Presentation on Principle of Animation - English

Presentation on Principle of Animation - English

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Presentation on Principle of Animation - English - Overview

------------ PAGE 1 ------------ Presentation on Principle of Animation BY SAIFUL ISLAM ID: 141- 40- 105 DEPARTMENT OF MCT, DIU ------------ PAGE 2 ------------ Principle of Animation There are total 12 main principle of animation. Mainly two expert animator of Walt Disney created this 12 principle to make the animation more enjoyable. This is why animation feels very enjoyable and interesting to us. ------------ PAGE 3 ------------ 01. Squash and stretch This first principle of animation helps the motion of any objects to highlight and make it alive. The purpose of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions. ------------ PAGE 4 ------------ constructions. ------------ PAGE 5 ------------ 02. Anticipation Anticipation is used to prepare the audience for an action, and to make the action appear more realistic, eg. If you're playing football and intend to make a goal you have to turn a hand and leg to backwards for preparation. Just like a cricketer making a swing has to swing the bat back first. ------------ PAGE 6 ------------ first. ------------ PAGE 7 ------------ 03. Staging A scene should reveal the attitude, mood, reaction or idea of the character or story. Rule of Third, Long, medium, or close up shots, and camera angles also helps tell the story. ------------ PAGE 8 ------------ story. ------------ PAGE 9 ------------ 04. Pose to Pose and Straight Ahead Action These are two different approaches to the actual drawing process. " Straight ahead action" means drawing out a scene 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. ------------ PAGE 10 ------------ later. ------------ PAGE 11 ------------ later. ------------ PAGE 12 ------------ 05. Follow Through and Overlapping Action When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail ( these follow the path of action). Nothing stops all at once. ------------ PAGE 13 ------------ once. ------------ PAGE 14 ------------ 06. Ease in, Ease Out or Slow in, Slow Out If we explain it through drawing. As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. ------------ PAGE 15 ------------ slower. ------------ PAGE 16 ------------ 07. Arc Almost every object turn by following a center point, It is called Pivot Point. All actions, with few exceptions ( such as the animation of a mechanical device), follow an arc or slightly circular path. As example, Our hand moves by following out shoulder joint. Arcs give animation a more natural action and better flow. Without arc the animation will be robotic or mechanical. ------------ PAGE 17 ------------ mechanical. ------------ PAGE 18 ------------ 08. Secondary Action Those actions are basically created for or by main action. This helps highlight the primary object’s action, so that audience can understand the main actions more easily. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. ------------ PAGE 19 ------------ leaning. ------------ PAGE 20 ------------ 09. Timing and Spacing Timing is needed to understand where to set which key frame. and spacing is the interval between the timing. Suppose our animation's duration will be 2 second. We want a character to walk within 1 second and he will be sit down within other second. Now we set a key on 0 second and another key on 1 second. Now we have 1 second left and this is the spacing. Spacing decides how much speed need for the animation. The lower the spacing action will be faster, and the higher the spacing actions will be slower. Spacing depends on timing. ------------ PAGE 21 ------------ timing. ------------ PAGE 22 ------------ 10. Exaggeration Exaggeration is a caricature of facial features, expressions, poses, attitudes and actions. This helps us deliver the main message of the action to the viewers. This should be added in a way so that it blends with primary action. ------------ PAGE 23 ------------ action. ------------ PAGE 24 ------------ 11. Solid Drawing Solid Drawing is to disply/ show the perspective and depth of object. So that it looks realistic. Posting, Perspective, form, volume, force, solute is the main factor of solid drawing. We should mind that the objects are looking perfect and interesting. It will help our composition to look dynamic rather then being flat. ------------ PAGE 25 ------------ flat. ------------ PAGE 26 ------------ 12. Appeal Appeal includes an easy way to read design, clear drawing, and personality development to capture the audience’s interest . Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. ------------ PAGE 27 ------------ References 1. Google. com 2. Vfxhunter. com 3. Youtube. com 4. Slideshare. com
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