Tuesday 11 March 2014

Unit 31 M1

The theory of Persistence of vision.

Scenario: The teacher who arranged for you to create the blog for the students would like you to expand it explaining the principal behind the illusion of animation.

Persistence of vision
This is to do with the human eye, what this means is the human eye has the ability to hold an image it has just seen in a brief moment and preserve it so what does this mean this means that when a sequence of images are being played through because of the  persistance of vision each image is retained as the brain processes it this will create an animation making each image look like they are following one another.

Squash and stretch
This action of animation will give the object the illusion of weight and volume only when it is moving.
Squash and stretch action is used in all forms of character, this could be using the action to apply animation to bouncing an object to weight of a person running. Squash and stretch makes animation easier when doing facial expressions and animating dialogue.

Anticipation
This effect is when you prepare the animation you are creating to perform something for instance a man about to start running or a women to change an expression. How this works is before the forward motion of the character jumping can occur you must create a backwards animation this is called the anticipation.

Staging
This is where the animation almost connects with the audience like a cartoon film shown in a cinema.
How this effect is done is there is a use of long, medium and close up photos being used and changing the camera angle slightly to give off more of an effect.

Straight ahead and pose to pose animation
Straight ahead animation. This is to do with the drawings of the animation. How this works is with the first drawing of the animation is changed slightly in the next drawing this means that you will lose size and volume of the drawings proportions but this will give off a greater effect. 
Pose to pose animation. This animation is planned out thoroughly and unlike the Straight ahead animation the size and volume are controlled to stay the same overall throughout the animation this way the action will loo better.

Follow through and overlapping action
Follow through animation is where the main body of the object so for instance a  male character you have created, the Mia. Body of that character would stop and then all the other parts would catchup this would be like arms swinging hair flickering eyes closing and opening. This animation nothing stops all at once so the character doesn't stop still and have no actions like breathing that can continuously happen.
Overlapping action this is different too follow through animation as in overlapping you could change the direction of the character you made and the hair would continue to go in the direction before the movement was changed. So if you wanted to keep the hair on your character you would have to use the drag animation to do this.

Slow-out and slow-in
This animation is based on the use of drawings to create this animation effect you would have more drawings towards the starting pose of the animation but during the animation you would not use that many drawings but like the start of the animation you would use a high amount of drawings for the end of the animation. A good example would be a person being sick as you could create the element of a surprise to the viewers with the wrenching effect.

Arcs
Nearly all actions for animation will require the use of arcs. An arc is what animation uses to create a real like movement this could be from walking to Turing a head or moving an eye on a face. The are only a few excretion where this effect can not be applied to is applying animation tow mechanical device.

Secondary action
What this action does is enriches the main action doing this will add more dimension to the objects animation this will give off a better overall effect. An example of this would be for instance a character walking at a fast pace that is the primary action the secondary action could be putting a slight lean to the character and swaying  arms at the correct synchronisation to the leg pattern giving the affect of a fact paced walk.

Timing
Timing is very key for animation effects the best way people get the timing right on animations is by a small amount of trial and error. The technique to this animation is to either do a lot of drawings with slight movement changed on each drawing produced this would make the animation slow and smooth unlike having a few drawings you would make the animation faster but yet it would be crisper.

Exaggeration 
This is to do with creating facial features, distortion, and creating moods which lead to facial expressions, poses, attitudes and actions. What this animation does is is exaggerate movements to make it seem more natural, using exaggeration makes walking look more realistic.

Solid drawing
The principals of solid drawing are drawing the illusion of three dimension, drawing weight and volume for example cartoon drawing are normally drawn using pencil sketching sand drawings in the creation of life. By adding colour you can transform these characters and give them the illusion if life.

Appeal 
In the creation of animated characters they have to appeal to a captive audience and keep interest to do this characters have to have charisma and run with a storyline this allows the characters to flow well and continue with the story like animated movies with sequels, animated stories need to appeal visually and captivate the mind.



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