Animation Fundamentals / Exercises

1/9/2022 - 29/9/2022 / Week 1 - Week 5
Nurul Adlina Rizal / 0345429 / Bachelor of Design in Creative Media
Animation Fundamentals
Exercises


JUMPLINKS



LECTURES

Week 1: Module Briefing

Assignment Breakdown

Exercises 20%

Project 1 - Walk Cycle + Background 20%

Project 2 - Action Animation 20%

Final - Dialogue 30%

E-Portfolio - 10%

Week 2: Animation Principles

"Fluidity in Animation"


1. Size

- resolution
- aspect ratio

Online content > digital format (16:9) HD - 720p / 1080p
Video > digital TV (16:9) / Analogue TV (4:3) - PAL / NTSC
Film
- projector
- digital

2. Frame rate / Frame per second


the frequency (rate) at which consecutive images (frames) are captured or displayed

Animation video

1 sec
24 fps - film
25 fps - video (digital / analogue PAL)
30 fps - video (analogue NTSC / digital) (Japan, US)
60 fps - slow motion

Animate on '1' 
every frame has a drawing
- looks jerky
- classical look

Animate on '2'
hold drawing for 2 frames or leave it blank..? :O
12 drawings for 1 sec

Fig 1.0: FPS (15/9/2022)


3. Timing


Number of drawings used in any move determines the amount of time that action will take on screen

More drawings, slow timing, slow action

Less drawings, fast timing, fast action

Fig 1.1: Timing & Spacing Diagram (15/9/2022)

Fig 1.2: Timing Diagram 2 (15/9/2022)

Fig 1.3: Timing Diagram 3 (15/9/2022)

4. Spacing

Key extremes and in-betweens

Spacing: each drawing distance

even spacing for constant speed

Acceleration / Slow Out

gradual distance more drawings going in 
- less jerky
- smooth animation

basically, add more drawings to make it look slower, and less drawings to make it look faster.
more space between the two drawings to make it look faster and less space to make it look more slower (smoother) 

"Savvy animators came to realize that objects accelerate when they start to move and therefore they needed more drawings there. This became known as a slow out, because the extra drawings slowed the action down at the beginning of the movement, just like in real life. Conversely, the gradual reduction in speed when coming to a stop, again portrayed by extra drawings, became known as slow in."


Timing Chart

Fig 1.4: Timing Chart (15/9/2022)


5. Arc

Fig 1.5: Arcs (15/9/2022)

Week 3: Animation Principles

"Elasticity & Flexibility in Animation"

Animation Style

Realistic, Semi-Realistic, Cartoony

Realistic 

Examples: Lalita, Avatar, Tintin, Final Fantasy

Issue: Uncanny Valey

Semi-Realistic
Example: How to Train Your Dragon

Cartoony
- squash and stretch
- exaggeration

Rotoscoping: 
- Tracing + Animation principles
- Visual Effects

Elasticity: Squash and Stretch


Fig 1.6: Squash and stretch (15/9/2022)



Rules

- when you apply squash & stretch to the object, do maintain its volume

Fig 1.7: Maintain the Volume (15/9/2022)

Make sure the ball hits the floor before it squashes! This is called contact!


Flexibility: Drag, Follow through, and Overlapping

1. Drag
2. Follow through 
3. Overlapping

these are for appendages like tails or cloth

Fig 1.8: Drag, Follow Through and Overlapping (15/9/2022)

Animation Methods: Pose to Pose & Straight Ahead. 

Pose to Pose

We have extremes and breakdowns. Then we space them out. 

You can Animate on 1s or 2s. 

Straight Ahead

Draw the next movement after the current frame. 
Not good for planning.

'Primary action' - use pose to pose
Secondary - straight ahead

Fig 1.9: Animation Methods (15/9/2022)

Week 4: Solid Drawing

- 3D

Image Reference or Video Reference

1. Line of Action

an imaginary line running through a character that describes the direction and motion of his body and is the leading force of a character's action

a strong line of action goes through the whole body, illustrates the force of the action, unifies the pose, and makes a clear statement

- Static
- Standing - Stability (S shape)
- Movement or Action (C shape)

- can be used for dynamic action and create contrast

Dynamic Poses with line of action

Fig 2.0: Dynamic Poses (22/9/2022)


Structure
- weight and balance

Contrapposto 

Fig 2.1: Contrapposto (22/9/2022)

Top line (shoulders) and bottom line (pelvis)

4 poses 
1. key
2. extreme
3. breakdown
4. Inbetween 

Proportion
- the length of something in reference to the rest of the body

Adult size = 8 heads
cute chibi/mickey mouse character = 3 heads

Fig 2.2: Proportions (22/9/2022)

Drawing
- observation
- constructive (good for animation) (become a guideline for other animators)

Fig 2.3: Structure (22/9/2022)

Sillouhette - Negative Space

Negative space, or the empty space around your character, is very important to your posing. 

Fig 2.4: Negative Space in Character Poses (22/9/2022)

Week 5: Perspective Drawing

1. One point

Fig 2.5: One Point Perspective (29/9/2022)


Fig 2.6: One-Point Perspective (29/9/2022)

2. Two Point

Fig 2.7: Two-Point Perspective (29/9/2022)

Fig 2.8: Two-Point Perspective on Eye level (29/9/2022)

3. Three Point
Fig 2.9: Three-Point Perspective on Eye Level (29/9/2022)

Fig 3.0: Three-Point Perspective (29/9/2022)




INSTRUCTIONS


Exercises

Week 1 1/9/2022

Mr Kamal introduces himself and elaborates more on animation. He also gave us a briefing on the module. 

Exercise 1: Bouncing Ball

Week 2 8/9/2022

Weight 

Light
Active & more bounce
Moderate
Normal
Heavy
Fast less bounce

I learned a lot from this exercise. I was a bit clueless on the slow in and slow out. I have to have a better understanding of physics. When the ball drops, it happens faster than the ball bouncing up so there should be fewer frames since the motion happens in a short time. Fewer frames create a faster movement. You can trick the brain to create its own in-between frames. I also learned that the distance between frames of the same movement should have the same distance. 

Fig 3.1: All frames with Arc (8/9/2022)

Fig 3.2: All frames without Arc (8/9/2022)

I created fewer frames at the beginning of the bouncing ball because of the high force, it should be decelerating. The motion at the start should be faster than at the end so fewer frames at the start, and more frames at the end. However, I should also pay attention to the spacing. 

FINAL



Fig 3.3: Exercise 1 Bouncing Ball (12/9/2022)

Exercise 2: Ball with tail

Week 3 15/9/2022

We learned about Squash and Stretch which is a method of exaggerating your action to make it look more cartoony and expressive. In other words, it makes it look like rubber! 

Something that is important to take note of is that the ball should hit the ground before it squashes. 

Fig 3.4: Squash and Stretch on the Bouncing Ball (15/9/2022)

As you can see there is an added frame before the ball squashes into the floor. 

Another thing we learned was Drag, Follow-through, and Overlapping. This method is for tails and appendages known as the second action which follows the primary action. 

Fig 3.5: Bouncing Ball with a tail (15/9/2022)


Fig 3.6: Tail only (15/9/2022)

The tail is moving in connected arcs to get nice flowing action. 

FINAL

Fig 3.7: Exercise 2 Ball with tail (21/9/2022)


Exercise 3: Emotion Poses

Week 4 22/9/2022

In week 4, we learned about solid drawing so to implement that in animation. We looked at poses and chose emotions. The emotion I got was sad so I created the line of action, structure, proportion, silhouette, and basic form of my sad pose. This helped me better understand how to pose my characters and later on for animation to create a more interesting and dynamic figure. 

Line of Action

Fig 3.8: Line of Action (22/9/2022)



Structure and Proportion

Fig 3.9: Structure and Proportion (22/9/2022)


Silhouette

Fig 4.0: Silhouette (22/9/2022)



Basic Form 

Fig 4.1: Basic Form (22/9/2022)

FINAL


Fig 4.2: Exercise 3 Emotion Poses (22/9/2022)

Exercise 4: Turnaround Animation


Week 5 (29/9/2022)

For exercise 4, we had to create a turnaround animation of a character of our choosing. I chose Kuromi from the line of Sanrio characters. It is my favorite character from Sanrio and I loved the Hello Kitty franchise ever since I was a kid. After learning about perspectives in Week 5, I had a better understanding of drawing the Kuromi character from different angles. 

Here is my very rough attempt made in Photoshop:

Fig 4.3: Kuromi Rough Turnaround Animation (29/9/2022)

Next, I decided to properly sketch each pose and angle while making sure of its proportion and perspective. 

Fig 4.4: Kuromi Poses (29/9/2022)

I put the sketches of the poses into Adobe Animate to have a good idea of what the final would look like. This is also to line up the sketches together, making sure they are all each the same height and size. 
Fig 4.5: Kuromi Sketches GIF (5/10/2022)

FINAL


Fig 4.6: Exercise 4 Turnaround Animation (5/10/2022)

Fig 4.7: Exercise 4 Turnaround Animation GIF (5/10/2022)




FEEDBACKS

Week 1

General Feedback: -
Specific Feedback: -

Week 2

General Feedback: -
Specific Feedback: Work on your slow out, make them constant from each other. 

Week 3

General Feedback: -
Specific Feedback: Nice work. 

Week 4

General Feedback: You should practice your figure drawing if you want to pursue 2D Animation.

Specific Feedback: Good work. You are quite skilled in traditional figure drawing. 

Week 5

General Feedback: Be mindful of your angles and use guides to help you. 

Specific Feedback: Good work. You are quite talented and you could be a good animator. 



REFLECTIONS

Experience

For this semester, the classes for this module were physical. It was a great experience to be able to attend classes and learn the theories face-to-face. Being able to consult Mr. Kamal directly about concerns about my work helped me improve my animating skills. Moreover, the four exercises given in this module helped me better grasp not only the theories and principles of animation but also the program that we are mainly using which is Adobe Animate. It is a new program for me but the learning curve was not too steep, especially with the detailed guidance of Mr. Kamal. 

Overall, the four exercises were a good experience for me since any inquiries I would have would be answered briefly and thoroughly by my lecturer, Mr. Kamal. 

Observation

Based on the classes, activities, and exercises done, I observed that my strength lies in my drawing skill. It helps me capture poses of certain movements easier as well as encourages me to better understand the frames. However, I struggle with learning about the timing and spacing of my frames. While others catch on pretty well, I had to revise my animation regarding my spacing. I need to other what movements are faster than others relatively. I hope that I can overcome this struggle and be aware of the movements I will be animating. I do find that animating on Pose-to-Pose help. As mentioned in class, animating Straight Ahead can also be useful for things that are appendages. These things need the animation principle of Drag, Follow Through & Overlapping which needs the Straight Ahead method. 

Other than that, as a suggestion, I believe that shortening class periods so that they can work on the project on their own time can help classes not feel too lengthy, time-consuming, and a strain on the student's schedule. While I am used to this due to most design classes usually being 4 hours long, I do appreciate every time Mr. Kamal lets us work on the project on our own time. I notice that it makes me even more productive because I can take food breaks in between and listen to music. 


Findings

As for my findings, I managed to learn the basics of animation which is its principles as well as be able to use them for the exercises. I also learned about the importance of poses and silhouettes which can improve my technical drawing skills. This is to ensure I make interesting dynamic poses not only for animation but in character design or concept art. Moreover, as stated above in Observation,  I can improve myself when I develop a better understanding of when to use the two methods (Pose-to-Pose and Straight Ahead) as well as understanding how the spacing affects the speed of the object. The animation principles learned here can guide me in the three future projects I will be taking on. Personally, I learned to not be afraid to try something challenging and if you fail, it does not mean you are not good, it just means you have more to learn and you can improve day to day to hopefully be able to do the challenge with ease in the future. 




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