We looked at the 12 basic principles of animation, and wrote a brief of what each of them were.
Squash and stretch: It gives drawn objects a value with the weight and flexibility with how they move in the animation. Also the volume of the object does not change when it has been squash or stretched. Similar to how the image is displaying a ball movement being squashed and stretched. Image: Photobucket [Online]. [Assessed 4th march 2015] Available at: <http://s1180.photobucket.com/user/betsyanimation/media/ball-jump.gif.html>.
Anticipation: It is used so that the audience expect something to happen from a certain movement indicating a certain movement that people are awear of. Such as a person about to bowl a ball so they swing there arm back ready.
Staging is used to grab the audience attention so they know what part they should be watching, such as a certain area of the stage, this allows people to get a stronger connection with what’s going on in the scenes or frames.
Straight ahead action and pose to pose: Straight ahead is drawing out of a scene by going frame by frame. Pose to pose is drawing important frames then filling in between the other frames after.
Follow through and overlapping action: It allows the impression of characters following the laws of physics within the animation that they are in. This is because it allows techniques which help render the movement to move more realistic. So like if the action of the character was to move something up with great force and let go the object should carry on to move up on its own depending on its weight. Overlapping action is when the movement of the character takes time to catch up with its self with the frames being used.
Slow in and slow out: The movement and time of something happening together. Like if the character was running it will start of slow then gradually get quicker over time. Or when the characters move between two different poses by going slow in and slow out.
Arc: Its when an objects speed or momentum increases then the arcs normally flatten out adding a further depth with realism.
Secondary action: Is adding another action to a main action such as someone blinking while the main animation is their head moving up and down. Or someone walking and then there scarf is swinging to the side of them.
Timing: Is the number of drawn frames being put together producing different speeds depending on the amount of frames. With the correct timing obeying the laws of physics.
Exaggeration: Is when you make a character less as a real life human but make them move with more exaggeration comical so that it is more interesting for the viewers. Or when people don’t expect the character to do something so it has more exaggeration then real life.
Solid drawing: Is taking a drawing and making it have forms of 3 dimensional purposes, giving it volume, weight, anatomy, weight, balance, light and shadow.
Appeal: Is where the viewer sees the character to be real so they have a connection to them and understand how they are feeling. Giving a character charisma or giving the characters facial feature, unique features making you want to understand them more then others.
After this we went onto listen to three tracks. So that we could choose one out of the three tracks to create an animation for them, We had to picture for each track on what we thought was going on. I choose the 1st track because I managed to get a stronger picture in my head going then the rest. We were given homework to draw out basic images of what we were picturing from the animation to give us a stronger idea on what’s going on.
Then after the session I carried on with my sound audition project so that I can finish it off for next week.The laser sound that is in my audition sound track is from a machine sound that I gathered from the other week session. Here is just the sound so far: