Wednesday, June 4, 2014

Reflection

"If this business was easy, it would be a sin." 

-Hayao Miyazaki, Animerica Magazine. 1993

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That quote tells it all. Animation is hard. We, the viewer, do not realize just how challenging animation is. We sit back and enjoy without a care in the world when we watch little Nemo swimming in the big blue, or ice crystals forming from a character’s hand. Teams of people were employed and their hair turned grey in order to make that snow flake fly!  

It is not easy to get characters to move the way you want them to or line up sound the way you want it to, and that is not even the start of what animators have to consider. Fabric, hair, grass, leaves, water, clouds, insects, animals, bubbles, rainbows, unicorns- you get my point, right- have to move also. A lot of time, we are talking years, go into making an animated movie. It took me 4 months to make one little girl run! I give credit to all animators who use whatever form of medium they choose to work with.


I loved this experience, even though a lot of it was frustrating and disappointing, I would not retract choosing this study. In March I started with an idea, and now in June I have a playable animation. In a course of 4 months I started with a thought; drew out a ton of layers that consisted of character poses, backgrounds, and effects; placed them accordingly to appear as in motion; tested out; adjusted; tested some more; added sound; altered, tested; adjusted; and finished. This knowledge and appreciation I gained is extremely satisfying. I may not have created a flawless animation, but considering where I started from, I am very happy with the end result. 

Reading Material

Animation is the youngest medium of art that mankind has created. Spanning barely over one hundred years, its history is as rich and dramatic as any other. Starting as the simple idea of an illusion of moving art by a couple clever innovators at Edison's film company in the early 1900's, it soon boomed into a mega-corporate commercial venture that employed thousands and captivated millions only decades later. It spread outside of America and took many different forms in many different countries and cultures. Today, the face of animation is very different than it ever was.
With the advancement of technology, animation has also advanced. Animation went from 2D to 3D, using one of the most common 2D programs called Flash to using one of the popular 3D programs called Maya. The methods of making a 2D animation versus a 3D animation are drastically different. Starting in 3D was not going to benefit me, so I turned my focus to 2D. Thankfully my readings of The Animator’s survival Kit and The Illusion of Life focused strictly on 2D animation.



Understanding the basics of animation involves knowing the terminology of animation. The terms I needed to understand from the start included:
2D Animation: The creation of moving pictures in a two-dimensional environment, such as through "traditional" cel animation or in computerized animation software. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps. The eye can be "fooled" into perceiving motion when these consecutive images are shown at a rate of 24 frames per second or faster.
3D Animation: The creation of moving pictures in a three-dimensional digital environment. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps, filmed by a virtual "camera" and then output to video by a rendering engine. The eye can be "fooled" into perceiving motion when these consecutive images are shown at a rate of 24 frames per second or faster.
Frame Rate: The measure of the number of frames displayed sequentially per second of animation in order to create the illusion of motion. The higher the frame rate, the smoother the motion, because there are more frames per second to display the transition from point A to point B. Also Known As: frame frequency.
Frame:  In animation, a "frame" is a single complete image out of the sequence of images comprising an animation. Taken alone, the frame is just a drawing - a piece of art. When sequenced with other drawings, it becomes an animation frame.
Key Frame: An animation key frame is a single still image in an animated sequence that occurs at an important point in that sequence; key frames are defined throughout an animated sequence, in order to define pivotal points of motion before the frames in between are drawn or otherwise created to "tween" the motion between the two key frames. One example of key frames could be an animation of a swinging baseball bat; the bat at rest would be one key frame, and the bat at the end of of its swing would be another. All other frames would be "tweened" frames.
Squash and Stretch: "Squash and stretch" refers to an animation technique used to depict exaggerated animated motion. The point of squash and stretch is to make the motions larger than life, rather than more swift, realistic, and sometimes unnoticed in passing observation.
The reason it's called "squash and stretch" is because characters and objects are shown to "squash" (become distorted or flattened) when affected by weight or gravity, and "stretch" (become elongated) when affected by momentum or other forces, in ways that are (usually) impossible in reality. A key principle of squash and stretch, however, is the fact that the object/character animated retains the same volume/apparent mass; it's simply distorted into a different shape and/or configuration to give the impression of the forces acting on it.
Tween: "Tween" is actually short for "in-between", and refers to the creation of successive frames of animation between key frames. In computer animation, the term is most commonly used for Flash's "shape tweening" and "motion tweening" processes, where the user can define two key frames and Flash will automatically create the in-between frames, either morphing one shape into another over a set period of time or else moving a shape or shapes from point A to point B over a set period of time. 3D animation programs also have their own method of "tweening".

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Once one understands the terminology, one can move onto the drawing basics. These basics include understanding spacing and timing, keyframes, and “squash and stretch’ . The Animator’s Survival Kit included images that demonstrated the right way to conduct these drawings and the wrong way using every traditional animator’s friend, the bouncing ball.




The keys are the major points of the storytelling drawing. These are the drawings that show what happens in the story:
All of the movements in-between these main points are called the “tweens”. It was not until I started creating my own animation that I realized how extensive the frames really are. Apparently reading “ 24 frames equals one second” did not register how much work that is- and for only one second!!!


Squish and stretch refers to the movements that occur to the object when in motion. Nothing stays stiff.







References:
Beck, Jerry. Animation Art. Harper Collins, 2004.



Used as reference and aid in drawing:
I watched how to execute animations in Photoshop.

Wednesday, May 21, 2014

Have Faith

Have faith. Those two words have lingered with me ever since they were uttered to me.


Faith has been lost upon me for some time now. At an early point in this project I realized I was going to need a little.
I was studiously putting most of my time into my animation and not liking the results I was getting. I have put in sooooo many hours of reading, researching, tinkering, creating, and recreating animations.

I started with my basic idea of creating a character running from point A to point B. I figured this was an ideal first ever animation project. I used an image I found on Google as the background. I did not want to create my own background because that itself is a huge animation, and I would need to put in a lot of time and watch more tutorials to get it right. The result is this:
and then this:



 Once I executed this, I immediately knew I was not happy with this, so I began thinking of another element to incorporate into this scene to spice things up and I knew I needed my own background.  I came up with a running horse:





I put the 2 characters together into a freshly made black and white background ( b & w is easy to speed paint with and I knew I could knock it out in no time).
( Thankfully this is not my final. I did see that some frames appeared 'stuck' at the beginning)

Can you guess what happened? This result still did not please me. I knew I was getting somewhere, but still was not there. In my photography, I love to make my image b&w and have a special item/area left in color. This creates a powerful, meaningful, and focused image. I thought this idea could work with my animation. Nope. Epic failure.  
I am feeling unsuccessful because I seem to have abandoned myself as an artist and forgot to make something with a meaning and something that has a little of me in it. I had to take a few days off and clear my head on how to make something I will be proud of, even if I don’t have a part of me in it.


After a few days away from my animation, I began to work on a new background and ways to make my characters appear in an interesting way in the setting. 

And no- I don't have all the time in the world. I have sacrificed a lot, but do it because I need to be proud of what I create.  




I have watched a lot of tutorials that taught me some fun effects. For one of my procrastination and ADD moments, I created this for my 3 year old niece who is obsessed with Frozen. I thought I would share. 

Wednesday, May 7, 2014

A moment, more like 100, of weakness



I am told venting is a good stress reliever. Personally, I prefer to workout more than once a day, but this option is not fixing my need for great results. 

I haaaaaaaaaaate being out of my comfort zone, as most individuals do. In regards to my animation, I feel like I am not obtaining top notch results. I also know that top notch is not going to come from my first ever animation.

 I have laid out all of the pieces I need to accomplish my final animation. I have rendered multiple animations of my character running to ensure the run appears smooth. I placed the character against a background I found and was not pleased with this simplicity, so I worked on a background of my own in b&w. I believe this consisted of 50ish frames or so. I did not want my animation to just consist of this character running from right to left,so I added that horse I created for SL into the mix as if she were being chased. I found an armored character and placed him on the horse to act as a villain. As I was putting this together, I ran into a few issues that prevented me from altering/adjusting/painting/etc. I also began hating my b&w background and scraped that and created a colored background. At this point I have my new background set in frames, 48 frames, and am starting to place my character, keeping in mind not to do what I have previously done. 

As I work on these trials, I read and watch tutorials and stray off of my project to create animations using techniques that I wish I could have done with my proposed project. I have failed at trying to incorporate these techniques due to my restricted drawings of my character. I have made a pretty cool animation that does not pertain to my proposed project- that made me happy and feel somewhat confident that I have a bleak chance at surviving in the digital world. 

Also: 

Wednesday, April 23, 2014

Second Life

                                              



I have taken a mini "break" away from my animation project to expand my knowledge and present a different animation for our Second Life Media Arts Festival. I did not stray too far from what I am working on, so it won't be anything to spectacular. 

There are four ways living creatures are mobile; 2 legs, 4 legs, fins, or wings. My animation study has provided me the opportunity to focus on 2 of the ways that I am most accustomed to- 2 and 4 legs. My character animation is the 2 legs, and my Second Life animation is going to be 4 legs. Through my Google searches, book reading, and video watching, I have noticed many beginners create either a dog or horse running animation. I found it would be in my best interest to do the same. So, I found an image from Google of the sequence of a horse running and I turned it into a very short animation. 
Using those 12 poses, I created a 2 second video of it running. This very minor video was created using 24 frames and took me a couple of days to achieve just the skeleton of the animation, even with using a pre-made drawing. I could not find any tutorials or readings, yet, on how to successfully make a background appear as it is moving/changing as the character runs, but I attempted this action with the knowledge I have. I am presently working on the basic coloring job of the frames. If I have time, I will try and add more detail to the horse. 
See you at the festival! 

Tuesday, April 8, 2014

What I have been learning....

You never really know how much work is involved in something until you do it yourself. Most individuals are aware that animation is no easy undertaking, but do you really know how challenging it is? After reading The Animator’s Survival Kit, I now know.
To break down what I have come to learn and understand, here is a simplistic explanation:

1)      There are teams for every area:
a.       Every single character has a separate team
b.      The background
c.       Lighting/shadowing
d.      Details
e.      Coloring

f.        Special effects

1)      You work in steps to create actions:
a.       Do one thing at a time
b.      Plan out
c.       Lay out the big drawings- the storytelling drawings- these are called the keys.
d.      Put in any other important drawings that have to be there- these are known as the extremes.
e.      Use the keys and extremes as guides for things and places we want to aim at.
f.        Play out the moves to check for accuracy.
g.       Add in breakdown positions
h.      Add/remove/change and play out again- repeat as needed.
i.         Details come last- hair, clothes, quirks of the character, etc.
Visually these steps are broken down to look like this:




Saturday, April 5, 2014

Sketch Run trial


For this attempt, I used the timeline animation sequence that Photoshop offers. I spent some time, with the aid of a Youtube video and googling tutorials, on figuring out how to make this happen. At first I was overwhelmed, but once I starting my trial it all started to make sense. Once I became comfortable with what I had established, I played around a little bit between the frame and timeline animation. Of coarse I started my endeavors off with the more difficult of the two. Frame animation is much easier to manage and place the pose. I don't regret starting with timeline animation because I proved to myself that I can do the challenge and eventually go into 3D animation.  


While I was playing around with the timeline animation, I accidentally made the background I picked appear to have the sun go down. I have been trying to render it into a video to post, but I think the thing I enabled does not cross over into a video render. I will work on figuring out how to share with you this cool affect.
   *The background I will be using for the animations here on out are not a creation of my own. I googled and found an appropriate setting for my character. I do not have the time to render up one of my own for this.