Advanced Animation - Lectures



Aug 30th, 2022 - Dec 11th, 2022 (Week 1 - Week 14)
Rusydina Fazlin Athirah Binti Fauzi
Advanced Animation
Week 1 [Sept 2nd, 2022]
Lectures


INSTRUCTIONS



Lectures

Week 1 - Advanced Animation (MIB brief)

An introduction to advanced animation

Sept 2nd, 2022

In the first week of advanced animation, it was only a brief introduction to the module that Mr. Kamal guided the students through on what to expect for the next 14 weeks.

One of the things that Mr. Kamal also emphasized are the topics and sub-topics that we'll be diving into in the upcoming weeks, for example:
  • 3D software -> Advanced -> Animation
From Mr. Kamal's understanding, this module will have students diverse into 3D-like animation and when it comes to the following these factors:
  • Modeling
  • Texture & material (shader)
  • Rigging
  • Animation
  • Rendering
    •  Render engine
      • Maya engine
-but when diving into advanced animation where 3D animation is involved, a lot of what needs to be understood about animation had to be acknowledged and Mr. Kamal did so:
  • Fundamentals
    • 12 animation principles
      • I've written and interpreted my understandings of these 12 principles in a separate blog that can be referred to easily through this link -> Semester 3, Animation fundamentals
  • 3d Modeling
These combinations of the 12 animation principles and 3D modeling are equivalent to Advanced Animation.

Week 2 - Advanced Animation (Lesson 2)

Animation Quality

Sept 9th, 2022

In the second week's lesson on advanced animation, Mr. Kamal gave recaps and dove deeper into the multiple types of animation fundamentals along with elaborating 'animation quality' that interrelates itself with the 12 principles of animation fundamentals!

Animation Quality:
  • Fluidity
    • Timing & Spacing (observe the quality of fluidity, applying a pose to pose animation technique)
Timing_Figure
    • Slow in & Slow out
      • Arcs
  • Flexibility
  • Clarity
What was mentioned in the previous week (week 1), advanced animation has more involvement in 3D-based animations, therefore the software that was recommended to use by Mr. Kamal is Blender, below will be keeping track of the Blender version and tips and shortcuts that would be great starters to remember through the lessons and animation exercises when working with Blender.

Software used:
  • Blender Ver 3.3 LTS
  • Tips & Shortcuts
    • N - Property shelf
    • Ctrl+Alt+Q -> toggles single to quad view
Moving on, we dive deeper into fluidity in animation, when it comes to fluidity in animation we should start with;
  • size resolution
    • usually focused on high definition (HD) for digital videos - as recognizing your formats
      • 720p -> 1280 x 720
      • 1080p (Full HD) -> 1920 x 1080, reference to height x width resolution
        • resolution especially in full HD has its important focus on camera staging as well
      • 16:9 aspect ration
  • framerate
    • video - Tv - 25fps
    • film - 24fps
  • timing
    • The number of drawings used in any more determines the amount of time that action will take on the screen
One prime example of the statement above can be referred to as the image provided by Mr. Kamal in his lecture slides:

animation timing portrayed by a visual

Top: 1/2 a second -> slower actions = more drawings
Bottom: 1/4 a second -> fast actions = less drawings

-another factor to keep in mind when it comes to animation and/or advanced animation in 'timing' is called 'In between drawing' -> 3D animation uses a graph editor to maneuver spacing.
  • spacing
Spacing_figure
  • Arcs
    • in animation when it comes to arcs, objects should move in arcs to display gravitational pull. Except when:
      • an object does not have gravity
      • has gravity but in a single axis directory
    • at least 2 axis, x, y, and z to portray arcs (gravity in animation)
Arcs_figure
    • The image seen above portrays figures drawn out by Mr. Kamal to better understand arcs in animation

Week 3 - PUBLIC HOLIDAY [Malaysia Day]

[Sept 16th, 2022] There was no lecture held on this day due to the public holiday: Malaysia Day.

Week 4 - Elasticity & Flexibility

Animation Style

Sept 23rd, 2022

In the 4th week of advanced animation, Mr. Kamal guided the class with a lecture on 'elasticity & flexibility, these terms and these two topics are just as similar to what was learned in the 3rd week. Except we're focusing more on the animated style that their animation principles get applied when animating.

There is actually a specific term for this topic which would usually be 'squash & stretch'.

Other ways to look into these topics that regard 'animation style' much more in detail is that:
  • Elasticity -> Squash, and Stretch
  • Flexibility -> Drag, Follow through, and Overlapping
  • Animation Methods -> Pose to Pose & Straight Ahead
Elasticity & Flexibility_figure

Rules of squash and stretch in animation style

  • when you pull to stretch & push to squash the object, it doesn't break.
  • maintaining its volume 
  • when the object gets pushed (when maintaining volume)
    • make it thinner and wider
  • squash and stretch vary through the kind of animation style
A prime example of squash and stretch when it comes to playing into animating, the figure below varies from realistic, semi-realistic, and cartoony animation styles.

squash & stretch applied onto animation styles_prepared by Mr. Kamal

It's important to know and understand that certain animation principles when applied to an animation style can either turn out to have the appeal of what animation would commonly be known for like cartoons. 

Cartoony-type of animation styles would have these principles that feel natural:
  • Squash & Strech
  • Exaggeration
-and those films that can potray those examples can be seen above underneath the cartoony label

but with many kinds of animation styles, that are close to realism there's always going to have an issue when applying these animation principles. Like the feeling of discomfort or unnatural appearances in the animation style.

Which would be called 'Uncanny valley".

Mr. Kamal even displayed an example of a semi-realistic animation style that consisted of the animation principle; squash & stretch.


In conclusion, the animation style, squash & stretch can give the illusion of:
  1. The elasticity of the material
  2. Flexibility of motion
  3. Life
-and an in-depth of that explanation was given through a video that Mr. Kamal had the class watch, which can be seen below:

Flexibility: Drag, Follow Through, and Overlapping


This animation principle was the next topic that we covered in class and the following exercise is meant to be translated from a 2D animation style to a 3D animation style.

From my understanding of these animation principles, is
  • Its physics to added to the animation
  • Understanding the movement of an object/character of the material

Animation Methods


Animation methods consist of an animation principle that is called, straight ahead and poses to pose.

Type of poses:

  • Key
  • Extreme
  • Breakdown
  • Inbetween
-The secret of flexibility can be achieved through breakdown pose.

This animation principle is having to do with keyframing and the timing of an animation. For example, the fewer frames the faster the animation is, the more frames the slower the animation is.

overlapping_figure

It also has an association with overlapping in animation, overlapping is determined by the frames placed in between the start of an animation frame all the way to the end.

Week 5 - Clarity in Animation

The importance of clarity in animation

Sept 30th, 2022

Foregoing into the fifth week of advanced animation we had a brief recap of the previous week's lessons since we would already be progressing in the first project where walk cycle animation comes into play!

Understanding rigging

Topic_4_Clarity_in_animation_notes_by_Mr.Kamal

Bone constraint properties > settings > FK/IK switch > left leg > 1 to 0 (then only u can rotate the left leg ankle rig.

Quality:
  • Topic 2 -> Flow and fluid
    • timing 
    • spacing
      • slow in & slow out
    • arcs
    • method: pose to pose
  • Topic 3 -> Elasticity
    • squash and stretch
  • -> Flexibility
  • Topic 4 -> Clarity
After all, was said and done, now we're going to move into the 4th topic of advanced animation, a much more in-depth understanding.

Topic_4_Clarity_in_animation_notes_by_Mr.Kamal

Animation clarity -

  • Staging
  • Secondary Action
  • Anticipation
  • Solid Drawing
  • Exaggeration
Clarity means making your composition crisp and accurate; for example, it could imply simplifying your character's actions so the audience can keep up. The most crucial concept you must aim for in any animation you create is clarity.
  • Clarity in Staging
  • The clarity in Secondary Action
  • Clarity in Exaggeration
  • The clarity in Solid Drawing

1. Staging

staging_animation_clarity

The most general of the principles - it involves so many topics and has such a long history in theatre.

Its specific meaning is the presentation of any idea in such a way that it is clearly understood.
  • An action is a stage so which it is understood,
  • A personality that is recognizable,
  • An expression so that it can be seen,
  • A mood that will affect the audience
When correctly set, each communicates with the audience to the greatest extent possible. The "narrative point" is always the most major element.

staging_camera_animation_clarity

Another way to visually understand the clarity of staging in animation is a video that Mr. Kamal shared in class, which can be referred to below


2. Secondary Action

action_animation_clarity

Subsidiary acts within the body can strengthen one idea being presented in a situation. For example:
  • A sad figure wipes a tear as he turns away.
  • Someone stunned shakes his head as the gets to his feet.
  • A flustered person  puts on his glasses as he regains his composure
This additional work is known as a secondary action, and it is always kept secondary to the primary action.

action_feeling_animation_clarity

Once more to be able to visually depict a prime example can be referred to in the video below:


3. Exaggeration


At times exaggeration could be an annoyance, it would be an irritant but in forms of animation, would you go as far as annoying an audience with the kind of exaggeration implemented into your animation.

Exaggerated indicates...
  • It's not a deformed drawing or a violent act that was unpleasant.
  • If the character is sad, make him sadder;
  • if he is bright, make him brighter;
  • if he is worried, make him worry more;
  • if he is wild, make him wilder.
More realism means... 
  • more persuasive, greater engagement with people, and never destroying belief.
  • It's a satire on reality.

4. Solid Drawing

solid_drawing_animation_clarity

A way to potray your characters' poses in the clearest way possible, is a good visual to know what your character is doing in a particular pose.


Our final topic for the week is an animation principle called:

5. Appeal


An appeal is quite the crucial animation principle just like the rest. Misunderstood to indicate cuddly bunnies and delicate kittens.

Anything that an individual would like to see, for example:
  •  A charming characteristic
  • appealing design
  • ease of use
  • interaction
  • magnetic attraction
All characters, from hero to villain to the ugly, should be appealing. A poor drawing lacks appeal because it is: 
  • confusing or difficult to understand 
  • poorly designed 
  • clumsy forms 
  • odd movements
Spectators love seeing appealing things such as:
  • an expression
  • a personality
  • a movement
  • general narrative scenario
The animated drawing has an attraction, but the live performer has charisma.

Week 6 - Walk Cycle Animations

The important factors of a walk cycle animation

Oct 7th, 2022

In the sixth week into advanced animation, after understanding and practicing model rigging and poses through our third exercise, we move into walk cycle animations. Just like traditional animation (2d animation), 3D animation has its way of translating the following.

So for this lecture, Mr. Kamal explains and shows us the important factors and what to keep in mind when animating a walk cycle, especially in three-dimensional, it's somewhat similar to 2D animation except we're working more towards models and rigging them.

Walk Cycle Animation

walk_animation_cyle

The notes above that were written and drawn out by Mr. Kamal show the 6th-week topic where the class progresses into learning and understanding more about 'Walk cycle animation', especially animating it in three-dimension, with obstacles to overcome.
  • 3D model rigging
  • Timing
  • Graph editing
-but with the help of Mr. Kamal through his demonstrations and practicals, there was a window of hope that 3d modeling animating isn't all too bad. As long as we are able to keep up and understand the techniques with clarity.

Method of animating a walk cycle

walk_cycle_animation_methods
  1. On the same spot
  2. progressively moving forward
    • animate the character moving along with the character

Pose to pose

walk_cycle_animation_pose_to_pose

walk_cycle_animation_pose_to_pose_methods

  1. Start with contact (EXTREME)
  2. Flipped contact (EXTREME)
2D -> you have to draw to get slow in/out
3D -> use "graph editor" to control the spacing

Additional Notes

Week 7 - Planning in animation

Graph animation polishing stage

Oct 14th, 2022

Tasks for Week 7:

  1. Reminder Project 1 (Walk cycle) is due on 2/10/2022 (Thursday).
  2. The topic for this week - is 'Planning in Animation'.
  3. Demonstration of graph editor for walk cycle in the polishing stage.
week_7_projecct_1_reminder

Progressing into the 7th week of advanced animation, Mr. Kamal gave a brief recap and reminder of our first project's due date along with a new lesson that covers everything that has to do with planning inanimation along with ending it off with a tutorial and practice session of using the graph editor for a polishing stage in our 3D modeling animations.

Planning in animation
  • Ideas -> motion study (reference) -> thumbnail drawing
1. Finding the "Key"

finding_the_key
    • During our 3rd exercise for 3D emotion poses, creates a story to tell. 
    • Key -> Storytelling pose -> Recall (Exercise 3 - Emotion Pose)
  • Extreme
    • Regarding our first exercise with animating a 3D model of a ball bouncing, it involves timing and arcs. 
    • If we look at human 3D models it regards the arm movements. Implementing each of the principles we have learned on the way like:
      • slow in and slow out
  • Breakdown
    • Are arcs within an animation's movement and timing.
  • In-between
    • In 3D model animation, the graph editor would provide convenient in-between keyframes for the animation to achieve a particular animation principle.
2. Study the solid drawing

Study the solid drawing
    • line of action
    • silhouette
    • avoid 'twinning' -> parallel
  • weight and balance
    • center of gravity
    • shoulder rotation
    • hip rotation
      • shifting
    • skinny
    • fat
    • -(has a different weight).
  • 'Roto' scoping
  • Tracing - copycat
3. Graph Editor

graph_editor_basics_zoom

When entering the graph editor mode to edit the lines (keyframes) of the 3d model animation, the notes above are written and drawn out by Mr. Kamal is helpful since when first entering the graph editor, the arcs of the keyframes may not be as visible.

Adjusting the Value-
  • Set the height
  • Press G to move/updown
  • holding down > shift > to lock vertical movement.
graph_editor_basics
  • Adjust the value -> set the height
    • Press G to move up/down
    • holding down -> shift -> lock to vertical movement

Week 8 - INDEPENDENT LEARNING WEEK.

[Oct 21st, 2022] There were no lectures held on this day due to Independent Learning Week.

Week 9 - Animation Workflow

Action Animation

Oct 28th, 2022

In the 9th week into advanced animation, we looked into progressing how to work out and began blocking the animation action poses for our second project.

The first part of the project would be looking into a reference video where you can record your own or find videos on youtube with dynamic actions for example:
  • dancing
  • combat/martial art
  • sports
  • etc...
-these actions will turn into poses when being broken down and analyzed frame by frame. When identified these different poses play a part into pose to pose animations.

To be able to identify and break down these poses from an action (reference video), sketching out the poses would be ideal, factors like:
  • key
  • extreme
  • breakdown
  • In-between (graph editor)

-play an important role when making out, thumbnail drawings.

Later on, step-by-step animation principles like anticipation and follow-through will be added. 

finding_refernce_for_action_animation

determine_appel_in_action_animation

animation_staging

blocking_or_pose_to_pose_method_in_animation

polishing_action_animation

Week 10 - Polishing Stage in Action Animation

Consultation and polishing stage (project 3)

Nov 4th, 2022

For the 10th week into advanced animation lectures, Mr. Kamal utilized the time to go through each of the students' exercises and our first project (vanilla walk and attitude walk cycle) and give his feedback and thoughts on our progress and work.


Online_demo_polsihing_stage_action_animation

Online_demo_polsihing_stage_action_animation_pt_2

-Later on in the session after going through each of the students' works and consulting them with it, Mr. Kamal showed us and provided information to be able to finalize our 2nd project in action animation.

Week 11 - Final stages of the Polishing stage

Consultation & Project 3 Brief

Nov 11th, 2022

In the 11th week of advanced animation, Mr. Kamal held an online class where he consulted our progress and assisted us on our second project in animating an action in Blender.

Moreover, he briefed us on our final project where we are to animate expressions and actions in Blender.

Week 12 - PUBLIC HOLIDAY.

[Nov 18th, 2022] There were no lectures held on this day due to PUBLIC HOLIDAY: ELECTION PREPARATION.

Week 13 - Consultation Week.

2nd and Final Project Consulting

Nov 25th, 2022

In the 13th week of advanced animation, Mr. Kamal conducted our class by starting off a consultation on our previous project which is project 2 - Action poses animation, where Mr. Kamal commented and gives a few feedback for further improvements other than that, we continued into the final projects and completing the following.

Week 14 - Final Consultation

Final Project Consultation

December 2nd, 2022

The final week into advanced animation, it was the final consultation class before completely finishing up the final project - emotional change. The students showed their progress for the final project and later on continued by finishing it up until the deadline.

Other than that, all classes for the advanced animation module are completed.


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