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Showing posts from November, 2018

Old vs New Pendulum Animation: Review

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The use of design principles and camera movements improved my animation in a variety of ways. I'll begin with the use of design principles. Balance- Using formal balance in the beginning and end of my animation established a sort of order to it. This contrasted the informal balance I used while the pendulum was swinging and when In'myrr'zgg showed up to receive the sacrifice, representing an imbalance of power (between the pendulum and In'myrr'zgg-- or, perhaps, our hopeless struggle against a creature too powerful and hideous to fathom). Emphasis- I used emphasis to show the pendulum as the main object of the scene (at least at first; later, it was In'myrr'zgg). I did this by using leading lines (via the texture of the floor). Repetition- Before I modeled all of the background stuff, I found that the scene was largely a dark and unknowable void. That was okay-ish and all, considering the ominous tone I was going for, but it didn't truly tell a s...

Animation Storyboard for Pendulum

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I cannot decide if this animation of In'myrr'zgg was the best or worst mistake I have made in my life. Regardless, here is the animation storyboard depicting the greed of this horrid wretch.

Pendulum Design Principles Review and Proposal

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1. The principles of design are key for any animation in order to make it more visually appealing and natural-looking. These principles include: Balance Formal balance is when the scene is almost identical on both sides. It creates a feel of stability and order for the audience. Informal balance is when the scene is different on each side, which creates a feel of dramatic tension and power imbalance for the audience. Emphasis This principle helps to emphasize a specific character, place, or object to the audience.  Framing is when some of the shot is more unfocused the further you get from the object of focus. This helps the audience discern what is important. Leading lines are when the lines in the scene lead into the object of focus.  Simplicity is when the background of the object of focus is largely uncomplicated in order to help the audience focus on what's important. Repetition This principle is the repetition of certain line shapes in the scene via obje...

How Are Movements Used?

Camera movements are used in order to create different emotions in the scene for the viewer. It should emphasize emotion we want to see in the scene, and it should move in relationship to someone or something. Movements Listed in Video (and how each is used to create emotion) Crane Down (crane shot moving down) This shot moves us into the story by essentially dropping us into the scene. Crane Up (crane shot moving up) This shot gives us a feeling of how small the character is and/or how large the obstacle they must overcome is. Crane High to Low Angle This shot makes the character look opposing and strong, which creates fear and a sense of authority. Handheld Camera Shot This shot can create a feeling of uneasiness or danger by being somewhat shaky and unsettling. It can push the emotion right at the audience.  Quick Pan This shot can change the emotional direction in a scene almost immediately by revealing an obstacle that is dangerous that the character mu...