2011/07/27

3D light

1. create a rendering camera
-panel > perspective > camera1
- View > camera setting > film gate


2. get back to persp

-Create lights
  • Directional Light (Sunlight)
  • Point Light (Cast Shadow)
3. Render Setting (For reflection -> Raytracing ON)

2011/07/25

week 13 discuss about the question

1)  Apart from their different sizes, it is obvious from Luxo Jr. that the big lamp is “older” and that the small lamp is “younger”.

How is this communicated by the animation? Give at least THREE examples.

     Firstly, the two lamp have the different actions. The big  lamp move more slowly. However, the small one is more happy, it move so fast and quickly.

    Secondly, they have different emotions. the big one is not care the ball,but the small lamp like to notice the ball.

     Thirdly, between two lamp, they talk to each other. they have communication between each others.

2)  Give an example from Luxo Jr of how timing is used for comic effect. Explain how the timing decisions contribute to the humour.
     
    For example, lastly, a big ball come from other side, then the designer make a big shock for the big  lamp which like people feel there are a special things will come.
     
3)   When you create a joint chain, these form a hierarchy, with the first joint at the top and the last joint at the bottom. Explain why this is necessary for the joints to work properly.

     It is because all the body are join a chain. the whole body must be in one joint chain. when you change the position, the whole things will be change.































































































































2011/07/07

exercise 2

1. what is ease-in ease-out in reference to animation?


A great way to make your animations move in a more life-like manner is to vary the rate at which they move. Animation imitates the world that we live in, so it's important that movements within your animations feel as if they are based on real world movements, even if they are exaggerated. In our world, it is very rare that something will move at a constant rate. For example, when your raise your arm straight up above your head, the action usually starts out slowly and then quickly accelerates.


2. what does frames-per-second mean?


Frame rate (also known as frame frequency) is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well tocomputer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS), and is also expressed in progressive scanmonitors as hertz (Hz).

3. draw a similar chart, but with ease-in and ease-out.



exercise 2

1. what is ease-in ease-out in reference to animation?


A great way to make your animations move in a more life-like manner is to vary the rate at which they move. Animation imitates the world that we live in, so it's important that movements within your animations feel as if they are based on real world movements, even if they are exaggerated. In our world, it is very rare that something will move at a constant rate. For example, when your raise your arm straight up above your head, the action usually starts out slowly and then quickly accelerates.


2. what does frames-per-second mean?


Frame rate (also known as frame frequency) is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well tocomputer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS), and is also expressed in progressive scanmonitors as hertz (Hz).

3. draw a similar chart, but with ease-in and ease-out.



3D john jump


2011/07/04

video about 12 principles


this video is using the anticipation.
john trying to jump and  before jump, he make a few of action which let people to know the next things.



this video use two principles
1. Staging. one person throw the ball, we are not guess that other one will be shoot.
2. Thiming. this part is very important to control the time. If the time is not correct, then the video is not like a real action.



this video is using the Secondary action.
After felica throw the ball, she's arm still shark.



this video is using the straight ahead and pose to pose and exaggeration.
both to people use the ball to play. however, they are not really to throw, they just scare each other.



this video is using the arcs.
when they are throw the ball, the ball make a curve in the air.



heavy bowling





hoho~~~

Bouncing ball


Timing + keyframe 

12 basic principles of animation

12 basic principles of animation
Squash and stretch
the purpose of which is to give a sense of weight and flexibility to drawn objects. 

Anticipation
Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. 
Staging
This principle is akin to staging as it is known in theatre and film.

Straight ahead action and pose to pose
These are two different approaches to the actual drawing process.

Follow through and overlapping action
These closely related techniques help render movement more realistic, and give the impression that characters follow the laws of physics. 

Slow in and slow out
The movement of the human body, and most other objects, needs time to accelerate and slow down.

Arcs
Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism.

Secondary action
Adding secondary actions to the main action gives a scene more life, and can help to support the main action.
Timing
Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.
Exaggeration
Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. 

Solid drawing 
The principle of solid drawing means taking into account forms in three-dimensional space, giving them volume and weight.

Appeal
Appeal in a cartoon character corresponds to what would be called charisma in an actor.