Categories
Art and Animation Fundamentals

Week 10 Principles of Animation part 2

Lecture

For that week, we were given an opportunity to learn about bone rigging and animation. I found this lesson very interesting and I wanted to know more about this type of animation because I like to learn how to animate and experiment with new functions I’ve yet to learn. From the last session, I have learned about pose to pose animation, squash and stretch animation, follow through, overlapping action and staging.

Next we then learn about other animation styles. One of them includes arcs. Arcs allow you to get natural fluid movement. This is affected by gravity, drag and mass. A second animation style is called secondary action. Secondary actions is used to compliment the primary action. For example on a character it would be the head, face, arms and hands.

I also know that there is something within animation called a slow in, slow out (this is when movement starts slowly and ends slowly.) because no living object instantly reaches top speed and stops at is lowest speed instantly. Furthermore, I know that timing relates with how many drawings in the animation the more drawings within an overlap animation the slower the animation and less overlapping drawings the faster the animation.

The third thing we learned is solid drawing. When creating solid drawings, weight, balance, and volume are applied to achieve a better drawing style. Also I have learned that it’s best to avoid twinning in most of the character design because it can make the character feel less life-like. Twinning is when you make a character symmetrical in its pose. Giving different straights and curves can make your character designs organic and realistic.

What I learned

For that week’s lab session, I learned how to create and have experimented with bone rigging. I have received a sprite atlas and a full character sprite from canvas for the bone rigging to work.

I have followed a detailed guide for the bone rigging prosses. I learned how to apply bones to the sprite. It was a very interesting and fun prosses also experimenting with the movement of the character and creating milestones on a timeline. When you play the timeline the character moves if you marked the movement on the timeline. Overall I have learned how to rig bones onto character sprites, had fun with experimenting with the new features. I will also implement those techniques onto my future games.

Categories
Art and Animation Fundamentals

Week 9 Principles of Animation Part 1.

Lecture

For that week, we were given the opportunity to learn about sprite sheet animations. With the help of those sprite sheets, we could create a basic idea of what our game characters/ environmental designs look like in a retro style game.

Within the lecture session, we had a reminder that there are four types of animation. Cell animation, 2D Animation, 3D Animation and stop motion animation. Cell animation is mainly used for cartoon tv show mainly used in superhero or Si-Fi genre type shows. What I have learned during this lecture, is during a Pose to Pose animation there is such thing as keys, extremes, breakdowns and in-betweens. These pose drawings can map out the animation and create a smooth transition from one pose to another in this case from left to right.

What I already learned when it comes to 2D animation, is that it will always be in a flip book style meaning you must create an overlap of images to create a smooth transition animation within a scene. Also, I know that the animation can differ in speed depends on how far or close the singular images are together. If the the images are far apart from each other, the object is moving faster and if the images a closer together that means the object is moving slower.

What I have created

I have created my own classy, funny character sprite sheet where you see the character’s idle animation, walk animation and jump animation. The process was difficult because the character I created looks like a bunch of lines and creating the jump sprites for it was complicated.

Overall, I like creating character sprites in that lab session. And I learnt a few new things and hopefully use this knowledge for my future work.