Friday, 28 January 2011

Friday Lecture - Tim Searle

Today was probably the most interesting lecture thus far as an experienced animator, Tim Searle, had come to discuss the UK animation industry. Firstly, having not known Searle by name, it was amazing to discover that he was behind the well-known opening title animation of the panel quiz show: Have I got News for you.
Currently working on the Horrible History animated series, Searle has been behind (or part of the production team) on a number of British animated projects – including a George Michael music video (Shoot the Dog), I am not an Animal and 2D TV.  It wasn’t specifically discussed, but Searle’s lecture did highlight how commissions are both the most important prospect for a commercial animator and can also be the proverbial rug that can be pulled from under their feet. For example, despite being hugely popular with an audience of about 7 million, 2D TV’s commission was dropped when due to a switch in scheduling (to Monday night) as those numbers dropped dramatically. I am not an animal suffered a similar fate.
Despite this, Searle remains positive about the state of the UK animation industry, especially since he has worked with, and has aided the development of several ‘up and coming animators’. Furthermore at points in the lecture, he showed the works of several young talented animators of which he has much respect for. Searle also highlighted how important Comic timing is to a good animation – pointing out a student’s ‘astronauts’ animation as a good example of this.
One inspirational figure to Tim Searle has been John Halas. Tim showed the following quote, just to emphasize this:

“Animation is the most contemporary form of human expression, combining the elements of motion, Storytelling, Sound and Space”

Having been working with animation for several weeks now, even at the most basic of stages, it’s clear how much an animator does have to understand all of those elements mentioned in the above quote. Expression, motion, storytelling, sound and space – all of these have to be purposely constructed by an animator. Tim Searle’ visit has been a great insight into how fickle the world of animating is (but having been studying the Games Industry, they both share that feat) but at the same time, just how powerful the medium is.

Thursday, 27 January 2011

Thursdays Animating Session

I began my project in earnest today. With the rough storyboard made yesterday, I had a rough idea of what I wanted to produce today – a simple walk cycle at the start of the animation. This would be before the audio clip begins. Of course I did not know how much work I could possibly do in a day so there were a number of crucial lessons that were to be taught today;

-Cat movement
-Work Rate
-Design

Working out the movement of the Cat in the animation was a somewhat tough task. Before I began to start, I recorded several movements of my own kitten as a reference material. This was a helpful ‘crutch’ in that should working out tough movements prove to be troublesome, that footage could be used as a cement hint as to where to go from there.
The general work rate was around 6 hours solid work equalling 20 frames. This was somewhat terrifying in a way, but hopefully I will be able to pick up the pace over the next two weeks. With a total of 6 seconds for the audio, plus the 2 seconds before the animation, this should mean less than 6 days’ work to finish the animation.
The design and work rate really went hand in hand. I chose to keep the design as simple as possible. Given the complicated idea that I hope to execute, combining that with a complex full colour design would be impossible to execute in the time frame that the project runs for. So I chose to very much model the cat design on my sketched out storyboard – a simple black and white silhouette. This means that I can focus any spare time on keeping the animation as smooth as possible, rather than colouring objects.

I was impressed with my final result. The only notable issue was the shadowed back leg’s movement as it ‘jumps’ through three steps and does not look fluid.
 



Wednesday, 26 January 2011

Animation Storyboard

My idea for the animation is pretty simple. First a cat is walking, and then notices something out of screen. The animation pans to a box with a small doll on the top and back to the cat. When the camera has panned back to the cat it is in preparation stage for a pounce. The sound bite begins:

“Globo …he’s uh, he’s tough, he’s a brute...”
Cat pounces into box and hits it – knocking a pull cord from the doll into the box
“But he’s got a good heart…”
Drags the doll into the box
“And at the end of the picture… he saves the girl”
Cat drags the doll out of the box (looks at camera?)

Here is the storyboard which runs coherently with the above description.



As you can see, the Cat, Doll, Box and Background design are very simple but for a project of this kind and difficult actions such as the above, adding colours and superfluous design aspects could cause the project to overrun the timeframe for the unit.

[Possible points of research: My own cat (record movements and study) and Felix the cat advertisements]

Tuesday, 25 January 2011

3D Character Animating

Moving from animating a 3D bouncing ball to a 3D character rig, from the first time animators perspective seemed a unique combination of slightly intimidating and intriguing at the same time. Nevertheless, after the introduction on Monday and Today’s animating tutorial, the task of making a character move across the screen is much more appealing.
Much like the movement of a bouncing ball in Maya, moving a character rig follows the same strategy – albeit with more controls. The character rig had several controls to work with;
Between 1 and 3 on the Arms
3 on the torso
Between 1 and three on the Legs
And head controls.

The reason for the alternate controls on the arms and legs was due to two different ‘modes’ of movement available; Forward Kinematics (FK) and Inverse Kinematics (IK). Forward Kinematics is very much a hierarchy of movement. An example:

Top of arm                          > Moves: Top of Arm, Bottom of Arm and Hand
Bottom of arm                  > Moves:  Bottom of Arm and Hand
Hand                                     > Moves: Hand

Both Kinematics designate a particular control as a ‘Parent’ and the rest as the ‘Child’. The Parent’s movements influence that of the child, while the Child’s movement has no influence on the Parents. In the case of Forward Kinematics, the top of the Arm is the Parent in that it has the control over all other areas of the arm, while the bottom of Arm and Hand are the children. Of course this structure can become complicated in more complicated rigs and feature multi-layered levels of Hierarchy. In the case of the ‘FK’ Arm while the top of the Arm controls the bottom, the bottom of the Arm still retains control over the Hand – so even in this basic rig, the rigger has used a multi-layered structure.
Of course for Inverse Kinematics, this logic is flipped on its head. In the IK Arm hierarchy the Parent is in fact the Hand. By moving the Hand, the rest of the arm compensates for the movement – however extreme it is. By using Inverse Kinematics, it can make quickly moving an arm or leg into position very easy, but it has a few issues. The first is the fluidity of the end animation. By moving all areas of an arm at the same time, the animation will likely not be as fluid as the computer will choose the most direct route to the end ‘goal’. This could mean that an arm which is meant to swing naturally into position might simply move diagonally into place.
Another issue with the IK is that the original length of an arm might become distorted to compensate for a particular hand movement. With FK this isn’t a problem as form is maintained at all times.
These pros and cons are not to say that IK is useless, but more that it has to be applied to the right aspects of a rig. For example often FK will be used for arms but IK will be used for legs as the IK animating is much more suited to quick movements of legs.

In addition to these basic areas which can be manipulated, there are levels of detailed movement which can be captured using the Maya software. For example: fingers, foot movement, and facial expressions can all be edited by imputing particular numerical values or by physical moulding the control. This just adds an entirely new level to what can be done with a basic character rig at the lowest level of Maya Control.
Having had around 3 hours on the software to just experiment, I constructed a simple animation, which I will upload later this week. Still, despite this new interest in the medium of 3D animation, it is somewhat restricting to just work with the ‘Moom’ so I will likely still work in 2D for my final piece.

Monday, 24 January 2011

Life drawing classes (3)

The third and final timetabled life drawing session covered three tasks:
-A single 10 minute warm up sketch
-16 2 minute or less sketches
And 2 ‘Light only' sketches.

The first ten minute sketch was somewhat disappointing. I focused on the face of the model for most of the time, creating what I would consider to be a very ‘so-so’ face. However when I had finished with the face it only left a short amount of time to work down, meaning that the end result has proportions which are not accurate.





The 16 short sketches were a way to build on the 32 drawn last week. Aside from one on the lowest row there was definite improvement from the last session.  The form of the model was captured – albeit not entirely in some cases, cleanly and quickly using single lines. Considering the work process of an animator – especially one which has to complete every ‘tween’, this is an important skill, and one that I hope will continue to develop.






The reception to the ‘light only’ sketches was mixed. Will Teather had rearranged the canvas groupings to around 8 people to the front and the back of the model. Switching on a light source to one side of the model, he instructed the group to colour only the areas which are in light and have no ‘lines’. At the end of the 20 minute time span I was very impressed with the turnout. Making note of an early instruction to apply the chalk lightly on the paper, I began with a light chalk run – before smudging it to create a smooth but defined covering. Working over the top of the with solid chalk to empathise the areas where the light was strongest. The mid drawing advice from Will was that I had not covered the slight light areas so I covered that when I had finished the bulk of the work. At the end of that drawing my piece was selected as one person’s favourite – which was helpful as I received both positive and negative highlights from Will and other members of the session.  The negatives were that the hand was too smudged and that the hair could have been not smudged for a better effect.


The final drawing of the session added pencil to the chalk for the darkest of shadows. Unlike the last sketch which received plaudits, this sketch was easily the worst of the session. Focusing again on getting the face as accurate as possible, once again it led to lack of time spent lower down. Furthermore the face was not perfect and my application of pencil was detrimental to the overall sketch – something I had feared throughout the sketch.

Thursday, 20 January 2011

Thursdays animating session

Fortunately, due to the previous 2D ball animating session, today I had a perfect arc to work with, so I focused on keeping the form consistent (to maximise how ‘clean’ the animation was) and also on getting the timing perfect (to maximise how ‘smooth’ the fall was). One of the early but consistent issues that I have had with my animation so far was that my fall is ‘too quick’ so I took the somewhat quicker method of using a solid block of colour for the ball using a brush size so that I could spend more time on ball placement on the arc.
The next step was to add squash and stretch which for artistic preferences; I chose to be somewhat smaller than most bouncing ball animations for a slightly more realistic feel.  This was the final outcome:


Over the course of the four bouncing ball animations, a significant improvement can be seen. This is because of two reasons. Firstly addressing feedback in an iterative manner – best seen in the jump between the 3rd and Final. I made sure that those points were addressed in the base model, before any work on squash and stretch. The second reason was simply through experience. The first bouncing ball was somewhat flawed. There is a lack of weight behind the moving ball whereas, the 3rd and final ball were much more weighted in their landing and subsequent rise. This exercise has been both enjoyable and an education in how important all of those principles are to achieving a smooth and realistic animation.

Wednesday, 19 January 2011

Animation Survival Kit (Wednesdays Reading)

Today I spent most of the day reading two useful animating resources from the recommended reading list shown at the start of the project. These were:

Wiedemann, J. (2007) Animation Now!. Tashen.
Williams, R. (2001) The Animators Survival Kit. Faber & Faber.

The first of these made for fluent reading and was incredibly informative. The book contained not only information about techniques of various animations (including human walk cycles, cats, facial animation and other miscellaneous animation) but also general wisdom from Williams. Much like stated earlier in the blog, Williams emphasises the importance of traditional drawing abilities in addition to stressing to know the movements which you want your character to partake in (mentioning how some of the great animators at Disney would even act out some of these in front of mirrors for greater understanding).
The drawn techniques are both excellently explained through drawn and text prompts, but are also in depth (with the human walk taking up more than several segments of the book (covering head bounce, ‘breakage of joints’, head movements, ‘tweens’, timing, etc.)). As a new animator it has given me an abundance of hints and ideas from a reliable source.

‘I cannot stress the importance of life drawing enough …”
                                                                                                                (Williams, pg33)

Animation Now! wasn’t so much of a help on the technical side of animation but rather gave me an insight into the incredible levels of diversity within the way animation masters work. From the Claymation of Aardman to the use of sand on paper in front of a live audience by Ferenc Cako, it is clear just how expressive animation can be. Many cultures are using different but equally skilful crafts to create a 2d/3d space in which motion can be created and explored. In a way animation can be considered not be an art form but rather a completely separate entity altogether. Animation requires a number of feats that are not just limited to the artistic skills of the animator. Comic Timing, Understanding of movement, posture and anatomy, the ability to tell a story, directing, and life experience – All of the above are necessary to become a great animator – just as a number of feats are required to be an artist.

Tuesday, 18 January 2011

3D animation Tutorial

The construction of a 3D bouncing ball was the task on Tuesday. Having been given a rough outline of what this should encompass, I was pretty optimistic at my chances of constructing the animation by the end of the day. Mark Wickham was leading the session and guided us through each of the steps. I would say the most notable part of the whole process was the X,Y and Z movement graphs. By manipulating the ball rigging and placing key frames the ball will be automatically animated. But it is on those movement graphs where proverbial life is given to animation. By altering the depth of the graph, the steepness of the graph fall, etc. the ball’s speed will change dramatically. Furthermore when Squash and stretch is added into the equation, quickly the animation can form into a coherent piece. It is clear that computer animation is a much quicker and cleaner process than 2D animation but yet I would say artistic license is still intact. One person might prefer a quicker fall and a longer time on the ground while another might chose or a slower subtler speed. Same can be said about the squash and stretch. 3D animation encompasses all of the same levels of artistic expression, without as much effort. But personally I think I am still moving towards 2D animation when it comes to the original animation task. It would be much more hassle but I found it much more refreshing to work with 2D animating.

Monday, 17 January 2011

Mondays tutorial and life drawing session

The tutorial session today was a quick introduction into the using Autodesk’s Maya software to create a bouncing ball. Mark covered all of the aspects of making the ball ‘rigging’ move up and down, squash and stretch and even moving the ball across the screen. In a way it seemed rather complicated but at the same time I liked some of the elements of Maya – Including the way which numerical values can control the X, Y and Z axis. This is something I had grown used to in several games map makers and it makes precise movements much easier. Overall I am looking forward to working with the software tomorrow, but I feel it will be difficult to master.



The second life drawing class was approaching the figurative drawing into a completely different direction with Will Teather, beginning with a 10 minute warm up sketch before moving into a staggering 36 quick sketches. The first sketch was really a reinforcement of what I had learnt in last week’s session. I focused on solid, singular lines which captured the outline and form well (Note: due to the size of the image it had to be photographed, but the paper had become creased in transport). One issue I found, when looking at it again to make this post was that my lines weren’t dark enough – a criticism Will has when people are working. Still the figure is captured well enough so this will be a matter of using a 2B or more pencil next week.

The series of sketches after the first was the real task. Will set out clear instructions at the start of the drawings; 36 sketches, must try to capture the whole body in the ‘frame’ given by the folds, and must retain the key detail while not dawdling on minor issues or ‘redoing’ areas of pencil work. By doing this, it was very much like working with animation key frames – which is a critical part of animation and no doubt would be beneficial to the project. Nevertheless I encountered many problems while doing this task. The first problem I had with this sketch was keeping the whole body in the frame – this took me until the end of the top line to achieve but even after this I found a strayed from those proportions and out of the frame often (with proportions and scales being another key element which Will regarded as being key to the task). I would say that there were different flaws in each of my images or reoccurring patterns of issues – normally due to straying from Will’s instructions. 
The summary of that task was looking at other students work and analysing which images worked or not. My own sketches did not pick up positive or negative plaudits which in all honesty I expected.  Reflecting back upon my mind-set when working I think my issue was that lack of time on each piece equalled poor sketches and thus I wasn’t giving my all. But I definitely saw the error of that view when I looked at a classmate Robert’s work. As singular drawings they were neither good nor bad, as they captured the form of the model and some of the key details. But as a collective all of his pictures followed Will’s instructions perfectly and because of it resembled an animation – the intention of the task.  That revelation taught me of the importance of looking at other’s work for inspiration should I be lost with my own work.
The final sketch, like last session was a long sketch (around 40 minutes long). Unlike last time, I found I enjoyed this pose much more and because of it I could capture the form of the model really well. I focused on the torso area and did a small amount of shading. 
Two sessions in and I can already see a vast improvement in my own character art. I am beginning to get used to thinking in 3D when modelling poses, considering the movement of bones, flesh and other key attributes. Also doing quick drawing makes an artist bolder, doing sketches which they would not normally. Combining that with Wills initial rule of making each line count has meant my line art is moving in the direction I want it to.

Thursday, 13 January 2011

Image Metric Presentation

Image Metric

It came as a pleasant surprise to find that I had been invited to a presentation by Image Metric earlier this week. Personally, I did not really know the type of work that Image Metric does in the games or entertainment industry so I took the time to visit their website to find out more beforehand:  http://www.image-metrics.com/ .
The company works with facial animation using software which allows the facial movements to be realistically captured without any need for markers on the face. The company begin when several students at Oxford University solved a complex mathematical problem which could realistically calculate facial movement. Their software calculates these movements by analysing the colours of the face, and when the changes occur. This has then been applied to the entertainment industry where they have done work on several popular games and films.
Image Metric seemed like a really interesting company and their work in the animations seemed very relevant to the animation topic of this project so I attended. The presentation was centred around all aspects of the company; describing the method which the work is captured, how image metric works with their clients, the unique ‘head cam’ which can capture facial animation during motion capture sequences (a critical issue with  conventional motion capture) and even some of their previous work was showcased. The professional jobs they have worked on included Grand Theft Auto 4, Napoleon Total War and The Curious case of Benjamin Button. All of these examples were strong indicators of how impressive the work is that Image Metric does, but what was extraordinary was the way that the company is moving forward. A tech demo was shown where they had captured the expressions of the actor Marilyn Monroe in a movie. They showed the original clip, the slow build-up of animations and finally the original clip – but with their animation replacing the face. It was almost identical. This was astonishing and just highlights the vast potential of high quality animation within media.
The question and answer segment at the end of the session was also as intriguing as the other parts of the presentation. It brought up some interesting applications of their software including in medical (recognising strokes, etc.) and educational sectors, as well as other valid questions. I can definitely see Image Metric growing as a company, and hope that I will at least get to work with ‘Face Ware’ (their animation software which has been released to the public) in the future. However that said, personally I do not see my area of interest being in the facial animation area of game development.

Thursday's Animation Session

Thursday’s animation session


I began work early today, getting into the studio space at around 9am. My goal for the day was to get my animation either finished or close to. At around about 1pm I had created this animation, which was close to being finished. Unlike my other animations, there was no ‘distractions’ or tangents in the work. The animation simply had a bouncing ball move across the screen, hit the end of the screen and bounce to a stop. I had rendered most of the frames and overall the result was good. Nevertheless after discussion with Mark, he mentioned some key criticisms of the animations that I noted in the background.  I aimed to address these in my next animation, but unfortunately with little time left until the image metric presentation, I only had the time to map out my arc and timing. This looked promising and when I am next in the studio, I will finish this and hopefully it will be my final animation. Of course this will have to be done sometime next week when the work is not being done on the 3D bouncing ball. However overall, I am very happy with how the animating session worked out. 2D animation is interesting and pretty refreshing to work with.

Improvements I plan to make next time:
-Get the arc, timing and squash and stretch perfect before polishing off the look.
-Make the final 2D bouncing ball animation so that I can focus on other elements of the project.
-Get in more practice if possible.

Tuesday, 11 January 2011

Tutorial Session: Tuesday

Tutorial Session: Tuesday



The session today was really important, as the basics of animating on Photoshop were introduced by Mark. With three hours working on the achieving a bouncing ball animation, I created 2 animations. The first was really experimenting on getting the most basic idea correct – a ball bouncing on the spot. Using the guideline system of a line broken up into several segments, the animation was pretty accurate. As a result of that, my confidence grew and I chose to include an additional animation that ran coherently with the bouncing ball. A trap door would open, sending another bouncing ball across the screen. This second animation was a challenge and after some discussion, I chose to do a second animation, where the focus would be on getting the ball to move across the screen in a realistic way.

This second animation wasn’t too bad, although I chose to take an informal approach to the ending. A second ball approaches, transforms into a hammer, and knocks the ball away. This was a fun experiment in applying squash and stretch in different ways, but it didn’t focus on what I wanted it to (getting the arc and timing right) so I am planning to do more work later this week on getting that right.

This session was invaluable and I definitely feel that my animating is moving in the right direction. Some more practice and a polished look would mean that the 2D animation is finished. Hopefully this can be achieved on Thursday.

Improvements I can make next time:
Stay focused on my goal (getting an accurate moving bouncing ball animation).
Practice more with the animating tools.
Finish my 2D bouncing ball animation (?)

Monday, 10 January 2011

Monday's Life Drawing Session

Monday’s Life Drawing Session:


As an artist, I haven’t had any experience with Life drawing so the session on Monday was really informative. The session leader, Will Teather, organised a series of short (but growing progressively longer) sketches using the life model with a focus on cutting back the number of lines that are used to shape the image. This was a definite challenge and that can be seen pretty well with my first sketch where these ‘hesitant lines’ are still apparent.  The second and third sketches were much better. I think that was probably due to a change of mind-set.  I decided that I would follow those rules and see where it took me.

The second sketch I used light strokes to get the form right, before powering through with some strong singular lines to cement that form. One issue I found was rendering well. Will gave me some advice that in whatever way I render, the pencil strokes should remain the same. I made sure to use that advice to my advantage in the later sketches.

The toughest of the sketches was definitely the last pose. I found it very difficult to get any kind of bearing on where to start, which was irritating two fold due to the invitingly long time span in relation to the other drawings (early sketches: 7 – 20 minutes, the final sketch: 50 minutes). With that kind of timespan I could have really experimented and created a powerfully rendered piece but in the end, I only just managed to get to grips with the form by the end of that time – something which I achieved in a fraction of the time in other sketches.
Nevertheless, despite one troublesome position, I felt that it was a very good experience as an artist and in relation to the topic: animation. Only by knowing how anatomy and movements affect form can you become a good animator so I am looking forward to next week’s session.

Sunday, 9 January 2011

Animation Principles - The good and the Bad

Exaggeration Principle - Accentuating the essence of an idea via the design and the action
(Good Example)

http://www.youtube.com/watch?v=3u7ihJk6-lY                     (Ice Age)

This is a clip is good example of the exaggeration principle (although it also executes many of the other animation principles to perfection also).  From 0.38 to 0.49 the character Scrat has to fight against the wind. To demonstrate to the audience the mass and rigidity of the character, Pixar have slowly caused Scrats face to crumple up, bend backwards and stretch, exaggerating the winds power through the way they have altered the design of the character.

(BAD EXAMPLE)

http://www.youtube.com/watch?v=bETCusT5kNM   (The Cat Came Back)

Another application of the ‘Exaggeration’ principle can be through the design of an animation. In ‘The Cat Came Back’ the exaggeration of the proportions of different objects is beyond unrealistic for style purpose. Looking at the above image, the man in relation to the chair is slightly exaggerated. However in comparison to the window and picture hanging on the wall, the character and chair look out of place.


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Secondary Action - the action of an object resulting from another action 

(Good Example)






http://www.youtube.com/watch?v=omk6TAxJYOg                          (All About the Birds - Pixar)

In this animation, several birds are pirched on a telephone wire. When a larger bird lands on the wire, the mass of the bird causes the secondary action of the wire drooping in the center. This is an excellent example of the Secondary Action principle because the wire drooping and the subsquent sliding of the smaller birds to the centre of the wire are both realistic results of the action.

(Bad Example)


http://www.youtube.com/watch?v=74JpkzzI8CI          (The Little Panda Fighter)     


Clearly the idea behind this scene is simple. The panda on the left punches the large bear and knocks him out with that punch. However because the ‘Secondary Action principle’ has been used badly, the quality of the scene is massively diminished. How it has been used badly is down to the timing. The punch connects at 38 seconds and before the 39th second the bear has fallen on the floor. The reaction is far too fast for even a deliberate form of exaggeration. Furthermore the actual impact is not shown. This clip is likely not only a bad example of the secondary action principle, but also of the ‘slow in, slow out’ principle due to the movement of both characters being far too quick.


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Follow Through and Overlapping Action - the termination of an action and establishing its relationship to the next action

(Good Example)

http://www.youtube.com/watch?v=lzHLdo02zvI&feature=related                        (Bleach)

In this scene, the character Ichigo is sprinting, while his cape reacts to each turn and movement in a different way. By allowing for this, the animator complies with the Follow Through and Overlapping Action Principle – which is a description of the act of animating objects with a strong but nevertheless separate relation to another object (Ichigo and the cape).


(Bad Example)


http://www.youtube.com/watch?v=6y2XcPAM6cM                          (Dynasty Warriors 2)

In this example, the character Xiahou Dun is running across the battlefield at full speed, but yet his cape attachment moves in a somewhat limp and non-committal way behind him. This was often a fault with game animations of this era, and the fact that the studio had included a cape was an ambitious move for the time. Still despite this, it is the perfect example of the bad attempt of the overlapping and follow through principle – especially when compared with the movements of a cape in the good example.

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Staging – Presenting an Idea so it is clear

(Good Example)



Within a few moments of the animation starting both the setting and concept are established.  Through using the tennis ball as the focus of the first ‘shot’, the animator has utilised the animation principle of Staging to capture the idea.


(Bad Example)


http://www.youtube.com/watch?v=nlQq7aDjWqU         (Titanic: The Animated Movie)

While staging means clearly presenting an idea (be it from an animator to the audience or a designer to a gamer) and this animation does clearly present its idea (in this case set the scene) the reason it is a ‘bad example’ is in the long, somewhat pointless way that the animators used the principle. It took 25 seconds for the seagull flying to reveal the ship as the focus – an obscenely long time. Furthermore within those 25 seconds, the animation focuses on ridiculous elements (hangs on the seagulls back for some seconds). In comparison to the clarity of the scene created in the Pixar short, it is clear how bad staging can cause an audience to lose interest.

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Appeal - creating a design or an action that the audience enjoys watching


Bad Example (Right):   http://www.youtube.com/watch?v=FkvAcZoZBEY  (Ratatoing)

Appeal is one of the hardest of the principles to compare and contrast good and bad examples. The easiest way I found was by looking at a popular, high budget animation in comparison with an animation made by a low budget studio that was essentially plagiarising the concept. By doing this, the appeal of the professional one would in theory become clearer. And indeed it does.
Ratatouille mixes dynamic action sequences, comedy and a general pristine animation quality to appeal to its audience (children and animation fanatics). This is evident in the screenshot and at any point through the trailer.
Ratatoing on the other hand lacks quality, universal comedy and does not seem to really create any level of dynamic, attention grabbing scenes. The backgrounds are lifeless and bland and in general it does not have what any good, appealing animation has. A clear vision of imagination realised. Animations can have Aliens, dinosaurs, crazy worlds and they are all made with a clear vision. Ratatoing seems to have been made just to imitate the story, plot and characters without any kind of vision.
I would say that to achieve the Appeal principle you would have to be able to successfully integrate two things; the other animation principles and imagination. When all that is include the Appeal will be there in one way or another.

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Personality - in character animation is the goal of all of the above

                                                                                                       (Last Window: Secret of Cape West)
Oddly enough, Last Window is probably on the borderline between animation and image, making use of sprites to create small animations that could be tied together. But still it captures Personality far better than some better-crafted animations. This is because of the attention to detail of various slight movements to create ‘personalities’ within the game world. The developer took the necessary time to study various social interactions and managed to animate characters and personalities, not just simple images.



                                                                                                                                   (The Frog Prince)

The Principle of Personality states ‘In character animation is the goal of all of the above’. In this clip a small patch (beginning at 4.08) achieves animation of the character, but with absolutely no personality or realistic movement – the character simply travels (not walks) up the screen. This just reinforces how important it is to use sources from real life and to take time to properly animate characters like their real life counterparts – else the time saved on not doing this will show through (like the above animation).


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Slow In and Out - the spacing of the in-between frames to achieve subtlety of timing and movement

(Good and Bad Example)
http://www.youtube.com/watch?v=yyRUrDUHLPo    (Animation Basics: Bouncing Ball)

This great animation shows what happens when Slow In and Out is not used (0.6 – 0-12) and when it is applied correctly (0.30 Onwards) through a basic bouncing ball animation. The period where the ball is not using the principle means that it moves at a dull, un-dynamic pace that makes the object seem as if it has no mass. In fact the movement of the ball is similar to levitating than bouncing. However when Slow In and Out is applied, suddenly the mass of the ball becomes apparent to the audience and the objects movements appear much more realistic and lively. The video effortlessly describes the impact of the Principle on animation in general perfectly.


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Arcs - the visual path of action for natural movement

(Good Example)


http://www.youtube.com/watch?v=cBQjyn3nyK8&feature=related                    (Naruto Anime)

Natural movement is a key element to most animations, but often more so in the animated adaptations of Japanese Manga. The above images are from the Naruto anime, where dynamic fight sequences make full use of the Arc principle to make the fight moves seem realistic to their audience. The smaller image shows the arc of the arms as Naruto throws a punch and the larger images show the arc of his leg as he swings it around for a kick. On both of these occasions the limbs travel the natural path for such actions.

(Bad Example)


http://www.youtube.com/watch?v=21lriJYsPsM&feature=related                   (Burnt Face Man)
3.57

Burnt Face Man is an unprofessional quality animation which, while offering quality content and comedic value, does not have great animation. One of the reasons for this is bad execution of the Arc principle. The above example is just one instance during the series whereby the movements look far from natural and the use of arcs is almost replaced by angular movement. Of course while this does not take much from the quality of the animation in an experience sense, visually it has a huge impact that would likely have much larger repercussions on professional animations.

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Squash and Stretch Principle - defining the rigidity and mass of an object by distorting its shape during an action

(Good Example)


http://www.youtube.com/watch?v=BBgghnQF6E4                           (Steamboat Willie)
Squash and Stretch is one of the most fundamental principles of animations and this is shown by the fact that I found a perfect example within the 1928 Mickey Mouse Cartoon; Steamboat Willie. In the animation, Mickey Mouse pulls the horn and the above actions happen. First to symbolise the pipe filling with steam, the pipe expands in size before stretching out and expelling steam. Without the application of squash and stretch, the scene would have lost its dynamic nature.

(Bad Example)


http://www.youtube.com/watch?v=yyRUrDUHLPo    (Animation Basics: Bouncing Ball)
Finding a bad example of squash and stretch was difficult as often animations would either use it well or not use it at all so in the end the example is one where squash and stretch is not used at all.
Looking back at the animation I chose as my example of good and bad for the slow in slow out principle, the first segment also disregards squash and stretch. Looking at the images above, the ball makes a connection with the floor. However, because it retains its shape at all times the ball does not seem to, as the shape would have to alter to represent the effect of impact with the floor. Normally it would do this by the squash and stretch method, but removing it effectively removes the audience’s belief that the ball is bouncing on the floor.

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Preparation
(Good Example)



Even the simple acts in animation require some small form of Preparation and this Felix the Cat advert shows how it makes a big difference by studying the preparation of real life objects as well. In the above images it shows how the cat stops, squashes itself up and then stretches itself out in the jump. These are realistic stages to the cats movement and without these, the animation quality would drop dramatically – like the below example.


(Bad Example)



Again, using Burnt Face Man as an example, where other animations might have the character bend his knees in preparation for flight, in Burnt Face Man he simply takes off with no preparation stage. This lack of the Preparation principle just adds to the overall sense of unpolished presentation visually to the Burnt Face man Animation.