Animation Video
Describe
about video
This is an animation that tells the life story Zaril,
students who want to succeed but because he was alone and no friends who want
to help him, he felt someone and always feel removed and no one wants to be
friends with him. When he was distressed and sad attend a friend who wanted to
help him to succeed in their studies.
His friend asked him what happened to him after that
his friends helped him to succeed, they spend time with the exam and help if he
does not understand what is learned. They work together to studying and
spending time with study, spend time in the library together and spend most of
the lesson.
After they struggled to spend time with them to learn
finally comes time to sit for the final examination year, the end of the
examination, Zaril have successfully answered all questions very well and
finally he graduated with good and perfect. Teaching in this story when someone
who is able to be with us in times of hardship and happy means they are true
companions for your time, effort and time with us.
Character
design
· Zaril,
students who want to succeed but because he was alone and no friends who want
to help him, he felt someone and always feel removed and no one wants to be
friends with him.
12 principles of animation
- Secondary actions
This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.
- Staging
A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.
- Exaggeration
Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated.
- Slow in and slow out
As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.
- Timing/ Spacing
Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.
- Anticipation
This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.
- Follow through
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, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.
- Squash and stretch
This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it's broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often
- Pose to pose
Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.
- Appeal
A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience's interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.
- Arcs
All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.
- Solid Drawing
The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.
Differences between vector and pixel graphic
There is a fundamental division in graphics between vectors and pixels. This digital imaging course will only be working with pixel images, but a brief description of vector images is given here so that you are aware of the difference between the two.The advantages is that a great amount of detail can be captured,depending on how many pixels were used.The disadvantage is that this usually means having to store many millions of pixels, and thus can result in very large file sizes.
Example 1
Example 2
Example 3
Exploring
the Digital Drawing: Similar But Not Same Exploring the Digital Drawing:
Similar but Not Same
- . Concept :Comical concept
- Techniques :Conjunction
- Idea: Comical Concept is about trying to convey a funny idea in a single piece of art. It is not intended to be a web comic in the traditional sense. Comical Concept also look funny and give people that like funny can also use comical concept. The techniques that be used Conjunction Techniques. Conjunction techniques suitable with the concept.
- . My sketches
2.Development Adobe Illustration
4.Conclusion
The comical concept can
give funny. I use conjunction techniques for this comical concept that according
to the concept chosen. Apple used as a subject matter for comical concept and
conjunction techniques.
BRANDING MYSELF
TASK DESCRIPTION
Student are required to brand themselves, design a logo to represent the identity of their artworks and create a series of promotional printing materials; for such as name cards, brochure, flyer, poster, etc. to promote themselves as a graphic design.
Introduction
I create a unique name
and image for the product, mainly through advertising campaigns with a
consistent theme. I choose my nickname for breading logo myself. I use bubble
font to show about myself. The colors used are my favorite colors.
The item promotional that
I choose is a name card, sticker for mug and coaster for breading myself. I
choose the color because I like the color, every color that I choose will show
myself. The design is my freedom because I don’t like someone control my life.
The design show I like travelling for look my serenity.
Reason
I’m choose bubble font
because inflated freedom of going where only show unhindered. The selected
color is my favorite color and the color also showed about myself why I chose
for my personal logo.
Conclusion
In conclusion, I choose
all the layouts it with my own ideas and my own emotions. Each design is
breading me about myself. The design more with my life because
I don't like people control my life so I want to freedom with myself and my
way.
LOGO
Firstly,before i choose promotional item item for myself , I need create my own logo . This is a process when i start create my own logo.
Introduction
I create a unique name
and image for the product, mainly through advertising campaigns with a
consistent theme. I choose my nickname for breading logo myself. I use bubble
font to show about myself. The colors used are my favorite colors.
The item promotional that
I choose is a name card, sticker for mug and coaster for breading myself. I
choose the color because I like the color, every color that I choose will show
myself. The design is my freedom because I don’t like someone control my life.
The design show I like travelling for look my serenity.
Reason
I’m choose bubble font
because inflated freedom of going where only show unhindered. The selected
color is my favorite color and the color also showed about myself why I chose
for my personal logo.
Conclusion
In conclusion, I choose
all the layouts it with my own ideas and my own emotions. Each design is
breading me about myself. The design more with my life because
I don't like people control my life so I want to freedom with myself and my
way.
Firstly,before i choose promotional item item for myself , I need create my own logo . This is a process when i start create my own logo.
My sketches
Figure 1 : Idea Development Figure 2 : Idea Development
Idea logo in Adobe Illustrator and test color that suitable with me.
Final Outcome
The bubble font selected
is marked someone who wanted freedom but still hidden by yourself without
realizing it. It also pointed to someone
like travelling without regard to other people to get freedom.
Name Card
Idea name card in Adobe Illustrator and test color that suitable with me.
The colors used in the
name of my card is colorful because life is colorful teach someone more mature
to resolve any problem. I love the color of the color because I do not like sad
life so I chose that color to brighten my daily life.
My design sticker
Final Outcome
People talk not just rose’s flowers. But it symbolizes 'SOMETHING' depending on the color and amount. The color purple has a sense of loyalty. Color purple roses also shows the atmosphere of grandeur and splendor. For me the rose flower is a unique flower and a lot of meaning.
My design coaster
Final Outcome
Task One
My Portrait
My name is Nor Azilahazah Binti Ramlee,I'm would like to introduce myself.I'm was born in Hospital Yan,Kedah but I'm grow up in Mersing,Johor.After I finish my studies in high school, I continued my studies at the University of UiTM Melaka.After that,I get the offer a three-year study in High National Diploma in graphic Design at University Legenda college.
I'm personally interested in becoming an Photographer & Graphic Designer, however, there are many different career opportunities.I'm consider career as a designer and photographer is a hobby.It is very difficult and requires patience and hard work. I hope I will be able to meet these challenges, and that my dreams will come true to have my own company to spend some free time so I take these courses because they want to learn the rest.Moreover ,I am an easy-breezy with a situation that I could not finish, because I prefer to live away from speaking. Finally, I will do my best for my dreams, my future and my life goals.
My Collection Artwork
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