Tuesday, 22 June 2010

Evaluation

Overall i am happy with the outcome of my video. At first I couldn't think of an idea that i was happy with, so settled i with probably the most basic form of evolution; aging, or in an apples case, rotting.
I considered doing the animation on flash as a cartoon, but thought it would be easier and more effective if i would do it as photos and then in Imovie.
I was happy with the way my pictures turned out, I added the apple and turned it 360 degrees, then splitting in half and one half of the apple rolling away, laving the other half behind and centered to show it rotting.
It took a few hours for it to start rotting, but still looked fresh. I decided to use photo shop to aid the rusting effect on the apple.
I took my last frame and added a rust effect, i then dimmed it down and lightly erased some parts to show the rust, or rot.
I am happy with my overall result, even though i dont understand or fully enjoy animation, I feel like I have achieved what i set out to do. I am happy with my result. :-)

Final animation

Trial






This is the end result of the apple, It didnt rot as quick and well as i had hoped so i used photoshop to make a realistic rotten apple. I think it turned out good, I blended in a picture of rusted metal, which gave it a good effect, i am happy with the result.

Animation storyboard

animation timelines




Timelines on evolution of games, transport and life

Walk cycles

In animation, a walk cycle is a sequence of frames representing a (usually human) walk movement. Walk cycles are important, because when a walking person appears in an animation, the walk cycle simply can be looped over and over, without having to animate each step again.

here exist many techniques to create walk cycles, for example in pixel art and 3D computer graphics. Different poses can be modelled in a 3D modeller, and frames in between interpolated. Or they can be hand drawn, using techniques like rotoscoping.
For a human walk cycle, poses like passing point, high point, contact point and recoil point can be identified as important frames defining the walk (For example in [1]).
Besides the apparent move of the legs, many more details are necessary for a convincing walk cycle, like arms, head and torsion of the whole body. Also the bottoms of the feet must squash slightly, meaning stretch out, when the pressure of the body is placed on them.





24 frames in animation. why?

hat actually depends on your method of publication and the quality you want. For standard quality web animation, there are 12 frames per second; high quality web animation downloaded over high bandwidth goes up to 15 frames per second - which is, coincidentally, the default frame rate for standard quality television animation. 24 frames per second can be either high quality TV animation, or low quality cinematic animation, while high quality cinematic animation is generally 30 fps.

A film frame, or just frame, is one of the many single photographic images in a motion picture. The individual frames are separated by frame lines. Normally, 24 frames are needed for one second of film. In ordinary filming, the frames are photographed automatically, one after the other, in a movie camera. In special effects or animation filming, the frames are often shot one at a time.


Using anything less than 24 frames would begin to make the animation look choppy and of bad quality. thats why 24 frames are used per second in animation, so it is clear and the quality is good.
Posted by Sophi at 05:44 0 comments
TUESDAY, 2 MARCH 2010
Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways. The most common method of presenting animation is as a motion picture or video program, although several other forms of presenting animation also exis

Animations

Steamboat Willie


This video Is one of the first cartoons made by Walt Disney. Steamboat Willie.



Family guy
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This is a clip of Family guy. Its one of the new episodes. Alot of this work will be took from the storyboard and created on a computer insteda of being hand drawn like
some 2D cartoons from the 1930's for example.


Disney Pixars Up





A clip from the new disney pixar film UP. Is is a 3D animated motion picture. But the work leading upto it would have been 2Dbefore the final piece.

Storyboards






Storyboards are graphic organizers such as a series of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic orinteractive media sequence, including website interactivity.
The storyboarding process, in the form it is known today, was developed at the Walt Disney Studio during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios.

The storyboarding process can be very tedious and intricate. The form widely known today was developed at the Walt Disney studio during the early 1930s. In the biography of her father, The Story of Walt Disney (Henry Holt, 1956), Diane Disney Miller explains that the first complete storyboards were created for the 1933 Disney short Three Little Pigs. According to John Canemaker, in Paper Dreams: The Art and Artists of Disney Storyboards (1999, Hyperion Press), the first storyboards at Disney evolved from comic-book like "story sketches" created in the 1920s to illustrate concepts for animated cartoon short subjects such as Plane Crazy and Steamboat Willie.