Sunday, March 16, 2014

Blog # 6 Appeal

I believe the lowest common denominator is used to warm up the heart. By making the emotion pure and simple the point gets across to the audience and they can feel the moment. By just keeping the feeling and emotions that the charters express to simple facial expression or gestures any can understand how they feel and open up to their story. By seeing this simple expression we can making the images come to life and feel like the scene, charter, and experience seem real to all.





Blog #5 Mood

The disney artists meant that a person display emotions through a variety of different facial or body expressions. This type of behaviors or personality can be directly seen in every day life as we live it. When walking through the streets or builds you see how a person walks or talks to other directly shows you there mood or their personality in action. By look for these type of actions in daily life Disney artists were able to add expression to animation through the same methods humans also expression there feelings. They were able to perfect the art of animating these actions into there work create great pieces of animation for all to see and enjoy.

Blog #4 The real and realism

The quote Walt Disney used in chapter, "I definitely feel that we cannot do the fantastic things based on the real, unless we first know the real" meant that his team had to figure out how to make character animation seem real to the audience. Animation started off as cartoonish to express a feeling to an audience so find true emotion or expression in real sense in animation was hard to show. It was like trying to make two sides of the spectrum mesh together. For example take example how Disney started out in animation they also started with cartoonish animation style and compare that to today Disney animation movies. First of all the today characters look human and are able to express emotion there the various expression we display in life. In early animation those expression were hard to express in a cartoonish animation without largely exaggeration motions to express a emotion.

Blog #3 Principles

In animation there is 12 principles that give shape to the animated world. These 12 principles are Squash and stretch, Anticipation, Staging, Straight Ahead Action and Pose to Pose, Follow Through and Overlapping Action, Slow In and Slow Out, Arcs, Secondary Action, Timing, Exaggeration, Solid characters, and Appeal.

Squash and stretch is about how an object reacts to a surface or wall first is squash on the surface then stretches outward then back into original shape after leaving which help by giving some weight to objects. An example of this is when a ball fells to the ground it hits the surface squashing and then stretch out before bouncing back upward into the air.

Anticipation is how scene is built up before an action happens. For example a pitcher in baseball reads signals from the catcher for the pitch throw then throws the pitch.

Staging is when a pose or action in the animation is clearly expressed through different camera angles to the audience through the character reaction, attitude, and mood in telling a story. For example when if a character shows anger at another character will have a close-up on their face expressions to make it clear to the audience.

Straight Ahead Action and Pose to Pose are two different styles. Straight ahead animation starts at the first frame and works frame to frame to the end of a scene were  you can lose size, volume, and proportions over the course of the animation.In Pose to Pose is more planned out and charted with key poses done at intervals throughout the scene and the sizes, volumes, and proportions are the same throughout the animation. For example of these styles watch https://www.youtube.com/watch?v=sZHdfHJtNWc to see and know the difference between the two styles.

Follow Through and Overlapping Action are also two styles of action. When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms and when nothing stops all at once is  follow through action.Overlapping action is when the character changes direction while his clothes or hair continues forward. For an example of these two watch https://www.youtube.com/watch?v=jAPd2INz7uo.

Slow in and Outs are used when you need to soften the action, making it more life-like in an animation. Depending on how many drawings are made they can make the movement speed up or slow down. For an video example of this watch https://www.youtube.com/watch?v=yQ-NC0bHTYs.

Arcs are when an object follows slightly circular path which gives an animation a more natural action and better flow. For example watch https://www.youtube.com/watch?v=YDwufYmVVo8.

Secondary Action is when an action adds to and enriches the main action and adds more dimension to the character's animation. For example view the video of https://www.youtube.com/watch?v=MsdoPlL1t38.

Timing is when there is variety of slow and fast timing within a scene which adds texture and interest to the movement and these frames between poses slow and smooth the action. Fewer drawings make the action faster and crisper. For example watch the video https://www.youtube.com/watch?v=LaF2Hv-Gf-Q.

Exaggeration is when facial features, expressions, poses, attitudes and actions are exaggerated to the point to make it more readable to an audience. For example watch https://www.youtube.com/watch?v=3NU-MOpWtm4Solid characters.

Solid characters are when the basic principles of form, weight, volume solidity and the illusion of three dimension are used in animations like in academic art. For example watch https://www.youtube.com/watch?v=5oGnyCj__CYAppeal.

Appeal is an easy to read design, clear poses, and personality development that will capture and involve the audiences interest. For example watch https://www.youtube.com/watch?v=mZDCsxLHZq4.

Blog #2 Caricature

With my understanding of caricature in animation is when the character is exaggerating expression or motion. When we talk on the other side of this style would think of realism where the there is a sense of the imagery is real or life-like. When i think of both of these style I believe they each having there own place in animation. My reasoning for this is based on what kinda of animation do you want to make. Animation is can made to look cartoonish or like real life and both can have great effect on the audience. So my thoughts on these concepts is find the style you like doing and keep working at it. If an animation require to cartoonish then that perfectly fine because you can still expression feeling even when the work is greatly exaggerated.

Blog #1 Communication

When speaking about Animation there is one idea that is constantly thought about. That idea is how to communicate the feels or thoughts of each animated character. A few ways to express that communication is through the use of discourse or ideology. Discourse speaks about the thought of our words being spoken through conversation. By having the characters talk to one another we can feel and know more about the two characters thoughts and feelings. And through multiple ideologies or views of a person we can add those thoughts into an animation to express that view making use think about there feeling being displayed through animation. So communication has major role in animation or rather is great tool to express their the artists thoughts and feels through a visual art.