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0R10N - Robot Animation

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This is my animation, 0R10N, for the robot arm project. It took me a while but I feel like overall it went alright. Successes: Animation- I think I did an overall decent job with animating the robot (0R10N) itself. It took some time for me to get used to parenting objects it was picking up (balls to throw, in this case) but I managed to get the hang of it eventually. Scene modeling- I wanted to catch the atmosphere of an empty, almost lonely office building late at night, and I think I did a decent job with it. My last full animation (pendulum) originally had a very simple and bleak setting, so I wanted to avoid that by putting some thought into the layout of the scene for this animation. I tried to coordinate the colors and shapes used in the scene without making it too overwhelming. Adding onto that, I'm pretty proud of the fact that I didn't use Blend Swap for anything. (I mean, of course I have nothing against people who did use it! That's not the message...

0R10N Animation Storyboard

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Here is the storyboard for my work-in-progress animation, 0R10N.

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...