Sunday, January 31, 2016

Flip Book

Idea:

My idea was to create something that was simplistic but was interesting to watch. Originally I wanted to color it in fully but later figured it would be best to keep the colors to a minimum to keep the coloring consistent. I took inspiration from Undertale.

My Flip Book:




Inspiration Example Video:



Five C's of Cinematography

Camera Angles

Camera Angles is the angle the camera is at. For example high angle, low angle, and wide angle are a few of them. They each change the feeling of the scene. Wide angles are usually to show the surroundings of the scene. High angle shots look down at the character and low angled ones look up at them.



Continuity

Continuity is the way of keeping things consistent between shots. Things such as character's clothing, personalities, appearances, or static objects around them must stay the same until given a reason for change. A reason for change must be apparent to the viewer or it will make no sense. Things such as a new day or shower for a character to change clothes make sense, but them suddenly changing clothes during the middle of a conversation in the middle of a street does not.

Cutting

Cutting is the organization of shots. The shots once all together must make logical sense to the viewer. Cutting on action and cross cutting are both examples of cutting. Cutting on action means the scene is cut as the events lead up to a specific action, such as people heckling a person which will lead to a fight. Cross cutting is a way of showing two or more things occurring at once, which lead in well to a scene change.

Close-ups

Close-ups are detailed shots of a subject, often away from a sense of action. They can be used to draw attention to specific details or a subjects emotions. There are different types of close-ups, such as over the shoulder, medium and extreme. Over the shoulder close-ups are used in situations in which characters are talking to one another.


Composition

Composition is the way elements are arranged in a space. Space, color and light all play a role in a composition. It also includes the way the elements are balanced on a shot to draw the viewer's attention. Points of interest should be kept in mind with composition.





Principles of Animation

Squash and Stretch

Squash and Stretch is the action that makes it seem that the object has a weight to it. It can be used to help convey certain motions such as jumping up or landing after falling. This technique can also be used when characters are talking, as it can help clearly define the emotions on a character.


Timing and Motion

Timing helps establish how fast or slow a motion occurs. It also establishes actions and their reactions to make sure they are received in a natural way. For motion, timing can be done in the frames. How many frames per second and how many of a similar frame that stays changes how it all works. A frame that lasts for a bit before moving onto the next conveys slower actions, but can also be seen as smoother. Frames that last briefly can convey sudden actions and can be seen as sharp. You can mix the two to make scenes look more realistic.


Anticipation

Anticipation is the way of establishing a motion before it occurs. For example, a person shifting from a walking position to leaning forward and taking a much wider step suddenly. This leads into a person running. Another example is of a standing person bending their knees, crouching low to the ground right before they jump into the air.


Staging

Staging is setting up how the viewer will be lead about your story. It conveys the mood, setting, and major ideas. Similar to that of stages in live action theaters, having a good stage gives you a solid base for the story to be told upon.


Follow Through and Overlapping Action

Follow through occurs after an action ends. The clothes, hair, and other similar things, have to finish the main action, even if the main body has already stopped. This can be seen as when a character stops running suddenly, their clothes still need to catch up to them since they don't stop immediately when the character does. Overlapping action occurs during follow through. Our running character suddenly stopped and changed direction, their clothes still have to finish the original action before doing the next.


Straight Ahead action and Pose-to-pose Action

Straight ahead, as it name implies, is doing an animation straight on. You plan the whole scene as it occurs, drawing the next frame immediately after the last. Pose-to-Pose requires some planning and key frame layouts, making this somewhat easier to animate later on.


Slow in and Out

Slow ins and Slow outs give the animation a smoother effect. This puts more drawings at the start of an action and at the end of the action, leaving a fewer drawings on the inbetweens. The more drawings there are the slower the action will seem versus the fewer there are the faster the action appears.


Arcs

Generally all motions can be carried through an arc or elliptical path, especially when dealing with humans and animals. It gives the animation a smoother, more natural like effect as well.


Exaggeration

Exaggeration can be an extremely distorted figure, or it can be used to help clarify the emotions of a character. It can be more than that though, exaggeration of an action can help tell if, for example a character is suddenly given a heavy object, how heavy the object possibly is.


Secondary action

Secondary action is an action that is being caused by another action. An example would be the swinging of a person's arms as they walk, or the blinking of their eyes. It can help emphasize the main action as well, such a person stomping their feet when upset while walking, or shuffling when they're sad.


Appeal

An appealing character is not necessarily a handsome or beautiful character. An appealing character is one whose design is clear to the viewer, as well as one whose personality is one they can understand and appreciate.


Solid Drawing

A solid drawing is one that gives illusion to the object being three dimensional in its space.

Resources/Links:

http://www.animationtoolworks.com/library/article9.html
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html

Juan Zaramella

Background:

Juan Zaramella is from Buenos Aires, Argentina. He graduated from Instituto de Arte Cinematografico de Avellaneda, as an Animation Director. He's done several commercials and short videos. He is an independent animator and director and has won lots of international awards for his content.

Video:

His animation "At The Opera" I thought was very funny. The way the tears effect are done is really cool, and a bit gross at the same time in my opinion. The extreme detail of the characters eyes are somewhat creepy, but work well with the style of this little short. The ending is what sealed the deal for me, it wasn't exactly what I had been expecting but it was certainly the best idea.



Example:

Another example of his work is from his series called "Elementos" this one is specifically "Aire".





Tim Burton

Flimography:

Big Eyes (2014)
Role: Producer, Director

Abraham Lincoln: Vampire Hunter (2012)
Role: Producer

Dark Shadows (2012)
Role: Director

Alice in Wonderland (2010)
Role: Director

9 (2009)
Role: Producer

Sweeney Todd: The Demon Barber of Fleet Street (2007)
Role: Director

Charlie and the Chocolate Factory (2005)
Role: Director

Tim Burton's Corpse Bride (2005)
Role: Producer, Source Material, Director

Big Fish (2003)
Role: Director

Planet of the Apes (2001)
Role: Director

Sleepy Hollow (1999)
Role: Director

Mars Attacks! (1996)
Role: Producer, Director

James and the Giant Peach (1996)
Role: Producer

Batman Forever (1995)
Role: Producer

Cabin Boy (1994)
Role: Producer

Ed Wood (1994)
Role: Director, Producer

Tim Burton's The Nightmare Before Christmas (1993)
Role: From Story, Characters as Source Material, Producer

Singles (1992)
Role: Actor

Batman Returns (1992)
Role: Director, Producer

Edward Scissorhands (1990)
Role: From Story, Director, Producer

Batman (1989)
Role: Director

Beetlejuice (1988)
Role: Director

Pee-Wee's Big Adventure (1985)
Role: Director

Frankenweenie (1984)
Role: Screenplay, Director

Vincent (1982)
Role: Other, Screenplay, Director, Animator

(Source: http://www.nytimes.com/movies/person/83666/Tim-Burton/filmography)

Favorite Tim Burton Animation:

One of my favorites is Corpse Bride. It is an interesting movie in which an awkward young man ends up accidentally marrying a dead woman, but is later allowed to actually marry the woman he originally intended to. The young man, Victor, is dragged down into the land of the dead by Emily. Eventually Emily realizes that in order for them to actually marry, Victor must be dead. All the while, Victor learns about Emily's misfortunate demise. The color scheme in the land of the living is dark versus the land of the dead's bright colors. It works well with the feeling the movie tries to portray. The musical score blend in perfectly to the scenes provided. Overall it's a good story and was presented well.


Style:

Tim Burton's Style tends to have characters with exaggerated features, specifically they're eyes and body shapes. He either will use a dark color pallet for "darker tales" or a bright color pallet for more "humorous" stories.


Sunday, January 24, 2016

Early Animations

Fantasmagorie

Fantasmagorie is a stop motion chalk animation from 1908. Each image is drawn on a chalkboard and a camera takes a picture of it. The next frame is then drawn again and the process continues.



Gertie the Dinosaur

Gertie the Dinosaur is a Key-Frame animation from 1914. For this one each frame was hand drawn on paper. Where as Fantasmagorie was drawn on a chalkboard, Gertie was drawn over roughly 10,000 sheets of paper.



Steamboat Willie

Steamboat Willie is a cel animation style from 1928. The differences between Steamboat Willie and Gertie the Dinosaur are Sound and technique. Cel animation is done by painting the "scene" on separate celluloids (such as background layer, character layers, and the mouth/eyes/other animated parts layers). This made it easier to make, as they didn't have to constantly re-draw the frame over and over. They simply had to swap out cels in between shots.


History Of Animation

A Brief History:


Animation started off as stop motion, taking individual pictures of drawings showing motion on one space. An example is "Humorous Phases of Funny Faces" by J. Stuart Blackton in 1906.


Eventually it progressed to the point of drawing the individual frames on separate sheets of paper. As more and more styles came out, cel animation began making it easier to do animations. Once color was introduced to television it became possible for animators to do full colored animations. An example of this is Walt Disney's "The Band Concert" done in 1935.


As technology improved, computers were able to handle creating the graphics. This gave way to 3D animation that didn't rely on clay or photographs to take. The first feature-length computer animated movie would be Pixar's "Toy Story" released in 1995.




Monday, January 11, 2016

Introduction

Introduction:

Hey, I'm Tananda Nail. I like to draw in my spare time and I like to read a webcomic called Homestuck.
 

Academic Major:

My major is in Art: Graphics.

Goals:

I hope to improve my knowledge in this field using what we learn in class.

Continuing Education:

I am not entirely sure what university I want to go to.

Favorite Animation:

One of my favorite animations is called "After Us" by YouTuber EmptyFeet.



Future:

Hopefully I'd  be alive in ten years. A job and a nice house would also be nice to have, maybe even have a dog.

Favorite Vacation Spot:

If I had to choose a place for vacation I would pick the beach. It's fun and you can hang out with your friends. It's pretty sweet.

Pets:

I currently have five dogs, a goldfish, and a tortoise.

Photo: