Jan 6, 2011

Clean Up Storyline

My Clean Up Storyline Template :-


Front Cover
Template Story - Page 1
Template Story - Page 2
Template Story - Page 3
Template Story - Page 4

Template Story - Page 5

 Template Story - Page 6




 The Character On My Animation :-

  Character -Zoey

 Character - Mia

Nov 25, 2010

Topic For Animation



          Name of topic : A Love Story

Story line :-

        This story tells a man catch up princess the desire. One day Zoey running across Mia, namely princess the desire. Zoey catch up Mia note boot reachable. Suddenly Zoey looking for other alternative to see with Mia. Later Zoey headed for one place, and he surprised when see the place in fill up with statue that similar to Mia, and Zoey continues unconscious. After Zoey aware he run and spot mia with a rich man. Zoey sad and broken hope. Later he was shocked to see a fair lady, and Zoey delighted.

Nov 13, 2010

12 Priciple of Animation

1. Stretch & Squash
    •   When an object moves, its movement indicates the rigidity of the object
    •   Defining the rigidity and  mass of an object by distorting its shape during an action


2. Timing
    •   defines how well the idea behind the action will read to an audience. It reflects the weight and size of an object
    •   more drawings between poses slow and smooth the action

 
       
3. Anticipation
    •   Is a preparation for the action, the action proper and the termination of the action. 

4. Staging
    •   Readability – to stage an idea clearly, the audience's eye must be led to exactly where it needs to be at the right moment.
    •   Personality –  to use characteristics that clearly define the character.
    •   Mood – a mood is staged so that it will affect the audience. 
  

                 
5. Straight Ahead Action and Pose to Pose
    •   Straight ahead Action 
      •   you can lose size, volume, and proportions  
      •   Motion has spontaneity and freshness   
    •   Pose to pose 
      • more planned out and charted with key drawings done at intervals throughout the scene.  
      •   Size, volumes, and proportions are controlled.  







                     6. Follow Through and Overlapping Action
    •   Follow Through 
      •   is the termination of an action  
      •   nothing stops all at once.
    •   Overlapping Action 
      •   maintains a continual flow between whole phrases of actions  
      •   makes objects seem more natural 


7. Slowing in/out or Eases
    •   Deals with the spacing of the in between drawings between the extreme poses.
    •   Slow-ins and slow-outs soften the action, making it more life-like.  
  
8.Arcs
    •   All actions follow an arc or slightly circular path
    • Think of natural movements in the terms of a pendulum swinging 
    •  In Computer Animation, motion is usually represented in a time line view using splines(arcs).
    • The method used for calculating interpolated key frame values determines the characteristic of the arc(motion). 

9. Secondary Action
  • Adds to and enriches the main action and adds more dimension to the character animation
  •   Important in raising the interest and adding a realistic complexity to the animation

10. Exaggeration
  •   Like a caricature of facial features, expressions, poses, attitudes and actions
  •   If he is angry, make him furious



11. Solid Drawing
  •  Transform form, weight, volume solidity into color and movement giving the characters the illusion of three-and four-dimensional life.
  •  3D is movement in space.
  •  4thD is movement in time.  


12. Appeal
  •   Live actor’s charisma = appeal of animated character   
  •   To create appealing pose avoid "twins”
  •   Creating a design or an action that the audience enjoys watching





Nov 9, 2010

Process of Animation Production

3 Type of Stages




Pre-production Stage

1.    Idea.
2.    Storyboard.
3.    Recorded voice.
4.    Analysing the distance of sound from a number of frames.
5.    Analysed sound is inserted into dope sheet.
6.    Drawing Scene Layout.
7.    Director used layout and dope sheet to plan movement and time.
     8.    Drawing background is coloured on the paper.



Production Stage

      9.       Movements are drawn on the paper.
10.       A perfect drawing is recorded on the dope sheet.
11.       Draw movements on the line test
12.       Check the drawing and synchronize the time.
13.       Place the drawing on the cell.
14.       Colouring cell.
15.       Cell and drawing background are combined together.
     16.  Cell and drawing background are combined to the film.
 



Post Production Stage

17.    Negative that has been used is sent to the lab to be processed.
18.    Sound and voice are edited.
19.    Soundtrack will be mixed in the studio.
20.    Negative is sent to the lab to be cut with cut-print and sound.
21.    Film is copied in the form of videotape.
     22.    Or shown in the cinema.




Prepared, Presented and Posted  by Nur Syuhada Zakaria

Definition of Animation (Assignment 1)

DEFINITION OF ANIMATION

-          the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways. The most common method of presenting animation is as a motion picture or video program, although several other forms of presenting animation also exist.


A 5,200 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat painted along the sides. This has been claimed to be an example of early animation.

An Egyptian burial chamber mural, approximately 4000 years old, showing wrestlers in action.

The phenakistoscope, praxinoscope, as well as the common flip book were early popular animation devices invented during the 1800s, while a Chinese zoetrope-type device was invented already in 180 AD.
Georges Méliès was a creator of special-effect films; he was generally one of the first people to use animation with his technique.


Animation is process of giving the illusion of movement to drawings, models, or inanimate objects.

From the mid-1850s, such optical devices as the zoetrope produced the illusion of animation.