in Maya, however this menu is one of the differences.
Red key=postion
Green key=rotation
Blue=scale
Black=custom



Layers, like in photoshop, make it simple and easy to change what an scene looks like.



The curve editor allows you to move, add, delete keys. In and very easy way. In this exercise I moved the tangent of a key to change the speed of the car.


http://screencast-o-matic.com/watch/cD6qnEjknM


This is the panel that is used to bake in the frames. Change the range and the sample numbers to what is needed than hit collapse and you are good to go.
http://screencast-o-matic.com/watch/cD6qenjkev



Tuesday, October 4, 2016

Walk Cycle

http://screencast-o-matic.com/watch/cD6hnJjUvP

It is skipping frames for some reason. I had an upper classman to try and fix it and even she couldn't get it to work right. However, other then that I'm super proud of my first true animation!

This was when I was just starting out. There were many issues and I didn't understand why it looked very wrong. Now I understand that timing is VERY important when doing animation.


I used the graph editor to make the speed of the foot consistent.  



Tuesday, September 13, 2016

Solid Drawing


The solid Drawing helps find out the final kinks of the animation. And make sure nothing is out of place or the same "Twinning!"

Staging


Staging is another major principle in animation and this is one of the final steps. This is where you have to decide what you want the end result to look. Worrying about the close-ups and the wide frame etc.

Appeal


So the next principle of animation is appeal. This means the appeal to the audience of what it looks like and feels like. It must look appealing and also feel appealing. The character must have an appealing personality. 

Anticipation


Anticipation is another key element of animation because the audience knows what is about to happen. This also creates more drama and a new level of excitement. So making this swing back of the punch makes this scene more intense and interesting.

Slow up and down

http://screencast-o-matic.com/watch/cDQ2cJjlKx

Making sure the things look more realistic is always the job of a animator.  So in the aspect f stopping and starting in life it takes awhile for something to get a move on. Physics is a part of animation.

Arcs


Arcs are used to help see where the movement is truly going. These arcs can help find out what needs to be fixed to look more natural.  Then using the graph editor can make theses changes very easily.

Exaggeration


Exaggeration is good in moderation. Like most thins in animation, if exaggeration is over done it can the soar on the eye of the audience. In this section, we used just the small movements of the face to tell a store itself. This is what exaggeration can do when used well.

Squish, Squash and Strech



When you squish something it still holds its volume. When animating things you have to remember this fact. If you squish something it doesn't just not-exist partly. This is true in people as well. If you have ever looked at the  Olympics this is clear.

Secondary



A secondary action is a minor and smaller action that happens within the main action. A secondary action does not have to be dependent on the main action. It is something added on to make more realistic. As humans we do many smaller actions at a time.
Ex: eye movement

Follow Through and overlapping

For ever action there is an opposite and equal reaction. That is the basics of follow through and overlapping. When an action of movement happens there is another action that is directly dependent on the first action.

Pose by pose VS Straight ahead



Animating by pose to pose and straight ahead are very different. When doing poses to pose you have the animation set to stepped tangents in the graph editor. This makes you able block it out first and then smooth it by changing to curves afterwards. In Straight ahead you do the curves right of the bat. That best though is to go back and forth between them.

Wednesday, September 7, 2016

Time and Space



Timing and Spacing are two very important points in animation. Both are used to make the animation  look more realistic. They are also used to highlight certain aspects such as, Drama and humor. Being conscious of the timing and spacing can make or brake an animation.