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Date:
29 september 2021
Staging
Staging is basically one of the 12 principles of animation; it's the presentation of any scene idea so that it is completely and unmistakably clear for the audience. It's using to give the audience a track of what is going on.
The acting, timing, shot type, and setting are the main things that allow the creator can manipulate with audience attention.
In this shot, the rule of thirds emphasises the two characters in the centre of the composition. The main character is in the foreground. But first, the viewer looks at the lady; only after that do they look at the main character.
The tilted angle of the camera also gives the viewer a sense of the irregularity and non-standardness of the situation.
In addition, the purple colour of the lady in the mask stands out against the warm orange colours of the scene. And the darkening purple cloudy sky behind her also emphasises the unfavourable situation.
The next scene is also built according to the rule of thirds, but now the main character is in the upper right corner.
The black colour of the character's clothing also stands out against the grey-green tones of the surroundings.
But beyond that, surroundings and leading lines represented by perspective and power poles in front of the character concentrate the audience's gaze on the protagonist.
As before, we analyze the next frame according to the rule of thirds. The background is now composed mainly of parallel vertical and horizontal lines that divide the scene. However, the top centre rectangle indicates the emoticon on the wall.
But, the viewer will not turn to this in the first place. In the first place, the audience will pay attention to the antagonist at the bottom of the centre. And also on the heroes standing to his left.
Thanks to the movement of the antagonist's hand, the viewer's gaze will follow from him to the heroes standing next to him, thereby transferring the audience's attention to them.
The fourth scene is a fragment of the opening. In this case, creators try to highlight the accents by using circles. The villains stand in a semicircle; a circle is forming around the antagonists with green smoke; a dark-green circle also frames the emblem itself in the centre.
All of this concentrates the audience attention at the centre of the shot.
In addition, the viewer's eyes are attracted by the lines of action leading to the centre.
The colour palette is quite contrasting because the combination of violet and green is complimentary, and they stand out on top of each other. However, here, the logo of villains is depicted in bright red, which stands out even against the background of their dark silhouettes.
Thus, the audience's gaze first concentrates on the symbol, and only after that, it goes down to the characters standing in the shadows.
In the last frame, we look at composition again by using the rule of thirds.
Both of the character's heads are precisely where the vertical and horizontal lines of the stack intersect, so the audience catches the main points of view very quickly.
The surround lines likewise run parallel to the rule of thirds grid, thus making it even easier for the viewer to see it.
We also see here a non-physical line of action, which is the views of two characters at each other.
Date:
1 October 2021
Car rig animation
After I did my first animation, a skidding car. This was an excellent practice to get used to using Maya, even if at the start it looks too complicated and a bit too much for the first try.
I did not face many problems when animating this scene, and however, I still think it might be better. For example, rework a graph a little more and give it more weight when skidding and standing back on the ground or add some more movement at the end.
And of course, I felt that I needed to research more about the physics of cars all the time. Find some references and vireo examples from different angels.
*1
Date:
8 October 2021
bouncing ball on the spot: Rubber
After the lesson, I found some references with different balls bouncing on the internet. I definitely must find it before doing animation. It helps a lot to understand the physics of other objects.
Now I can properly see that my ball is quite wobbly and doesn't look like a real one.
The more squash and stretch, the softer the object, the less squash and stretch, the stiffer the object.
This is a rubber ball, so it supposes to have a lot of squash and stretch. However, the stretch I did does not really work as it should.
The ball does not have to be stretching the entire time that it's falling.
When it's just starting to fall, it should have its normal shape for the most part, and then when it's just about to hit bottom, that's when it has the most stretch. But because it was just a second time when I did animation in Maya, and I didn't really understand how exactly graphics is warking, I messed it up quite a lot.
When it's just starting to fall, it should have its normal shape for the most part, and then when it's just about to hit bottom, that's when it has the most stretch. But because it was just a second time when I did animation in Maya, and I didn't really understand how exactly graphics is warking, I messed it up quite a lot.
Date:
9 october 2021
bouncing Ball on the spot: Solid Ball
Before creating the animation, I decided to look for a suitable reference to recreate the bowling ball's behaviour.
And compared to a rubber ball, a bowling ball reduces the height of its bounce from the ground by almost three times. So in total, the ball bounced off the ground four times.
On the first graph, I tried to choose the required number of frames myself, as is usually done in 2D animation. However, because this was only the second time I worked on 3D animation in Maya, I later decided to make calculations based solely on the footage I found.
In the second graph, all calculations were made based on the video reference screenshots combined. I was able to calculate how the bowling ball should behave roughly, and I was able to approve the number of frames between the two arches of the graph.
And after that I just repeat graf in Maya.
Date:
12 october 2021
bouncing ball with Travel
Date:
12 october 2021
Recording Reference
On this day, Fabian and I met at the university and recorded all kinds of references for our videos.
Each brought two balls, and we pushed each of them against each other. In addition, they recorded it as separately as each of the balls, as an additional reference.
This is the part that I chose to repeat in Maya.
Date:
17 october 2021
Bouncing Balls (Contact animation)
To better repeat the actual footage of balls, I start comparing my work and reference all the time. It actually helps a lot while you warking, because this way you can clearly see what the problem was.
In the end, I still think this isn't perfect. I definitely should change the rotation of the football ball when it touches the wall. But everything else is fine for me.
26 october2021
Date:
Pendulum Animation
26 october 2021
Date:
Chain Animation
28 october 2021
Date:
Solid Posing (Character Posing)
This is a quick pose section
Here is a pose for Desperate emotion.
Some more practice with posing.
9 December 2021
Date:
Final Show real
Bibliography
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Якорь 2
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