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Showing posts from October, 2018

Essay and Video- 12 Principles of Animation

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Essay and Video- 12 Principles of Animation https://youtu.be/XiM4VF3Eh8A In order to realistically animate 3D and 2D animations, a set of rules should be followed- these are the 12 principles of animation. They enforce what happens in real life according to gravity and natural movement. Without these principles, animations tend to look robotic and lifeless. The first principle is Squash and Stretch. Squash and Stretch gives the appearance of an object having some kind of weight to it- and gives the object a material. The easiest way to demonstrate this is through animating a bouncing ball. The ball can be light and hard- like a ping pong ball. This will have little to no squash and stretch. Something like a rubber ball will have more squash and stretch, and will continue to bounce for a longer period of time. In the world of animation, this can be exaggerated to some degree. The second principle is anticipation. This also ties in to squash and stretch, as before an ob...

Walks With Personality

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Walks With Personality For the final animation exercise we were to take inspiration from a character that has a particular walk cycle. I took inspiration from the character Vanille, from Final Fantasy XIII. Her personality shows through the walk, having a light but energetic walk. https://www.youtube.com/watch?v=FGy9Yj1yA5g&feature=youtu.be https://www.youtube.com/watch?v=eNHF96UpavU https://youtu.be/iCrfB6yMDss

Bipedal Walk

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Bipedal Walk This exercise demonstrated a plain walk cycle. There isn't much personality in these, so they aren't particularly appealing to look at. But they do show a plain walk cycle. Once a walk cycle is understood, personality can be added to it. This may show more exaggeration, depending on a characters personality. https://youtu.be/1C411xgZEiM https://www.youtube.com/watch?v=wAIfyHafPlE

Character Weight Shift

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Character Weight Shift These two animations were designed to show a character shifting their weight from leg to leg. This gives the character the illusion of weight, making it appear more realistic. There is a slight amount of squash and stretch- though subtle, the character's leg will squash slightly when the weight is shifted to it. The other leg stretches out. This is reminiscent of video game character  creation where they have a default pose. https://www.youtube.com/watch?v=TZ8NBUGp8Ac https://www.youtube.com/watch?v=yNBEHobHRS8