This is an simple Animation bouncing ball, next time i can make this Animation much better by adding more frames and make the ball stop slowly.
Squash and stretch
http://www.animationapprentice.org/sites/default/files/images/BouncingBall.jpg
24/09/14
Here i have made a circle and painted in pink so it stands out.
I have named each layer so i don't get confused. I have moved the circle and pressed 'F6' to key frame.
I have used rotation tool to rotate the circle.
Some squash and stretch in a run cycle
http://1.bp.blogspot.com/-kdjHwyliE6k/URkTHvKmy_I/AAAAAAAAADM/DOrmkffzkC8/s1600/WalkCycle_Side.jpg
Here I have traced I man walking (squash and stretch). I have used 'pencil' tool to trace him.
When I tried to colour the characters hands it didn't work so I clicked on 'paint' then clicked 'close large gaps'
The Animation was too fast then I made the frames longer.This will make the animation slow and it will look realistic.The reason the animation is too quick because i don't have enough frames. If i had more frames this animation would be much better.
I could make this animation way better if I spend more time on it.Next time to make this better i can add In-between and it will look more realistic. Maybe the man jumping up and down then starts to walk fast and slow.
12 Principles of animation
1. SQUASH AND STRETCH
This action gives the illusion of weight and volume to a character as it moves.
2. ANTICIPATION
This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression
3. STAGING
A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line.
4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION
Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene.
5. 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)
6. SLOW-OUT AND SLOW-IN
As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose.
7. ARCS
Arcs give animation a more natural action and better flow.
8. SECONDARY ACTION
Example: A character is angrily walking toward another character.
9. TIMING
Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique.
10. EXAGGERATION
Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions
11. SOLID DRAWING
Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience's interest
12. APPEAL
Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience's interest.








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