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0R10N Plot Rollercoaster

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Pendulum Animation Critique Reflection

I feel as if I did well with the following: Design Camera angles and shot movement- I feel that I did a better job with this, especially by using quick pans in order to emphasize the action going on in the scene as well as formal balance vs informal balance. Principles of design- Generally I believe that the background improved; the scene is now set in a cult room's feeding pit for In'myrr'zgg as opposed to the void of oblivion. This gives the story more flavor. Technical I think I did an okay job with the easing, especially in the shot where the camera goes around the pendulum in comparison to the sudden quick pan to In'myrr'zgg.  Creativity I think I got a lot more creative with the setup of the scene in general by creating a bleak room to emphasize the darkness/bleakness of the cult. I think I need to improve on the following: Design Principles of design: I was using a variety of textures in the scene but some of the stone texture of t...

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...

Timing and Spacing Reel

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Summary Explanation: Timing and spacing are the two key aspects of animation. You need to use both in order to make your animation look realistic. Timing is the speed of your animation and essentially dictates where you place your keyframes. This is the bare bones of the animation and helps to keep it structured; however, you must also utilize spacing in order to make it appear realistic. Spacing is the variation of the speed of the object moving. (One example of this would be easing in and easing out.) By using spacing, you can make an object move slower or faster and therefore help to give the movement more 'personality.' Penny Animation: Look at them soar. Look at them fly. They're the pennies, and they're back in town. This is an example of how spacing can make movement look more realistic. Ball Bounce Animation:  It is difficult indeed for us to say what happened in this house in the woods, and more unusual still when you realize the fact that the bricks...