Friday, December 12, 2014

Principles of Animation, The Illusion of Life, Walt Disney Studios, Derek Wu

12 Principles of Animation

1. Squash and stretch: utilizes a squashing and stretching effect to produce a realistic feeling
for example: a bouncing ball would squash before hitting the ground and stretch after bouncing

2. Anticipation: an action that prepares the audience or to make the audience anticipate the next action
for example: a batter would draw back his bat before his swing

3. Staging: placement and usage of background effects to make something obvious and noticeable to the audience while at the same time making other things not noticeable
for example: a cube would be placed in the center of the stage for it to be easily noticed

4. Pose to pose and straight ahead action: pose to pose is the usage of tween and separate poses to create and action while straight ahead action is the usage of frame by frame to create a realistic scene

5. Follow through and Overlapping Action: is the concept that when one body part moves, the others follow

6. Slow in Slow out: is the principle that states objects require time in order to speed up, and requires time to slow down. This is basically saying that objects can't just start going fast, and can't suddenly stop. In order to look realistic, and object must slowly speed up and slowly slow down.

7. Arcs: most objects move in an arc-based trajectory so in order for animation to look real, and object should move in arcs

8. Secondary action: these actions are actions that help and support the main action in order to make the original movement look more realistic and convincing.

9. Timing: this refers to the number of frames used in order to create an action. This is saying that slow actions require more frames, and fast motions require less frames

10. Exaggeration: this principle is an unreal action that creates humor or emphasize on the action, rather than just using a boring everyday action

11. Solid drawing: the usage of light, shadow, and weight to create a 3D realistic model or interpretation of the real world

12. Appeal: this can be described as the charisma of a character, no matter whether they are good are bad, both must have appeal in order to appeal to the audience and be able to relate to him or her

Friday, December 5, 2014

My First Post

Derek Wu
Period 5
Blog URL: http://animationblogderek.blogspot.com/
Blog title: 2d animation blog (Derek Wu)
Favorite Disney Character: Beymax (Big Hero 6)
"Nature abhors a vacuum."