Showing posts with label Sukor Romat. Show all posts
Showing posts with label Sukor Romat. Show all posts

Monday, 2 February 2015

2D CHARACTERS



DESIGN THE CHARACTER

The Life of Young Rice Cooker and Friends

In this task, we were told to make a character for our stories and designing our own character based on our culture and history. In this task I design a character based on rice cooker that Malaysian has use in their daily life. This lead to creating the story of the life of the young rice cooker and his friends. The character is Ric (modern rice cooker), Grandpa Cook (traditional rice cooker), Miss Blen (blender or food processor) and wise Mr Fridge (refrigerator) living in the big house of their rich owner.

I choose this type of story because I want to show that even inanimate object like electrical ware has feeling and talking to each other about their master. So this is my plot of stories.

INTRODUCTION

It started on a certain big house and entering toward the house where a maid pull out new rice cooker from the box and place him next to the old rice cooker. The young rice cooker or known as Ric feel excited to start his work with other appliances at the kitchen and meeting his ancestor, Grandpa Cook. He also make a new friend with beautiful and friendly Miss Blen and wise looking Mr Fridge. During his stay there, he feel weird because he rarely been used by the maid and Mr Fridge told him that the their owner rarely eating lunch at the house and this is why Grandpa Cook service end. He also about variety of his predecessor and ancestor and their history in people life.

CLIMAX

In this part, young Ric learn about reason why their owner doesn't eat at home and he feel angry because he feel that if their rarely use them why they want to buy them. Miss Blen answer his question by telling him that maybe become some of accessories in the house. Grandpa Cook told Ric about his story when he was young, when people still eating with the family and strengthens theirs bond while eating and cooking together. Grandpa Cook also feel disappointed about the way modern people lifestyles nowadays when family just meet briefly. Ric thoughts that his owner must be taught to feel the important of bonding with family and eating together at home and not making the useful appliances like a decoration at home. So, he make a strategy with main switch to stop the electricity.


CLOSURE

Their owner feel the difficulties when the electricity was shut down in the house and they need to use Grandpa Cook to cook the rice and the owner dream about Ric threatening him to stop treatin them like a decoration item and try to eat at home to strengthens his bond with his family and take care about their health.

ENDING

The story end by the happy look of their owner eating with his family and a little quotes about eating together at home and that inanimate thing also has feeling even though they are made by human.


Picture 1
One of example of my storyboard, taken by Alexis using phone camera.


Picture 2
Storyboard example, taken by Alexis using phone camera.


Picture 3
Character of my story. From left to right. Ric, Grandpa Cook, Miss Blen and Mr Fridge. Taken by Alexis using phone camera.



Picture 4 and 5
Solid drawing and structure of one of my characters. Taken by Alexis using phone camera.

REFLECTION

During doing this task, I learn many difficulties about creating a character and making the story and fitting the character in my story but I learn about it slowly and try to understand the way of making animation in simplest way that I can know. 




Saturday, 31 January 2015

IMAGING FOR NARRATIVE AND STORYBOARDS


12 BASIC PRINCIPLES OF ANIMATION

1)    Squash and stretch: Squash and stretch is when an object changes shape based on some sort of impact or movement. For example, when a hard rubber ball is thrown, it may hardly change shape, but when a softer ball is thrown, it may change shape depending on the force of the impact. Squash and stretch is used in animation to give it a more realistic feel. For example, if in an animation, a character is punched in the face, squash and stretch would be used to show the impact in the face, and it would show the impact on the hand too.

2)    Anticipation: Anticipation in animation is the same as anticipation in real life. When a character is going to kick a ball, the anticipation would be the character moving his foot back before kicking the ball. Another example is a character preparing to run by putting one foot behind its body, and getting lower to the ground. Anticipation is used in animation to give the viewer a better understanding of the action that is about to happen. For example, if there is an animation of baseball game being played, the anticipation for the batter would be to move the bat behind his head ready to swing. The anticipation of the pitcher would be to lift his leg up and get ready to throw the ball.

3)    Staging: Staging in animation is when you make an idea clear to the audience. The idea could be an action, a personality, an expression or a mood. The key point to staging is to make sure you catch the viewer’s eye and that they are draw towards the idea that is taking place. The animator must use different techniques to make sure the viewer is looking at the right place at the right time. This could be something as simple as moving the camera so that it focuses on the key event or idea taking place.

4)    Straight ahead action and pose to pose: These are two different approaches to the drawing process. The straight ahead action in hand drawn animation is when the animator starts at the first drawing in the scene and then draws frame after frame until they reach the end of the scene. The pose to pose action is when the animator carefully plans out the animation, and draws a sequence of poses. These are usually the starting pose, some poses in the middle, and the final pose. Then that artist, another artist, or a computer draws the inbetween frames. This is similar to key framing with computer graphics, but it must be changed slightly since the inbetweens may be too unpredictable.

5)    Follow through and overlapping action: Follow through is the end part of an action. For example, when throwing a ball, the hand continues to move after the ball is released. Overlapping is just starting the second action before the first action is finished. This keeps the viewer interested because there is no dead time between actions.

6)    Slow in and Slow out: The principles of slow in and slow out in animation is to make the animations look more realistic. This is as simple as a ball bouncing. The ball starts out stationary in your hand. Then when you let go it builds up speed until it hits the ground. Then it would come back up slightly slower than when it went down. Then when it reaches its maximum height it stops and repeats the process. Every time the ball hits the floor or its maximum height it loses speed, so the ball would eventually stop bouncing.

7)    Arcs: An arc is used for an action or movement. This could be moving your arm. You would have a key frame at the beginning and at the end of the movement. The arc is the action in between the two frames. This is usually used for characters but can also be used on objects.

8)    Secondary action: A secondary action is an action that comes from another action. Secondary actions are used to heighten interest in a scene, and to add a realistic complexity to the animation. If the secondary action becomes more interesting than the main action, then it is either the wrong choice for secondary action or it is staged wrong.

9)    Timing: Timing is an important principle because it gives meaning to a movement. Timing can affect how real a scene looks. Timing is used for characters feelings, and facial expressions. For example, if a character is shocked, you should be able to tell he is shocked because he should look shocked in his facial expressions right after the shocking event has occurred. If the characters shock was delayed, and the character didn't react until 5 or more seconds after the event, the scene would not be realistic, and you could lose the viewer’s interest.

10)  Exaggeration: Exaggeration is used in animation to help the audience know for certain how a character is feeling or acting. For example, if a character is angry in a scene, you could make him furious, with his eyebrows down, and gritting his teeth. A scene has components such as action, objects and emotion. Exaggerating all of these can create an uneasy and unrealistic scene, so finding a balance of exaggeration is important.

11)  Solid Drawing: Solid Drawing is used to make the main character or object stand out from the rest of the animation. This is so the character does not blend in to the background, and so that the character can easily stand out for the viewer. Solid Drawing is always drawn on its own layer so that it can be animated more easily.


12)  Appeal: Appeal in animation is the same as acting in a film. The way the character or object looks, moves and interacts with other characters has a large impact on the viewer and how much interest they have in the animation. Usually, the more realistic the character the more interest the viewer has.

This information taken from jordanwharton.wordpress.com/year-2/unit-67-3d-animation/12-principles-of-animation.

REFLECTION

From this information I learn new thing and revise back some of the basic principles in animation that I know and this help me to do the task and how to understand it function in making animation.


IMAGING for NARRATIVE AND STORYBOARD



DEAF DUMB DAD STORYBOARDS AND INKING OF THE STORYBOARDS

In this task, we are given a short movie about a deaf and mute father that want the best for his
daughter but his daughter want a perfect father and this where the sad story begin.
Our tutor want ask to use this short film to create a storyboards maximize in 20 storyboards ask an
introduction towards the making of the animation. I made around 16 storyboards about the story and I use the original characters. In the making of the storyboards I face the difficulties in making of the priority between the character or the scene around it.

After finishing the storyboards, we learn about inking of the storyboards. We learn about different type of pen that be use for inking and which part should be inking or not. By doing this exercise I learn about the storyboard and inking of the storyboards help in the making of the animation.


REFLECTION

From this exercise, I learn about the importance between the storyboards and the inking process as the introduction for us toward the animation.