Luxo Jr.!!!

August 21, 2011 at 3:16 pm (Uncategorized)

Watch this first!!

Cute isn’t it?

Moving on…

1st Question:

Apart from their different sizes, it is obvious from Luxo Jr. that the big lamp is “older” and that the small lamp is “younger”. How is this communicated by the animation? 

Uhh…I would suppose it is the way the lamps reacted?

Firstly, when the big lamp saw the ball, it seems like it is curious. Its movement is slow, like an adult would do. On the other hand, the small lamp is seen with a lot of energy, jumping and bouncing, just like a child who just had a new toy.

2nd Question:

Give an example from Luxo Jr of how timing is used for comic effect. Explain how the timing decisions contribute to the humour.

I believe it would the time when the small lamp jumped on top of the ball and started to bounce on it and after the ball gave way. It was understandable to the viewers that the ball will eventually give way, by the way the small lamp is bouncing, and when the ball gave way, there was a pause. I believe the pause to be the source of comic effect.

here’s what I have found regarding comic timings:

Comic timing is the use of rhythm, tempo and pausing to enhance comedy and humor. The pacing of the delivery of a joke can have a strong impact on its comedic effect, even altering its meaning; the same can also be true of more physical comedy such as slapstick.

A beat is a pause taken for the purposes of comic timing, often to allow the audience time to recognize the joke and react, or to heighten the suspense before delivery of the expected punch line. Pauses, sometimes called “dramatic pauses” in this context, can be used to discern subtext or even unconscious content — that is, what the speaker is really thinking about.

(This is all in wikipedia)

Last Question:

When you create a joint chain, these form a hierarchy, with the first joint at the top and the last joint at the bottom. Explain why this is necessary for the joints to work properly.

I supposed it would be of how Inverse Kinematics works? Joining joints is quite similar to how of a hand works I believe. Its like, you can’t move your hands without moving your elbows first.

 

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Doing animation in Maya!!!

August 21, 2011 at 12:21 pm (Uncategorized)

Going through the tutorial to do animation:

http://download.autodesk.com/us/maya/2011help/files/Inverse_kinematics.htm

So here’s what I have done!

Moving the box as well as animating sure is hard work!!

But following the instructions was easy!!! Just got to be mindful of the blend parenting…

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My scenerio ^_^

August 5, 2011 at 10:45 am (Uncategorized)

Scenario 5

“The same as for scenario 1, the robot is busy stacking boxes.

The robot lifts a box, turns to place it on the stack – but the box is stuck! The robot can’t drop the box!

Animate the reaction of the robot, and how it deals with this sudden turn of events.”

So, meet Luke!!

Luke is a mechanical machine working in a factory (duh!!)

A…happy person? He’s always looking forward to end the day!

Until one day, a different color box came by, he was a bit shocked at first, but though nothing of it and instead tried to stack the box as well.

However, it got stuck instead and….(doing the rest in storyboard and Maya!!!).

So here’s a story board!!!! (I never realise I was so bad at drawing…. )

Well? How was it?

Will be doing on a animation about this soon.

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2D V.S 3D !!!!

July 19, 2011 at 12:46 am (Uncategorized)

Some question regarding about 2D and 3D…

Do you need to be able to draw well to create good 2D animation? Explain your view.

That is not necessary. In 2D it does not matter is the drawing is good, so long as it has the principles of animation, even if the drawing is…weird (of course, it must be recognizable), it would still be able to create a good animation.(of course, well drawn is a bonus)

Here’s some funny example of 2D animation:

Nice videos huh? haha, I actually wanted to show another video, but that was a bit too violent haha.

Next question:

Do you need to be able to draw well to create good 3D animation? Explain your view.

Hmmm….that’s a tough question, well…I personally think that in 3D animation, well drawn will produce a better animation.(but why does it not matter in 2D animation?) I mean, after all, 3D is suppose to be linked to the real world so…I believe a good drawing will give a more realistic animation in 3D.

Here’s some example of 3D animation:

Next…

What do you think would separate a piece of poor animation from a piece of good animation? In other words, how would you go about deciding if a piece of animation is good or bad?

Well, in my opinion, I believe a good animation is to give the audience a good story, as well as being entertaining as well. A good animation must also have the animation principle of course!

In 2D animation, you need to be very aware of timing at a frame by frame level, using timing charts and other techniques – but for 3D animation, this is handled using the graph editor, which is more concerned with manipulating rates of change over time.

Does this affect how you approach your animation work? Explain.

How does this affect? Does not really affect I suppose, doing 2D and 3D is differently, to me that is. Doing this two kinds of animation just require different method, but i believe that they both achieve the same result, the timing that is.

Lastly..

Give a brief critique of Maya as an animation tool. Don’t just say Maya makes animation difficult, or easy, or that you need to learn a lot of stuff to use Maya – explain what Maya does well and not so well in terms of creating animation.

Well, the good things that maya allow us to do is that, we are able to create animation from it(of course -_-), that includes adding the textures, adding lighting,shadows, timing of the animation and others!!!(…cant really thing what maya does not so well in creating animation)

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Bouncing ball in maya!!!

July 18, 2011 at 11:53 pm (Uncategorized)

Read the rest of this entry »

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Some of the question regarding animation…

July 11, 2011 at 9:22 am (Uncategorized)

What is ease in and ease out?

Ease in and ease out is similar to slow in and slow out.

Ease in is the motion of an object that starts out slowly before speeding up at the end of the motion. Ease out is the opposite of ease in, that started the motion of the object fast before slowing at the end of the motion.

What is frame-per-second?

Each frame is actually a still images thus, it is the number of images seen within a second. Thus, using this concept, by playing a sequence of images within a second, we will be able to see the object in the image animating.

 

An example of ease in and ease out V.S constant rate:

When playing animation at a constant rate,

It will look like this and causes the ball to look….well…not real.

However, when playing animation using ease in and ease out,

It will look like the ball is really bouncing compared to the first video.(without the squash and stretch effect)

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Animation in pencil part 2!!! ^_^

July 11, 2011 at 8:39 am (Uncategorized)

Here’s an animation of slow in and slow out, in regards to the video made earlier in “12 basic principles of animation…or half of it haha!!”:

…This was quite badly done…haha the person does not even look like it is jumping at all, but at least the hand gives an impression that the person is jumping.

Here’s another animation that I made in Pencil of the principle animation “Anticipation”…well kind of -_-”’:

This was made for fun actually haha ^_^

Disclaimer: I do not own the songs that are placed in the videos!!

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Animation in Pencil ^_^!!!

July 4, 2011 at 12:01 pm (Uncategorized)

Here’s the animation I did on Pencil using the tutorial in http://www.idleworm.com/how/anm/01b/bball.shtml:

Cool huh!

It was pretty easy to do!!!

First, I drew a line:

the draw the lines for spacing and timing:

Then I started placing the balls(with paint) and created the animation!!!:

Next is a bowling ball!!!:

As it is heavier(supposedly), I made the arcs that the ball were bouncing shorter and lesser…please ignore the second hump on the video, I drew wrongly -_-”’.

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12 basic principles of animation…or half of it haha!!

July 4, 2011 at 11:13 am (Uncategorized)

Finally the moment I have been waiting for…ANIMATION!!!! haha ^_^

Let’s see…To start off, let’s take a look at the 12 principles of animation:s

  1. Squash and Stretch
  2. Anticipation
  3. Staging
  4. Straight ahead action and Post to post
  5. Follow through and Overlapping action
  6. Slow in and Slow out
  7. Arcs
  8. Secondary action
  9. Timing
  10. Exaggeration
  11. Solid drawing
  12. Appeal

Whew That’s a lot!!!

And here is a video that demonstrates (kind of…) six of these principle.

Take a look:

Squash and Stretch – The ball bouncing causing a it to be squashed when it hits the floor and stretched after hitting the floor

Anticipation – The hand being pulled backed, letting the audience know what is coming next.

Secondary Action – The action of Yang mei after getting punched.

Slow in and Slow out – The movement of body needs time to accelerate and slow down.

Follow through and Overlapping action – Hands falling at different times and although my feet had stop, my body is still moving.

Staging – Making it clear what is important in the scene (Which in this video, is me!)

That’s all folks haha (I know I danced very badly -_-”’)

Disclaimer: I do not own any of the music, only the videos.

 

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Final Product!!!

June 10, 2011 at 6:44 am (Uncategorized)

Here’s my final product of my object compared to the original:

Maya:

 

Textured:

Original:

And my feelings about the modeling I have done: “I could have done better…”

*sigh*

Anyways, let me show you some parts of the original object V.S what I have modeled:

Maya:

Original:

Maya:

Original:

Maya:

Original:

Overall, it is a “ok la” feel, though I am not very satisfied. (But my eyes are tired too…)

The BIG mistake that I made is that, I did not extrude it well. See those little torn off look at the finished model? It actually made the whole gun looked weird, and this is actually what happened when I was doing my cardboard.(previous posts) I found out that the lines/vertexes of my model went completely astray!!! Which is why it gave a worn off look.

I also just found out that my gun looks a bit longer than the original!!! (haha, shows that my eyes are getting old…T_T)

After finishing my model, there are some things take note of when I model the next time:

  • Do not extrude carelessly
  • When using Vertexes, do not do it on the perspective view(it made me chose the wrong vertex!!!)
  • Even though using ‘add edge ring’ tool is very powerful, do not do overboard(My eyes are popping out with all these lines)

And that is all for this project ^_^

 

 

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