Blog Introduction

Welcome to my Blog! I am Dat, your companion into the vast, wonderfully fantastic world of animation. A media form that combines old with ...

Saturday, April 20, 2019

One last bonus animation;


It's hard to imagine that I managed to scrap together this within four days, but I did. This is probably my final post, but it's pretty cool to see how far I've come.

Music is by Veaceslav Draganov (Draganov89)

Thursday, April 18, 2019

The Final Stroke


I animated this over spring break as an application of what I learned, and I'm starting to enjoy animation rather than hate it now. I think I've finally hit my stride.



Big Iron
Even though animating full figures for this was a very instructive experience, I don't think I'm going to go through the pain of doing it again for a very long time.


After the Presentations

It is a bittersweet day, now knowing I don't have to do this project anymore. Even though I plan to seriously pursue animation now, not having the excuse to work on it as a project is a bummer. I'll have to slot it into my free time now, which makes it less appealing, but since I've actually gotten good enough to do some basic things with it, I'm fine with devoting my free time to it. The presentation itself was okay, and I think I got a higher grade than I probably should have, but I'm not going to complain about it. I stuttered somewhat and got a little lost in the middle of it, but it got out okay and I'm proud with what I had animated for it. 

I think I'm going to turn my back on this blog afterwards, since it's not really my style, but I think maybe I could move on to posting flicks on something like Youtube. Even though I know I'm not gonna make it to the big league animators on Youtube, it's still sort of cool to share what you've done, no matter what it is.

It's sort of weird looking back on the goals I set and failed to achieve, like learning the 12 principles of animation. Even though I didn't go through all of them, I think that I applied them in my animation in one way or another already, if that makes sense. Sort of like a puzzle, once you get the frame done, you can tell what pieces need to go into the last few spots to complete it, and I just filled in the portions by myself.

In the end, I hope this blog helped spark some interest in animation, if at all, and at least make people more open about the art form. Animation has been slowly falling out of modern media, not being as popular as it used to be in western regions, which means that it hasn't exactly grown much in places like America. I hope that maybe it can resurface soon, since a lot of the most meaningful animatics have been forgotten, since they've been created decades ago. Animation's ability to convey themes and messages is arguably its most unique aspect, since it is a medium more real than stories or movies. Actors fake their emotions and reactions, while books are left up to the reader to imagine, but animation gives you a window to look into another living world.

Maybe I'm being too pretentious, but I honestly believe in animation being special like that.

Arrivederci!

Sunday, April 7, 2019

Before The Presentations...

Wow! I actually managed to find time in order to finish this, despite the presentation looming overhead. I didn't add much, because again, time constraints, but it was nice to finish an animation for once.

What's the Principle for Today?

Sorry to disappoint, but because of the looming presentation, I didn't have the time to put huge amounts of effort into this. The main point of this post will be to mostly talk about the animation process as a whole and talk about my mindset going into the presentations.

Animation itself sounds complicated, but the programs used to make it have simplified it in many ways, compared to how it used to be years ago. Things such as tweening didn't exist when animation was first conceived, and with them today it makes the process a whole lot easier for a single person to do. For non-animators, Tweening is essentially moving an object from one place to another without having to animate every frame individually; this is a huge time saver if you need to do something simple, like have a car move across the screen.

Animation is created through images called frames, which are given a split-second amount of time on screen before another frame is shown. This creates the illusion of movement, as the slight movement between each image is filled in by our brain. Mostly, you'd just draw in whatever you are animating, create a new frame, and repeat. However, some animators have different styles of animation, such as using tweening. This is done by drawing each limb of a figure out individually, then putting the limbs together and tweening them to make smooth movements while still retaining the form of the character.

Another important feature of modern animation is called layers, which determines which images are shown over others. The most obvious form of this would be putting the background of a scene on a layer underneath the figure, so the animated character would be shown with the background in, well, the background. If the background were to be placed over the layer with the character, then you would only see the background since it would be prioritized over the figure.

This might not seem exciting, but it's the bread and butter of animation, and absolutely essential in creating good flicks. 

My Mindset

I've never been a very good presenter. Most of the time, I have to practice for hours in order to get a hang of a script, then spend some more time making sure I don't randomly blank out during a recital. I'm hopeful that I can pad out a little bit of time with animation, since I've been working pretty hard on a longer film, but my main struggle is with the script itself. I've barely got an idea of what I want to do, and it's been crawling at the back of my mind like a maggot. I've been told that procrastination is basically waiting until something becomes more worthwhile to finish than put off., but I've honestly been clueless on what my presentation's greater purpose should be. 

I guess I'll have to go about it like I always do, which is just praying that practice pays off.

Wednesday, March 13, 2019

Staging





Amazingly enough, being in a Digital Media class helped a lot in deciding what shots to use. I'm in the middle of a project where we have to apply cinematographic techniques, which helps in pacing and making an animation better.


What is Staging?

Oh the humanity! The great and unholy divinity that is staging! The line that divides the good from mediocre, the okay to terrible! The reason why animation is so frustrating to do and why I will probably contract osteoarthritis! Tremble before its might!

Staging, at first, may seem to be an easy, or even time-saving task for animation. Staging can be summed up as using angles and scenery in animation to emphasize actions , mood, or even the focus of the scene, not unlike cinematography or photography. Concepts such as the Rule of Thirds, Tilt & Pan, and Lead Room all translate nicely into making a more coherent animation. there are also some forms of staging that don't have an official name, but serve to make a film more understandable through simple camera framing.

In serious animated films, expect to see cinematographic shots and techniques as standard in every scene; this is because they have the budget and time to make the magic happen. In reality, using staging in animation can be time-consuming and require a good idea of space, as many types of shots normally seen in real life can be frustrating to replicate in animation.

There are a plethora of other types of named cinematography like Long Shots, Medium Shots, and Bust Shots, which I incidentally used in my animation, but I won't be going over them.

What in the Name of Yog-Sothoth are those Cinema Terms?


Rule of Thirds

As the name implies, the Rule of Thirds is the framing of subjects in thirds, where the main focus is always in one of the thirds, and environment details are usually in the other two thirds. In some cases, the Rule of Thirds can be adapted to create ninths, and where the lines intersect, points of interest are created, which is generally where you would want to put the subject of the scene.

The Rules of Thirds can be used to create thirds, but in cinematography and photography, it is more often used in ninths. The use of this principle is to frame the main focus of the scene at one of four Interest Points. Humans tend to be pleased more when a subject is at one of these four interest points, and it helps attract attention to the character being framed, as people are naturally inclined to focus on one of those points. The image below illustrates this principle.


Do you see where the lines intersect? Those are the four primary interest points, and because the subject of the scene is framed to be at one of those locations, our eyes are dragged to the man.

Tilt

Tilt is used frequently in animation because it is the most simple way to convey information and scale. Tilting is, easily enough, the movement of the camera up or down, which can be applied to identify the scale of a setting or something that a character sees. The brother technique to Tilt, Pan is very similar, the only difference being that pan moves horizontally.

You can see that I use a very minor tilt in the middle of my animation, while framing the end of the course between the stickman and his board.

Lead Room

Perhaps one of the most important rules to use in animation, Lead Room is a shot framed to give the subjects room to move in. It is an incredibly simple thing to do, but can do wonders if you capture the animation properly. Keeping the main focus in frame while hinting at where the animation will move next will help make sure the audience's eyes is focused on what is happening and what will happen next, since they always know what direction the next action is coming from.

I tried to give as much lead room as possible to the stick man to give a sense of scale to the mountain he was on, but still shifted the subject to the back of the frame to give the audience an idea of what direction the stickman was moving in.

This is a good lead room shot because it gives space for the subject to move.


That was boring. Is this really necessary in animation?

Unfortunately yes; in my pursuit of this skill, one must sacrifice their personal pleasures in hopes of achieving the impossible task of good animated flicks.

Some might find that this post is unsatisfactory, and I have to agree. Staging is too broad a subject to cover in a single post, and the lack of part-by-part consistency was especially off-putting for me while I wrote this out. However, I hope that I can go back on this principle later, to better understand and apply these specific shots to better my animation. Staging is unique in that it isn't just a principle, but a title that encompasses all of cinematography, which makes it particularly frustrating to learn.

I hope that the next few principles aren't as complicated as this; I don't think I'll be able to reach the end of all twelve if they are as complicated as staging. Cutting corners is something that I hate think of, much less do, but it might be needed if I want to finish my project on time.

Will it be like this for the rest of the Principles?

Dear god no, I'd rather flop the project than try and write this much for every following post. Don't worry; this post is the single exception to my adamant attempts of not writing walls of text. I'm going to cut down on reading and up the watching next time. Trust me!

Sources:

Oseman, Neil. “Lead Room, Nose Room or Looking Space.” Neil Oseman, 2 June 2017, neiloseman.com/lead-room-nose-room-or-looking-space/.

Thomas, Frank, and Ollie Johnston. The Illusion of Life: Disney Animation. Disney Editions, 1995.

Williams, Richard. The Animator's Survival Kit: a Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators. Farrar Straus & Giroux, 2012.

Saturday, March 9, 2019

Minor Update, Software, and Q&A!

What's this post for?

After a particularly reasonable idea given by my boy Jeremy .L, I realized I never went over what sorts of resources I'm using to animate. The purpose of this post is to note this information down for anybody who would want to try animating on their own, as well as give a general idea of where I'm going to be going next in my media-ventures and answer maybe a few questions anybody has for me. If you want to get a question answered, just post a comment down below and I'll get back to you with an answer.

Equipment

Considering that I am not a part of a major animation studio, but more of a basement dweller trying to learn a hobby, the only item that I had to buy was a Wacom tablet in order to draw better. The main program that I am using, Macromedia Flash 8 Professional (Shortened to Macromedia from this point on), had its plugged pulled by Adobe as they improved on their program. Because Macromedia is no longer being supported, you can easily find a free download online, though make sure to avoid malicious sites.

In order to export flash files into Mp4's, I use a program called Swivel created by my good friends at Newgrounds meant specifically to simplify the process. It's just a Mp4 converter which gets the job done quick and easy. Download it here. (Note that it might be blocked by school filters)

  • Macromedia Flash 8 Professional
  • A Computer*
  • Wacom Intuos S**
  • Swivel
*Ideally one that can run Crysis on maximum settings


**Note that getting a more expensive drawing tablet is NOT a good idea. Most of the time, the extra features will be useless, as many bundled programs are meant for professional work and are meant for niche areas of animation.

What's Next?

At the time of posting this, the next principle of animation I have go over is staging. Though I might animate a separate clip illustrating the principles I learn, I acknowledge that I also really need to learn how to blend them together and create a coherent film to show my improvement. To do this, I will probably need to spend a lot of time animating outside of just the clips in my posts, but my main problem now is that I need an idea for something to make.

I've thought of a lot of generic plots for a miniature film, but none of them seem very good. I've gone around in my head searching every drawer I can find, but I keep coming up with trash like "'The Matrix, but with stickfigures" or, "Lord of the Rings, but with stickfigures".

I think I have a problem with not being able to draw anything other than stickfigures.

But regardless, any idea would help right now. Even though I shouldn't be asking other people for help since this is MY project, I've come up with nothing. Even the smallest plot could inspire me to animate something, but now the question is what will that plot be? Please post below if you have any ideas, even the most generic or weird ones, since I don't want to look lonely and depressing if this doesn't end up getting any comments.

Sunday, March 3, 2019

Anticipation

Principle 2: Anticipation

I just want to say beforehand that I'm really proud of this clip. I experimented using tweens and direction lines to make the scene more cinematic, which helps emphasize the anticipation. I also wanted to also make the clip longer, but it would have taken too much time to animate.

What is Anticipation?

Imagine somebody jumping, but they do not crouch before they leap. Where is there momentum coming from? Anticipation is the bridge between actions and movements, and is vital in making animation seem deliberate and powerful. Small amounts of anticipation can be used to hint at what will happen next, such as a character closing his eyes before being hit in the face, or they can be as dramatic as pulling back a fist before punching.

*Not by me

Generally, good anticipation allows somebody to know what will happen next, even if they do not see the conclusion of the action. As an aside, it should be mentioned that in the earlier days of animated cinema, movement and actions in animation were far too abrupt, and actions or movements would often go unnoticed. This lead to viewers not understanding what was going on; Where did Mickey get the sandwich? Why is Minnie angry? As a solution to this problem, Walt Disney invented a new tactic to ensure the audience understood what was going on; "aiming", or what would be later called anticipation. The idea was to exaggerate every action to guarantee that the audience could not miss what was happening. Even if Oswald the rabbit was just taking something out of his pocket, he would look at his pants, throw his arm into the air, then plunge it into his clothing to retrieve whatever he had.

Look at the example below. What action he is about to do is heavily defined by the motions he takes before throwing the ball. The forceful step forward to gain leverage, and the movement of his non-throwing arm emphasize the main motion of the throwing arm.

*Not made by me

"The batter prepares himself with a whole series of anticipatory actions, but the one that gives the clout is the final twist and the step forward as the ball approaches the plate. Without that move the mightiest swing is no more than a bunt." (Thomas, Johnston 53)

What is the application of Anticipation?

Anticipation is mostly a single-target principle, though that does not detract from its importance. Some of the uses of anticipation overlap that of squash and stretch, such as exaggerating movement and facial features or emotions, but anticipation focuses more on the build-up to those movements rather than the action itself.

Personally, I prefer a type of anticipation in animation which I can best describe as "deliberate". Often, you will see animated films skip parts of climatic events with jump cuts and flashes to different perspectives, as it is far cheaper than animating a full visual of whatever is going on. This is most often done during full-body scenes that require hundreds of frames, since it cuts down on production costs by large margins. "Deliberate" animations display the full action rather than cutting corners and robbing the viewer of things like exciting combat sequences that is a mainstay in almost all media. In my attempt to learn animation, I will try and avoid shortcuts, so I can actually learn how to animate full scenes.

In the following video, the sheer scale and weight of every movement is astounding, and it is hard to believe a single person had animated it. Instead of cutting corners in the previously mentioned manner, he took the time to perfect everything and show what is happening.

Shine Time

(Click Above for Video)

*Not made by me

That's all for this time! Sayonara!

Citations
Hurtt, Chris. “Anticipation: The 12 Basic Principles of Animation | Animation Mentor Blog.”                        Animation Mentor Blog, 12 Feb. 2019, blog.animationmentor.com/anticipation-the-12-basic-              principles-of-animation/.

Becker, Alan. “2. Anticipation - 12 Principles of Animation.” YouTube, YouTube, 22 Jan. 2015,                    www.youtube.com/watch?v=F8OtE60T8yU.

Thomas, Frank, and Ollie Johnston. The Illusion of Life: Disney Animation. Disney Editions, 1995.