Units 1 & 2 - Animation Projects




Units 1 & 2 - Animation Projects 


September 10th 2018

Today lesson was the first on animation. An animation is the act of putting many images beside each other. This juxtaposition creates the illusion of movement. Each image acts as a frame, thus the speed of the animation is measured through frame rates per second or frps. The number of frames determines the speed the animation runs and how smooth it moves. 24 frames equal a second.

Tv shows use 25frps
Cinemas use 24-48frps
Video Games use 30-60frps


In today's lesson, I used Adobe Animate to create a bouncing ball and dialogue animation. It was a fun experience doing the activity. But I felt quite stressed due to the fact that it was my first time using the software which made it difficult to complete the work. What was good about it was that it introduced me to the software and now I know what I need to practice more but unfortunately, the bad thing is that I didn't get to complete the animations due to me trying to get used to it. What I could have done was do another simple animation to help me practice keyframes more. If this exercise rose again, I'd try to work faster and focus on getting the basics done rather than trying to perfect it and waste time.




















HW Task



















For homework, I had to create an animation that evokes speed in any sense. I decided to make a clip of a stick man running from an expanding hole

The main point of this exercise was to show our knowledge about keyframes. Doing this homework got me a lot more used to Adobe Animate and helped me learn more methods for animation in the future.


                                                      Tuesday 11th September 2018





Tonal Values(Involving Shading With Pencil)


Shades that show changes from light to dark or vice versa in images by darkening areas that would be shadowed and leaving other parts light. Feathering is usually when you blend one value into another. And shading is mostly used to create illusions 













We started off practising shading in a straight line using H and B pencils slowly transitioning from dark to light















We were then set a homework task to shade 9 circle using different shading techniques. Namely:



Hatching: Hatching is when you use many parallel lines to create tones.


Cross Hatching: Cross Hatching is an extension of Hatching. Building 2 layers of right-angled parallel lines.

Tonal Shading: Constantly Rubbing graphite filling up areas that are being shaded

Swirles: Using circular twisting motions with your hand to create shades

Pointillism: Using many different dots, the number of dots determine the tone



Later we touched on the topic of cinematography. The combination of different shots and viewpoints photographers and recorders use to convey many different things that gives the audience a much larger understanding of said thing that the person is expressing



Extreme Close Up: Zooming in a very specific thing that shows extreme detail to it to express emotion or importance. You may use it for when you want to express the mood of a character and thus zoom in to one of their body parts e.g their eyes. You may also use it to zoom in to an object to show that its important of a specific part of it.







Big Close Up: Zooming in on something that mostly fills up the screen. You may use it to zoom in on a character's face to get a very detailed view of their facial expression



This is my example. You can see the whole of my face and my facial expression









Close Up: When you tightly frame a person or object in a shot while also showing a bit of the background. Typically when this is used on a persons face they show a bit of the shoulder. You may use this, similar to the big close up, to zoom in on a character's face to get a very detailed view of their facial expression  and also show what environment they are in








Medium Close Up: Similar to the close-up but shows more of the upper body of a person. This may be used for similar reasons as to the close-up











Mid Shot: Showing half of the body to allow the person to show body expressions.  This may be used when a character is doing an action that expresses their mood



Medium Long Shot: This is when you focus the environment around a person or object. This can be used to present a character in a large town to express how small they are compared to it




Long Shot: When you have all important objects and characters in frame and show the full scale of the environment they are in. This could be used to film a scene where people are eating at a table to the audience can see all characters




 
Over The Shoulder Shot: When you film a character's point of view from their shoulders. This is normally used when filming a scene of characters talking that conveys the feeling that we are seeing from their point of view







Point Of View Shot: When you focus on a specific object that implies we are seeing from the characters eyes. You may use this to focus on someones trembling hands like if we were the person looking at our hands thus making the audience connect with it on a more personal level

















Dutch Tilt: When you tilt the screen in a scene. This is normally used to create a puzzling mood or to evoke that the character is in some sort of trance. You may use this to film someone who is dizzy to replicate that feeling using the camera








Storyboard Practice 





We were introduced to storyboards. Making a storyboard is the process of displaying the key visual of an animation. A storyboard will have each shot of the animation and display the important detail of them. Every storyboard contains 3 key elements. 

1) Character Movement: This is how a character moves their body in a cretin shot. This is displayed through arrows that range to an arrow pointing forward to convey the character is moving forward to an arrow pointing around to show the character is rotating 

2) Camera Movement: This is how the perspective of the screen changes. Its use to alter the presentation of narrative information

3) Shot Sizes: This is the distance of the viewpoint if the subject.

4) Dialogue: 
Dialogue is the speech that would be going on in the different shots




As a task, we had to create our own storyboards by basing it off the shots we got from our cinematography practice and making our own mini story out of them. I decided to put a storyboard template on Adobe Photoshop and drawing on it with a tablet. I found the task fun but challenging. I understood the different elements of a storyboard and was able to use one. However, I found sketching out the shots difficult, mainly due to my short practice using a tablet.


Wednesday 12th September 2018-


Introduction To Research 


Today we learned about different research methods and information types and worked on a task to point them out. We learned about

Primary Research: Information you have gathered on your own. This could include making surveys, asking people questions ext

Secondary Research: Information you have referred to from an already made source. This could include getting information off books, videos ext

Quantitative Information: Statistics you can measure that has been graved numerically  e.g. the number of people who rides a bike in a survey


Qualitative Information: Information that can’t be calculated e.g the reasons why people prefer college over sixth form



Wednesday 12th September 2018-Research On Animation Studios


For another task, I research 3 different animation companies on their most well-known work and the thoughts and feelings people have for them



Walt Disney Animation Studios


Disney, founded in  October 16th 1923 when Walt Disney made a contract with M.J Winkler. is one of the most well-known companies in the world and has attached to people from many different places. I believe its a very inspiring company due to the research I did on it. One thing that makes it special is that Walt personalized it and adapted his own thoughts and feelings to his work. Examples are like how he named it after himself. He also took a strong part of his life and adapted it in his films; this manifested when his mother died in a house fire in 1938. Due to this unfounded event, he created such grounded but relatable plots such as Bambi. Three of Disney's movies are  The Lion King, Frozen and The Jungle Book. The Lion King is a musical drama made by Roger Allers and Rob Minkoff on 7 October 1994. Its Disney's second best selling film making  $810 million. Frozen was made on 6 December 2013 that made over $1.3 billion. The Jungle Book is a book, made by Rudyard Kipling, that was published in 1894 that was adapted to a film on 18 November 1968. Becoming the third best selling Disney movie. That was also adapted to a live action/CGI version 


Disney. (September 5th 2015). Disney History. Available: https://web.archive.org/web/20150905062811/https://thewaltdisneycompany.com/about-disney/disney-history. Last accessed 12/09/2018



Studio Ghibli


Studio Ghibli was co-founded by Isao Takahata and Hayao Miyazaki. It's a Japanese animation studio that specializes in making feature-length films. What makes them special is that they rile on hand-drawn animation that is always so detailed and lifelike movements. These are a result of Miyazaki watching people and has studied how things move. This enhances the experience of the audience as the juxtaposition between the fantasy's appearance but the realistic movements create a very beautiful sight to behold. Another thing is that when they air internationally they always insist to not cut out or change any scenes as they deem them perfect as they are. This is a very admirable feature form the studio as most Japanese animations are changed by foreign distributors but

Studio Ghibli not allowing this keeps all the authenticity in their work worldwide. Three of their bests works are Spirited Away, Howls Moving Castle and Ponyo. Spirited Away was released in 2001. It was one of Ghibli's films. Making 30.4 billion yen ($289.1 million ). It was highly praised for its well-developed plot that was based on real-life things like the main character being inspired by one of the director's friends. Howls Moving Castle was released 23 September 2005. It has made over 3.2 million yen ( £21.8 million). Is praised for its art that was inspired by Colmar, France. Its the 3rd highest anime grossing film. Ponyo was released 12 February 2010. It made 225.9million yen (£20.1 million). It is the 4 highest grossing anime film

I made a questionnaire, asking 5 people various questions about what people thought about Ghibli. The results were:

80% Voted it over other Japanese animation studios 

20% Voted None was their favourite
40% Voted Howls Moving Castle as their favourite
20% Voted Spirited Away as their favourite
20% Voted The Cat Returns as their favourite
20% Voted None was their favourite
20% Said they would recommend Voted Spirited Away
20% Said they would recommend Howls Moving Castle
20% Said they would recommend none
40% Said they would recommend Ponyo

The reason people gave to why they chose is mostly because of the imagination put into the movie and because of its visually appealing art. And the flow of the animation in conjunction with the amazing music that had a great theme

Bibliography  

Sarah Jones. (April 18, 2017). 16 Facts About Studio Ghibli That Will Change How You See The Films. Available: https://diply.com/article/facts-about-studio-ghibli?publisher=wonder&config=25. Last accessed 14/09/2018.
Anjali Patel. (January 31, 2017, at 7:16 p.m). 23 Facts About Studio Ghibli That Will Change The Way You Watch The Movie. Available: https://www.buzzfeed.com/anjalipatel/facts-about-studio-ghibli-to-remind-you-the-world-still-h. Last accessed 12th/09/2018.


REBECCA OCONNELL. (MARCH 30, 2016). 15 Fascinating Facts About Spirited Away. Available: http://mentalfloss.com/article/60237/15-fascinating-facts-about-spirited-away. Last accessed 14/09/2018.

Toei Animation 

Toei Animation is a Japanese animation studio, founded by both Kenzo Masaoka and Zenjiro Yamamoto in January of 1948. Toei Animations was one of the first Japanese animation studious to come into operation and is currently the oldest active one. What makes this studio so special is that it had a great influence in the industry of anime with Masaoka having created the first Japanese animation that had the title "Japanese Disney". Their operating income is over £22.88. Three of their most well-known work are Dragon Ball, Yu-Gi-Oh and One Piece. Dragon Ball is one of the most well-known anime today, making its debut on 26 April 1989. The creator and author are Akira Toriyama. Yu-Gi-Oh is a science fiction fantasy Shōnen anime that was first aired on 18 April 2000 and created by Kazuki Takahashi. This anime-inspired its real-life card game that's based on the one in the show. One Piece is an Action Adventure, fantasy Shōnen written by Hiroaki Kitajima and made its debut on July 26, 1998. It has the most grossing selling manga in the world

Bibliography  
Honeys Anime. (8:00 AM July 24, 2018). The History Of Toei Animations. Available: https://honeysanime.com/the-history-of-toei-animation/. Last accessed 19/9/2018.




Tuesday 17th September 2018

Introduction To Stop Motion
In today lesson we were introduced to stop motion. Stop motion is a form of animation where someone takes multiple pictures as frames of objects to give the illusion of it moving. It’s different to hand-drawn animation requires to create each and every frame while stop motion only requires you to take pictures. Our task was to get in groups of 4 and then storyboard what we were going to do with the figurines and then use the camera to create the stop motion. We created it by slightly moving each object and from different angle points. We took approximately 90 images in total with each position of the object having 13 or over pictures taken in order to have the right fps for the juxtaposed images to look coherent in speed. We then put it on Adobe Premiere and added audio in order to transform the images and sound into a video. 
The challenges of the task were:


1.Planning. As it as difficult to approximate how much frames should each shot be

2.Learning how to use the camera stand. As it was my first time using it (and that type of camera) and thus it was difficult to take cretin pictures from cretin angles


3.Editing it. Editing was difficult as the Adobe Premiere is new to me so It was confusing at first. I also had a problem when trying to export the video which was eventually resolved









.

HW Team Animation Task
Are HW task was to get in a group of 3 and team up to create an animated advert to advertise a product of our choosing. We decided to make the plot that a reporter is advertising a watch that can teleport you to other countries and he demonstrates by going to America and Jamaica but then travels to space and the watch battery dies. Resulting  in the reporter's death

Day 1-2





I created the character designs on Adobe Photoshop.  I came up with it when I decided to use the drawing I did at my own leisure and pasted it on Photoshop


I then finished the upper and lower body and added colours to each




These designs models are supposed to be the baseline for when we do the animation






















I then designed the backgrounds of the animation. I mainly drew most of the assets on paper and put it on Photoshop.















I then started to make the first part of the video on Adobe Animate and the edited it on Adobe Premiere to add the sound as I waited for the rest of my group to finish their part



After presenting our animation to the class. The feedback we got was that the different shots were good and more varied. But the sound needed to be equalized as the dialogue was very quiet compared to the sound to the opening




Original Animation Project

In a group of 3 people, we have to create a short film animation ranging between 1 and 2 minutes. Each day we'll be working on different bits of it. The main purpose of this task to show an understanding of keyframes and to allow us to experience the different stages of production. The animation has 3 requirements, 1 walking animation,1 head-turning animation and 5 different shot sizes.

Tuesday 18th September 2018
Scriptwriting Practice

In this lesson, we were introduced to script writing. A script is a non-visual but more detailed version of a storyboard. It explains the whole plot of the animation/act and maps out exactly what should be happening on screen. There are 5 key elements a script should have 

1) Slugline: The title before every screen that establishes detail involving the setting

2) Action: What the character(s) are doing on screen

3) Character Name: Comes before their dialogue and is all caps when introducing a character

4) Sound Elements: This may consist of dialogue, background sound and music

5) Parenthetical: Extra bits of detail of how a character moves of expresses emotion 

Our task was to watch a chase scene in a movie called Point Break. Then we had to make a script describing it. At first, I found it hard as it was difficult in how to word it but then eventually I got more used to it and I was able to make a good start.





24/09/2018
I started the first draft of the script based on the plot my team made together. I wrote how the basic story will go with all actions and dialogue. This draft was soon to be looked at by the rest of my group so that we are all satisfied by it.



25/09/2018


This is the improved version that I went through with the rest of my team and we all agreed on it, with just a few minor changes needing to be made.

Pre Production In Animation

We were set the task to research the process of Pre-production and make a presentation on it. The presentation had to include:

1) How is time management/scheduling handled in animation production?

2) What is the hardest part of managing time on an animation project?

3) Scriptwriting - How do you format a script? (Font type, size, spacing for each section)

4) The storyboarding process - What is included on storyboards?

5) Audio planning, how do you organise voice actors?

6) A Bibliography with Harvard references.

We had a week to complete the presentation. After the week, we stood in front of the class and presented what we learned alongside our PowerPoint. After I did mine, I got some positive and constructive feedback. I gave good information that was never learned in lessons and the design an organisation of my slide was done very well. However, I didn't spend enough time in each slide and only talked about them briefly.

I personally found the task to be a pleasure when making the slide, as learning all the different information was interesting. But when presenting it I found it quite difficult.  I stumbled on my words and I didn't do as well as I wanted too. This is due to my weakness in speaking in front of a group of people.

If I do it again, I will rehearse more to get used to what I am going to say and look at an object consistently in front, so I can keep eye contact and nullify any nerves that can hinder my performance.

To improve my presenting skill, I will try practising talking in front of groups of people to get more used to it, work on not letting pauses and mistakes distract me and work on making my presentations more engaging.





Walk Cycle
Today, we practised creating a walk cycle. A walk cycle is when someone animates a figure in different walking positions so when they are looped, their juxtaposition makes it appear/ as if the figure is walking. Its typically used for 2D games.

There are different steps in a walk cycle and depends on how you want them to walk. But the 4 key ones

1) Contact: Where both feet are meeting the floor

2) Recoil: Where the leg slightly bends and arm moves a little bit

3) Passing: When one of the legs are in front of the other to establish they are passing each other

4) High Point: This is where one of the legs make contact on the floor and pushes the figure up

After these steps, you repeat them but switch the leg positions around between the right and the left


I understood the premise of it however I did struggle when trying to do it myself. I found it difficult to draw the figure as I was still getting used to using a graphics tablet and it was trying to make it look detailed. But then after many tries, I chose a different style of drawing that I was most comfortable with (sketching) and using this I was able to complete the walk cycle  



What I would have done differently if I did it again, I would have tried not to focus on making it look too detailed and just take my time using the method I was comfortable with.




26/09/2018
Today, I worked one of the pieces of audio for the animation. We needed an alarm sound. So I made a set up making three different sounds. For the first sound, I tapped a glass bowl with a metal stick to create a bell sound. I did this in a plastic bowl to create an echo effect. Next, I scratched a plastic plate with a screwdriver to create a scratching sound. Lastly, I made a typical fire alarm type of rhythm with my voice. I recorded all with the Shotgun Microphone as I was able to aim it directly at the objects and my mouth





After doing a few takes, I managed to get all to an acceptable volume. I then transferred all audio to the computer and uploaded them to Adobe Audition. Using said application, I merged all the sounds together using a multi-track session. I also changed the pitch, altered the volume of some aspects and added different effects. When I finished, I saved it as a WAVE document.



















After the sound was finished, I listened to it to review it. I was overly impressed and satisfied with the outcome. The speed and pitch were better than I originally thought it would be. What could have made it better was if I made the speed of the taping sound match more with the alarm rhythm I made with my voice. This would have made the alarm sound more cohesive with all its aspects.




27/09/2018

Today, we had a team discussion over all the other sounds we would need and how we would make them. We made a list that we all had copies each and this is what we use as a reference when making future sounds.


28/09/2018

Today I worked on more of the audio. I made sounds for the wind, the banging of a door. To make the sound of the wind, I recorded myself blowing near but not straight at the microphone. This is due to the mic generating static sound whenever it's blown directly on. I then recorded the rustling of a bag to create the sound of leaves. I then mixed the sounds together and now it sounds like leaves blowing in the wind. 

I made the sound of banging a door by punching a book. I tried punching it on various objects to get different sounds. Most were either too quiet or didn't sound right. But then I decided to punch it on a table and mixed it with the sound of a handle jiggling. Both came out really well. I showed the rest of my team and they all approved of it.

Banging Door



Wind And Leaves  


 


1
/10/2018

Today, using the storyboard, my team and I talked about who will animate which scene and made some predicted deadlines. We all decided that I'd animate the last part. We have 21 shots in total and we each are going to do 6 or 7. I'm doing shots 15-21. We also were introduced to what an animatic is.

An animatic is where you put still images of a storyboard of an animation together. This acts as the basis of your animation. It’s used as a reference for when you are in your production stage, to help determine timings and to see if the story is cohesive and makes sense. They are very useful as they give you a close visual of how the animation will be and give you a chance to take or add any bits before you start animating, thus saving time.

We then decided that I was going to handle the animatic. I produced it by scanning our storyboard and uploading the images on Adobe Premiere. I then added them to the timeline and altered the scale so that I could make each shot juxtapose with one another.


Any scene that has been completed I would add them along with the sound. This will help with our post-production stage as this will reduce the editing needing to be done when all shots are finished and help us to see if there is any room of improvements need to be done.



2/10/2018

Today I started making the 15th shot in our animation. While doing it, I had many difficulties with designs. I tried to accurately digitize a shot from our storyboard so the animation matched it. Unfortunately, I wasn't able to fully replicate it, however, I was able to come up with a compromise that was suitable enough.



3/10/2018

On this day, I had a discussion with my team about the compromise I made, a new idea I had and they all understood and approved of the change. I then started to work on the 15th shot some more by fully adding all the designs, assets and the motion tween feature as part of my new idea.



I originally had the walls of the shot as dark blue to match the design my other teammate had. But the blank solid background didn't fully give the impression that they were walls and instead looked like a solid void. So I decided the change the design.







I added a gradient on the walls and then made 2 designed rectangles, in retrospect to the perspective, to represent paintings on the walls that I made on Photoshop. This made the background resemble walls more than before and thus improved the visuals. The group responded positively to this change. Afterwards, I exported it as a movie clip and added it to my animatic in order to save time when in the post-production stage.

4/10/2018


On this day I worked on the 16th shot. This shot had the character lock a door using a twist lock. The only difficulties I had was drawing the character, but eventually, I managed to draw the outline of the character.









5/10/2018

I continued to work on the 16th shot, mainly the hand movement. I didn't encounter much difficulties and I was eventually able to finish it. I then added it to my animatic alongside the 15th shot.



8/10/2018

Today my group and I had another meeting. We all discussed where we were at in production and what we have to do left. We worked on a sheet, planning the rest of the production for the days we have left. After the discussion, I went to start working on the 17th shot. The 17th shot is a wide shot of my character walking.

 At first, I found it hard to draw my character from the side and the way I drew it made it didn’t emphasize the limb's attachment to the body, thus making it look flat.



After some advice and feedback, I managed to redraw the character with a much more refined form. When I was satisfied, I then added colour while I finished making all the key-frames.



I then finished up by designing the environment of the shot. Once I finished, I exported it to a movie clip and added it to my animatic.

09/10/2012

Today, I and my teammate worked on the remaining audio. Mainly ADR and one Foley sound.

Afterwards, I edited the audio on Adobe Audition. When I was editing the ADR, I lowered the pitch in order to make them sound more mature and stern

The only problem I encountered was that I needed to make the last two ADR sound muffled as the voice would be coming from outside a door. But I wasn't sure how to do it at first. So I decided to do some research on it and managed to find out how. Using a video as a reference, I had to go on Effects-Filter-FT



















ADR 1


ADR 2


ADR 3





Bibliography



Mike Russell. ( 9 December 2013). Muffled Music Sound Effect (Like A Noisy Neighbour). Available: https://www.youtube.com/watch?v=XellYzrIR-w&feature=youtu.be. Last accessed 09/10/2018.




10/10/2012
Today, I started by looking at shots 8 and 9 my other teammate made. But it needed a slight alteration.

First Version












Second Version





The frame rate of the object falling was too slow. This was due to it being made by frame by frame. I altered this by using the classic tween to make it fall faster. I showed it to my teammate, who agreed it was an improvement. Afterwards, I added it to the animatic along with the 9th shot.

I then started to work on shot 18 which consisted of a POV shot of the character's hands grabbing a diamond from a stand.

The first difficulty I had was that I needed a copy of the diamond and the stand, but it wasn't saved when I created it on Photoshop and I couldn't take it from previous shots as they were already saved as a movie clip and merged with the other layers.

This was resolved when I realise that I could unmerge the layers. I did this by using the modify panel and pressing break apart and it broke all individual layers into separate layers and I was able to copy it to shot 18.


The second problem I had was drawing the arms as I struggled to draw the hands. But eventually using my hand as a reference I was able to draw it

First Draft
 

Improved 



I then made the background and then I finished shot 18. I then added it to the animatic.

11/10/2018

Today, we had another team meeting. We reviewed all the shots that we have done and still have to do. We discussed that there were 5 shots that would not realistically be finished with the remaining time we have. We decided that we had to lower the attributes of the shots and impact them in two 2-3 scenes in order to save time.



Afterwards, I then started to work on shot 19. The only difficulty I had was imagining the perspective of the character and the area. But by sketching it out it was able to get a good image of how the scene will be drawn.

I then added colour to the character and made the background














12/10/2018
Today I continued working on shot 19. This is when I met the requirement of having a head-turning animation.

I made it by moving the eye slit on the character's balaclava. Due to their being no other facial features, this alone created the illusion of the characters head moving. And by adding an extra scene of a close up of his face turning, It made it look like a full 90-degree turn.

The only problem I had is thinking about how to animate an alarm sounding off. But then I remembered about the alpha alteration that I could use on objects. I use it on a red block to lower the opacity of it and spread it over the canvas. This made it look like the room was lighting up in red.








15/10/2018 - 

Short Film Assignment Evaluation

3 weeks ago we were set a task, in groups of three, to create a short film animation based on the given music we had. Our music had a very espionage theme. The requirements were that 

1) It had to be 1 min or over

2) Includes a walking animation from any angle

3) Includes at least one head turn animation 

4) Includes at least 5 different shot size

At first, I responded quite apprehensively due to the fear that I wouldn't finish in time and I didn't think my key-framing ability was strong enough. But I was also intrigued as the task required some form or storytelling which is what I enjoy. Initially, our early brainstorms were similar to the final design but it had more story elements to it. Instead of instantly starting off with the actions, we were going to add a little dept. to the character by revelling factors like his name and personality. We also were planning to add a scene to fabricate humour. We decided to take the extra story elements out before pre-production as we decided on a more simplistic story. What influenced this was when we were discussing if we would finish animating in time with a more complex story. And we took out the humour as we discussed that it would contrast with the rest of the video and that it wouldn't fit.

During production, I have had organisational difficulties. This was when my teammates had to stop doing their contribution in production on some days due to them having other important affairs. This catted down the amount of work done on most days. In response to this, I got both of their contact details thus allowing me to talk to them any time about how productions going and so that they can inform me whenever they had to leave early. This helped as now I was able to prepare if they had to leave although it did still affect the amount of work done. The only technical difficulty I had throughout production was from Adobe Premiere. As the software has crashed and not functioned properly at times. I responded by first making sure to save consistently to avoid any progression loss. Often times this problem prevented me from working at the moment so I decided to use another computer to see if the previous PC had a fault. But it didn't help. Then I used someone else's account with their permission to do the work on and it appeared to fix the problem. The piratical issues I had involved difficulty drawing out different scenes. But I was able to overcome this with advice from others and using a more comfortable style of drawing on a graphics tablet.

While doing this project, I have improved and developed new skills. I have improved on my key-framing ability. This is apparent as I was able to successfully create a walking animation (which I originally struggled with) and head turn. I have also become much better at drawing with a graphics tablet. As I got more practice using it and developed my own way of drawing on it that is comfortable for me. I have also learned much more about the features of Adobe Animate. Such as tweening on when it’s most appropriate to use it, opacity alteration and gradient shifting and how to alter images to make them best suited to the task I intend for them. Using these features, I was able to: use it for the characters arms and the diamond in its glass move much smoother and create the illusion that an alarm was going off.

The research I have done on pre-production had a big influence on the way we developed our work. We took transpiration form call sheets on how they help get everyone organised. This is one of the things that got us to establish more connection and communication with each other by exchanging contact details and having a shared google drive.



Overall, I believe the animation was nigh successful.  As we managed to produce a virtually
finished outcome that has a clear cohesive story that fit the music it had. It was also much more impressive than I thought it would be. However, I believe the shortcomings are that it could have been longer. As we planned to have a few more scenes but didn't have enough time. After I and my team presented our animation to our class, we got feedback from them. What they liked was the flow of the animation, good original Foley and how we took advantage of the change of pace in the music that fit the cliff-hanger ending. The shortcomings they thought it had was the sound mixing, non-consistent character design and lack of colour at the start. 
We then presented the animation to another class in the college to show them the work we do and to get extra feedback. They mostly complimented of the design of the animation and was astonished by how all the sound were all original. If we had more time, we would improve these short comes and add the missing scene in it.











Tuesday 11th September 

  Thursday 14th September 2018

Figures In Geometric Shapes



Today, we were practising drawing desk manikins using geometric shapes and learned about proportion. Geometric Shapes are the collection of different shapes put together to create a pattern or illustration.  Proportion is the adjustment and regulation of something that has a particular relationship to something.

To make mankind drawing with good proportion, you need to measure the length of the head to the end of the neck and build the rest of the body in relation to that. 
























 

















Monday 17th  September 2018

Face Profile Drawing



Today we learned the triangle techniques on how to draw the side of a generic human face. You draw a right-angled triangle, then draw a line equal to the height. You then build the face around that. 



We practised this using the steps we were told  




































I then did some practice on profile drawing myself using a picture of a magazine 
                                                                                       










































I then got some feedback on it. The proportion needed work, the eye was placed in the wrong position and I needed to improve the chin







This was the improved version











































Tuesday 18th September 2018

Large Manikin Drawing



Today, we continued on manikin drawing but with a more large one. This is a form of observational drawing, drawing from things you see in real time with your own eyes.



To use proportion for this, we used eye measurement. Where you hold a pencil up to a subject and place your thumb somewhere along the pencil. The distance between the start port and your thumb is the measurement. Using this, you can determine how far should each body part be when you draw it.





           



Wednesday 26th September 2018




Perspective Drawing



Today we touched on 2 point perspective drawing. Where you make a horizon line and use it to build shapes and environments from that perspective

Perspective is a system for representing three-dimensional space on a flat surface

Convergence are lines, in reality, are parallel appear  to come together as they recede from the viewer

We first practised perspective in drawing
 



Morandi Style

Today we touched upon the style of Giorgio Morandi who was an Italian painter that specialized on still life and perspective drawings. He is also known for his focus on tonal values, mostly using cross hatching shading.


We were set a homework task on Morandi to copy a pic of work of his also using cross-hatching or to take a picture of objects ourselves and draw it.




































We also use his style while doing eye drawing practice. We shaded it using his cross-hatching style to make the eye appear more realistic




18th October 2018


Tonal Value is the light or darkness of a colour. It’s a part of colour theory that's an important part of painting

Tint is the lighter variations of a colour. When you mix a colour with white.

Shade is the darker variations of a colour. When a colour is mixed with black

Adding black in tonal steps adds more shade to the colour giving a dark, shadow effect




In tonal steps, white represents the transition of shaded areas to more light areas. It affects the main colour by turning it into its lighter counterpart.



Different ways you can create tones without black or white is pressing hard to lighter with the brush or mixing 2 colours together. E.g. mixing red and green together and add more of the lighter colour the lighter you need it



Tone can define shades and shadows. This help convey whether an object is 3D or not.


Hallway Drawing


Using the 2 point perspective technique, we sat in a hallway and drew it. I drew from the viewpoint of a door at the end.   




We drew separate figures on tracing paper. Each was different sizes and positions to evoke different distances and we had to cut them out and position them on the drawing so it fits with the perspective.



I then started to colour the hallway using watercolours using tonal values to bring life to it









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Welcome To My Blog

Welcome To My Blog Greetings and salutations. This blog is my journey through the 1st year of the  Games Design And Animation  course ...