Ideas and Concepts

So after collecting all my research I have begin trying to come up with my ideas and concept for how I’m actually going to bounce my two balls – and how to make this original. I’m allowed to use just two assets within the scene. So to start with I first decided to put down some initial ideas with some simple several thumbnails and to play around. This stage was very helpful in enabling me to discover what didn’t work well and what elements I thought could evolve.

d1

Author’s own

d2

Author’s own

IMG_20141026_0004

Author’s own

After drawing the thumbnails – I then selected some of the thumbnails to progress – above and below are the explorations of these ideas. I decided early on, in the planning process that I want to use two balls that are the same size. This way the weight of the balls are the only factor that will express the difference in the balls – and not the size giving away before the balls bounce. The first idea (top, left) show the two balls are separated by a wall (a cube) – the heavier ball bounce dies very soon, however the lighter and more lively ball (by nature) decided to jump about on top of the cube until it is fully squashed to the ground and it can meet the heavier ball which can not bounce as much and is isolated. Although I liked this idea, I felt it might have been a bit to difficult to animate – I would have had to create a character for my ball but for this exercise, I needed to just express the animation and animating two different balls. Some of my other ideas that I looked at to the right looked more at balancing – how would the weight of these ball affect the direction of the objects balancing underneath. I like these ideas because balancing the assets and having them fall with the heavier ball would just help make the ‘weight’ more life like and real. (Below are more ideas to do with balancing)

 Animation Principles

  • Timing/Spacing  You will be given a length of time to animate and you will need to understand timing and spacing to understand what you are capable to do.
  • Pose to Pose/Straight Ahead Animation Working the key poses (keyframe) without the in-betweens. This will help to understand the timing and see how weight works.
  • Ease in and Ease out Nothing starts suddenly or ends suddenly, this is unnatural – so we will need to ease in to the scene and etc. Car being parked, no way you would pull out at 50mph you will slowly ease out! Listening to sound can help to understand this – the bounce of a ball.
  • Squash and Stretch Weight and gravity – can give life to a character or object.
  • Solid Form The original form – which the stretch and squash will return to after it has been stretched.
  • Arcs – The natural arc or a character. For example how far back can our arms reach. London bridge look to the other side of the bridge and you can watch how high the heads rise and fall.
  • Anticipation – Build up. Can other be known as giving character. It gives thought to the character. A object is waiting and thinking about why they are about to do what it is they were about to do. We all share the same emotions, but its our principles (what right and wrong) is the reason why we have thought.
  • Secondary animation -> Primary Animation – The main topic, object or person animation. Secondary animation compliments the primary animation, a man walking down the street, but he is smoking a cigarette or adjusting their glasses.
  • Overlap – The primary stops however other parts continue animating e.g. a       woman stops but her hair moves forward. Following through – if a man is hitting a ball with a bat his arm will follow through with his action even after he has hit the ball.
  • Exaggeration – Exaggeration of our animation can make it more fun and emphasis certain aspects of the animation e.g. ball squash and stretch can suggest the ball bouncing faster or more lively. Furthermore it can give our animation more comedy.
  • Appeal – How appealing are our characters and our animation?
  • Staging – On screen we are telling the audience where to look. Furthermore it is setting up the animation to show our audience where to look. Think about the characters and how the stage can compliment them not hide them. Look to the theater and the set up of their staging to understand better how we can fit staging.
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