Friday, September 27, 2013

This is what really Overlapping Action is....

Follow Through :- Once a moving figure has come to a halt, certain aspects of the figure(such as arms,hair,tails.etc) or any loose items (such as drapery) may sway forward & backward at a decreasing rate until themselves finally come to rest.

Drag :- Some elements of the figure will begin their motion before others & be the prime source of animation,These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts.

Overlapping Action :- This is where things move in parts, where everything Doesn't happen at the same time. it means tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on). one part starts first & other part follow.

Saturday, September 21, 2013

No more Confuse in One's & Two's

This is mainly about something in 2D animation

Something that didn't make sense to me when i first heard faster action should be animated on One's. so I thought , "well will not more drawings slow it down."
Then I realize since we're not adding time.the Frames stay the same, same we're just putting more images to connect the action

One's :- one drawing for each frame of film.
Two's :- one drawing held for each two frames of film.

The Rule of thumb :- Use 2's for normal actions 
                                Use 1's for very fast actions
like instance,runs always have to be on 1's & normal action,dialogues on 2's.

Obviously, life is on One's, but Two's work well for most actions and of course it's half as much as doing it on One's and half as expensive.
Working on One's is twice as much work & expense all the way down the production line but result is Tree times better than Two's.
Computer Animators have everything on One's,with perfect inbetweens & it hasn't diminished the appeal of their work rather the reverse. Two's tire the eye after a few minutes.

Twos work - Ones Fly !   

Thursday, September 19, 2013

Final Obstacle Course animation


Finally i think i animated every single frame that give the weight shift of that ball in the obstacle setup.

Tuesday, September 17, 2013

Obstacle Course animation

This animation assignment is really hard. Because I need to figured out the correct Keys, Breakdown positions of the ball's weight shift with the speed. It's all in Timing .......................

Thursday, September 5, 2013

Obstacle Course animation planning

I'm trying to do a Obstacle Course animation like animation students are doing. cause it's brilliant exercise to understand more timing & more spacing.

1.very first the planning process.
2.after that i modeled the set by my self.
3.then the animation

Obstacle course planning






















Obstacle Course modeling
Modeling the Set is the easiest part with the NURBS. Just added a GI Light for look nice.
When the animated shot comes, i planed to render with Maya Software Render, Because Mental-Ray doesn't support image planes. several times i try to render the image in the bottom with a image plane but it's didn't work.
Hand Drawn Obstacle Course BG 
This is the Background that i liked to put in my Obstacle Course Animation.I draw this Image with Photoshop. This is the first drawing that i draw with the Photoshop.


Friday, June 28, 2013

Final Bouncing ball Weight Shift


This is the only problem i got when i rendering the animation. Basketball falls in X direction, but other balls falls in Z direction. because at the very first i planned the whole animation in perspective view. However I solved the problem with two orthographic camera cuts. 

Weight shift in Bouncing ball



Finally understood the Weight shift in animation. I animated different weighted balls with one ball rig called Ultimate Ball. look at my graph there is no split.  

Maya graph B.ball


Thursday, June 27, 2013

First Bouncing ball animation

               This is my first bouncing ball animation. simply started an animation and finished it very quickly.

12 Principles of Animation

These Principles was made buy the Pioneers who we call 9 Old men at Disney. Mostly it came out from the  "Illusion of Life- Disney Animation" book wrote by Ollie Johnston & Frank Thomas in 1981. This is the Bible of animation until today.

1.Squash & Stretch - it is something that gives characters exaggerated weight or a springiness or anticipation to a movement.

2.Anticipation - Prepare the Audience for an action, and make the action appear more realistic.

3.Staging - It's presenting your character's action from the best possible angle. The only view that matter is the camera view.

4.Working Methods (Straight ahead/ Pose to Pose) -Straight ahead animation drawings are made in sequential order (1,2,3,4....etc) It just like we start drawing & see what happen like a kid drawing in the page corners of a school book.
Pose to Pose animation is made by Creating Key Drawings first. and filling the Inbetweens later.

5.Follow through & Overlapping action - One part starts first & other parts follow. Once a moving figure has come to a halt certain aspects of that figure or any loose items may sway forward & backward at a decreasing rate until they themselves finally come  to rest.


6.Ease in/Ease out - Ease In :- This adds some Cushion to the end of the action and gives the object a more natural deceleration and sense of weight.
Ease Out :- This gives a gradual acceleration into the move for natural flow.

7.Arcs - Most actions follow arcs. Generally an action is in an arc. most of the time the path of action of a object is either in Wave like arc or in a sort of Figure 8. But some times it's angular or straight. Remember Straight lines gives Power.

8.Secondary action - Once primary action is completed , the animator may go on to animate the secondary actions that assist the primary actions.(scratching, wiping nose, weight shift...etc.)

9.Timing - It can say as just a series of still images/frames that flash by fast enough to create the illusion of motion. Timing is the beat, Spacing is the change.

10.Exaggeration - Choosing the main idea and sharpen it only where we need to in order as perfect imitation of reality can look static or dull.

11.Solid Drawing - Taking the drawing or the poses into account form in 3d space, giving them volume and weight. What it basically imparts is a dedication to the figure drawing principles that the master animators all added to.

12.Appeal - It could be said that all of the fundamentals combine to make appeal,character design,contrasting poses,contrasting time(rhythm) are all fine tuned. It meant anything that a person likes to see, a quality of charm,pleasing design,communication & magnetism.