Tuesday, 23 February 2010
Here is a design of the set we might make for scene 1 of the storyboard, where it is raining and we see victor's house.
- I also tried to apply different colour designs just to see which one is more suitable for the animation (I also tried to design a 3D house just to see how it would look like in real life)
Sunday, 21 February 2010
I was thinking maybe the first frakenstein character I designed was too complicated and I tought it would be hard to animate, so I thought why not simplify it.
The new character with the stitches is based on one of my group's character design (Sean's)
He drew his frankenstein with stitches on the forehead, Warren suggested that we add another stitch running along the side of frankenstein's face but I think it looks better with one line of stitches only.
I think it would be a good idea to give Frankenstein's skin a greenish look (Skin colour) and yellowish eyes. (Maybe his hair could be black).
We have dicussed we the group and all agreed that Frankenstein should be slightly taller than Victor by an inch maybe, with wider shoulders ( we will make the final decisions on this according to the size of the set- Because we have to design a set as well).
Armatures: I have got a character design but I need to make sure there is a suitable armature enough for this character.
1- When building up an armature, it is important to think about the weight of the character.
- The weight of the head is very important.
- If the head is heavier than the rest of the body, it is important to find a way to make the armature and the plasticine around the body supports the head without collapsing.
- The feet which are at the bottom should also be able to support the heaviness of the head and the rest of the body without collapsing.
- To help the feet support the whole body including the head. it would be smart to add a lot of plasticine around the armature foot.
- To build up the arm and the fingers, I thought we could add 3 to 4 short wires to the main armature's arm.
- because Frankenstein has got a very round tummy, I have thought of 2 solutions to build his stomach.
- I could add round wires to the main armature (And maybe fill the gaps with plasticine)
- Or I could use the plasticine alone to make the body look round (But I prefer the 1st option because if there is too much weight somewhere without the armature supporting it, it might collapse, besides the armature wiould make it easier).
For the head, maybe we can add a ball there and wrap it with plasticine.
here is part 2 of my storyboard
1- As the shadow slowly pushes in on victor and as his eyes fly open,we can apply a fast zoom in effect that will focus on victor's face (Instead of seeing half his body and his whole face) that will emphasize the openng of his eyes.
(With maybe an audio= suspense or surprise like sound effect)
2-I was thinking instead of seeing Frankenstein whole body looming over the camera, we could have his dull eyes shown only.
Thursday, 18 February 2010
Monday, 8 February 2010
It could be a character jumping for instead or even a character about to pick something up.
Here is some anticipation in our group project.
If you look very carefully at the clown fish you will see it staring at the stickfa while falling and you expect something to happen as it stares at the stickfa, it will also start following it...the anticipation was used here to prepare the viewers for the unexpected, they surely didn't expect the stickfa to kick the fish but they expected something to happen...Anticipation could be used to make an action look more realistic...like a tennis player about to hit a tennis ball.
http://www.youtube.com/watch?v=P5_Y6dL9PtE This is the link to my video reference for anticipation, a 2D animatio where you see tennis players about to hit a tennis ball.
Here is a sample 4rm the video link above:
In this animation you can see that there is a mistake in the timing between two frames, when after hitting the ground the ball heads towards the sky, there is a missing frame in-between (The extra frame should have been closer to the previous frame, so there is also a mistake in the spacing, since the next frame is too far 4rm the previous one).
Missing frame- this is where slow in and slow out are useful
To make an animation look more realistic, (An animation with a beginning and end point- like for instance someone starting a run and coming to a stop or someone standing up or even a thrown bouncing ball, or something falling from the sky) there should always be more frames at the beginning and at the end of the animation, in the middle there should less frames than in the beginning and the end. If you look at my video, there is a mistake in the timing and spacing, when the ball flies off the ground, there should have been more frames, then later less, but there is a missing frame so that the slowing out looks wrong a bit.
One of these characters is more beautiful than the other and one of them is more interesting, which do you think it is ? (If you guessed right the most interesting one is the most appealing).
The same thing could be applied to a thrown object.
Here is a test that shows how it would look when following an arc (You ca comare it to the streched and squashed bouncing-there was no arc to help the animation, so it looks less realistic).
I will use our group project to show secondary actions applied twice in the sames scene.
I-You can see a secondary action applied to the character when is in falling down underwater, his arms are swinging (since he is trying to getback to the surface, he is kind of swimming...), this is to emphasize the main action: The character falling down deeper and deeper.
II-Another secondary action applied when the character is swimming to pick the perl out of the shell, you can see that it is flapping its legs in the water to get to the shell and even when he picks it out of the shell, its legs are still flapping, it emphasizes the action and makes it look less dull.
Sunday, 7 February 2010
Here is a test to show what I mean.
Squash and stretch could also be used for an exaggerating effect. (For instance to give a character a stronger expression)