04.04.24 - .23 (Week 1 - Week ?)
Janaan Ahmed (0353333)
Animation Fundamentals/ Bachelor of Design (Hons) in Creative Media
Exercises
Jump to:
Lectures
Week 2: Timing & Spacing, Slow In & Slow Out, Arcs
TIMING
The rhythm of where things happen (e.g. the 'boink' of a bouncing
ball)
Frame Rate (generally 24fps)
Animating on:
- 1's - for fast movements
- 2's - standard
Key poses determine flow of storytelling:
- Extreme (key)
- Breakdown
- Inbetween
SPACING
Spacing between points determines speed of animation.
- Slow In: Deceleration
- Slow Out: Acceleration
- Constant Speed: Thirds, Halves
ARCS
- Determines path + movement of object
- Organic movements tend to follow arcs
- Smears for fast movement
Aspect Ratio, Size, Playback:
4:3, 16:9 for digital
- 720p (Standard HD)
- 1080p (Full HD)
Size minimum 2K (2000px) for film
Playback: mp4, quicktimes, vlc
Adobe Animate Shortcut Keys
- F5: Insert Keyframe
- [Shift] + F5: Remove Keyframe
- Export as Quicktime or MPEG4
- CTRL + drag frame to extend
Week 3: Squash & Stretch, Drag, Follow Through & Overlapping
SQUASH & STRETCH
- Best used in cartoony styles
- Will result in Uncanny Valley if used in realistic animation
- Gives information about object's elasticity/weight/material
- Facilitates flexibility of motion + gives life to animation
- Muscle and Flesh
FOLLOW THROUGH*
- How parts of the body continue to move after it stops
- Joined parts, appendage (arm, spine, leg)
OVERLAPPING*
- Offset of timing between main body and its other parts
- Helps break up animation to make it interesting
- Joined parts, appendage (arm, spine, leg)
DRAG*
- Delaying movement of body parts in relation to main body
- Amount of drag indicates mass of object (eg. feather/antenna)
*All 3 describe different aspects of the same thing.
- When main body moves, tip of appendage is last to catch up.
- Upon stopping, tip follows furthest before settling back
- Add appendages after completing main body
Week 4: Appeal, Solid Drawing & Character Construction
APPEAL
Live actors have charisma, animated characters have appeal.
Things that boost appeal:
- Dynamic design: shape language
- Proportion: emphasise aspect of character that defines their personality
- Silhouette: keep it simple for readability
- Simplify: details overwhelm.
- Line of Action: dynamic poses that suggest character's attitude
- Colour
SOLID DRAWING
- Consider the form of the object in 3d space: gesture > structure > detail
- Silhouette suggests character + pose (incorporate positive & negative space). Shape and joint overlap
- Line of action for dynamic poses: contrapposto (shoulder + hip rotation) and s/c-curve. Push your poses! Animating contrast
- Straight: static, balanced, no action
- S Curve: relaxed/ balanced no action
- Unbalanced: suggests movement/action
- Avoid twinning pose (symmetrical + stiff)
- Twist poses: upper + lower torsos
- Weight & Balance: suggest size + weight
- Bean + robo-bean form: simplify motion of torso
- Consider perspective + foreshortening
Week 5: Layout & Composition for Animation
STAGING
1. Character
- Action (jump, run, etc)
- Expression (happy, sad, etc)
- Personality: (age, gender, attitude) refer to script/ story brief
2. Environment
- Mood (happy, sad, gloomy)
- Prop Design
- Lighting
- Effect (rain, thunder)
3. Camera
- Framing (CU: to capture expression, FS: action)
- Angle (low: superior, high: weak)
- Rule of Thirds
The action on stage depends on:
- Timing: Step by step to present your ideas in action
- Overlapping: e.g: hair, skirt
- Pause: Chapter, period, comma (based around hold and timing)
EXAGGERATION
- Action (line of action comes into play)
- Emotion (sad: sadder, happy: ecstatic, wild: chaotic)
- Style (Realistic or Cartoony: exaggeration + squash & stretch)
CHARACTER DESIGN
- The character's internal features inform the external features
- Internal features are shaped by story point
- Internal features:
- Personality
- Belief
- Philosophy
- External features
- Proportion (age)
- Construction
- Outfit
ENVIRONMENT DESIGN
- Perspective
- 1 point
- 2 point
- 3 point
- Composition
- Rule of Thirds
- Framing
- Establishing Shot (ES): location
- Full Shot (FS): be mindful of safe action, head room, space for action
- Medium Shot (MS): focused more on dialogue, consider head room
- Close-Up (CU): focused on facial expression to show emotion
- Extreme Close-Up (ECU): according to story e.g: eye, watch
- Colour
- Emotion
- Depth: affects value
Week 6:
tba
Week 7:
tba
Instructions
Exercise 1: Bouncing Ball Animation
INSTRUCTIONS
PROCESS
Arcs are first drawn to indicate the ball's path. Next extremes (key
poses) are plotted: the points of 'boinks' (contact) and highest points of
the arc. (The arcs get smaller as the ball loses its kinetic energy).
Breakdowns are then made (midpoint of keys) and in-betweens are spaced
accordingly for the ball's slow-ins and slow-outs.
There were issues with the centering of the ball towards the beginning
within the arc. The number of frames towards the end of the ball's
bouncing is also reduced with the ball's loss of momentum. Favour is used
instead of directly halfway.
|
| Fig: 1.4: Post-Feedback Result GIF |
FINAL OUTCOME:
Fig 1.5: Final Outcome w/ arcs (5/5/24)
Exercise 2: Squash & Stretch Ball with Tail
INSTRUCTIONS
PROCESS
We use the same file from exercise 1 and begin to alter the shape of the ball.
Stretch poses are most extreme right before contact. It is immediately followed by the squash pose on contact (although by preferred stylistic choice we can add the unaltered ball first). I personally like when stretch is immediately followed by squash. The same process is repeated along the ball's path, but the degree of squash and stretch decreases as the ball loses its momentum. Maintain the original shape only at the extreme poses i.e. try to keep breakdowns oval.
![]() |
| Fig 2 .1: Still Frames Squash & Stretch |
![]() |
| Fig 2.2: Squash & Stretch GIF |
The tail is drawn using the straight-ahead method, ensuring the tail connects on each frame along its path.
![]() |
| Fig 2.3: Tail Frames (rough) |
![]() |
| Fig 2.4: Tail Animation Rough GIF |
At the first peak, the tail could follow the arc a bit more to lessen the jerkiness of the movement at this point.
FINAL OUTCOME:
Fig: Ex 2 Final Outcome (11/5/24)
Feedback
EXERCISE 1
- make sure object is centered within arc
- can reduce number of frames towards end (as ball loses momentum)
EXERCISE 2
- The tail at the first peak should follow the arc a bit more, otherwise the movement will look jerky
- Overall good, sir liked the ending
Reflection
Experience
I find this to be a fairly simple, straightforward, and good set of exercises to
get acquainted with some of the basics. The straight-ahead animation of the tail was a bit tricky for me though.
Observation
It's interesting to play around with the spacing of the inbetweens to
better understand the motion of the ball. Having an understanding of some
basic physics definitely helps. I found the cleanup of the tail to be a little time-consuming because the fluid motion of the roughs is often lost in the lineart stage.
Findings
Even though things are easy at this stage, it's important to be
structured and organised when planning your animations to avoid fixing
tedious mistakes along the way (especially when there will be more
frames involved in the upcoming projects). Stiff arm movements result in stiff drawings, so I believe it's essential to keep things light, swift, and fluid especially while doing roughs.














Comments
Post a Comment