- The timing in animation in which specific actions/movement happens in specific amount of frames to create emphasis, exaggerated movements or realism in relation as to how it would've happened in real life.
Blinking Animation
Blinking Animation
Challenges that I faced with this specific task was the outcome of the animation; it looked a bit static as only the eyes and eyebrows moved during the blink. Applying the motion of blinking to real life, blinking in essence only requires your eyes to move, therefore I have applied that concept to the blinking animation, however the outcome wasn't as what I would've hoped for as it seems a lot more static and unnatural.
To improve upon the animation, I believe making the mouth move will greatly improve the current issue of the animation, as the direction and the pose I have the character shown in the animation really focuses on the whole face of the character and not only the eye aspect of it. Therefore having a small area of the character move whilst the other stays still greatly impacts the outcome of the blink as a whole.
For the second task, I chose to use scene 2-3 in my storyboard done in task 2 to make the animation for this part of the task. The motion is of the character getting up from the floor; lying down to upright state. I chose to use this scene as it shows a simple movement of the character.
24FPS
Edited
The outcome of the animation again, didn't come out as what I thought it would be. The scene chosen has a simple action, however the animation did not really illustrate that smoothly. I tried to use 7 frames of drawing, 3 from when the character is lying down to the mid-getting up position, and using the remaining 4 frames to animate him getting up to the upright position.
What I found challenging for this part of the task is to get the consistency of each frame of the character right. Reflecting upon my process, I believe drawing key frames helped, however I believe the consistency issue occurred due to the lack of in-between frames of the animation, which made each frame's movement different enough so that it was difficult for me to refer each frame back to the previous state.
To improve upon this, I would make more in-between frames fro each movement so that it would look a lot smoother and that I would have less tough of a time to get the character sizing consistency right.

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