Ellen Rouse-Barron
Types of animation:
-Stop Frame
-CGI
-Drawn
-Cut Out
Three key things to think about when creating an animation:
-Timing
-Personality
-Positioning
Animators stick with 10 mouth positions, and only use 24 frames per second.
Squash and Stretch - giving weight and movement to something.
Anticipation
Staging
Straight ahead action and pose-to-pose.
Follow through and overlapping action.
Slow in, Slow out.
Arc.
Secondary action - something that enhances the first action.
Timing.
Exaggeration.
Solid drawing - 3D form.
Appeal - engages the audience.
12 Principles of animation
Straight ahead
-Start at frame 1, planning the poses.
-Works straight ahead from the first drawing in the scene.
-Usually produces a fresh and slightly zany look because it is kept creative.
-Used for wild, scrambling actions where spontanerity is important.
Using 'straight ahead' principle is the act of drawing out an action from start to finish frame by frame.
-more fluid movements
-difficult to maintain both proportions and consistently realistic movements.
Pose-to-pose
-Draw key poses/frames and then add the in-between frames.
-The animator plans his actions.
-Figuring out just what drawings will be needed to animate the scene.
-Used for wild scrambling actions where spontaneity is important.
Using 'Pose-to-pose', the animators plan out the actions, figuring out just what drawings will be needed to animate the scenes and creating 'key frames'. Then fill in the between movements.
-requires good acting
-poses, posture and timing are important
-Favorited for CGI.
Sound
-Dialouge/Narration
-Music/Overlay
-Ambient
-Sound FX
Location
-Exterior/Interior
-Time of day
Transitions
-Cut
-Fade
-Dissolve
-Wipe
Camera angles
Camera movement
-Pan
-Tilt
-Tracking/Dolly
-Handheld
-Static/Locked/Fixed
-Zoom in/out
Camera FX
-Focus
-Slow motion/Fast motion
-Colour/Black and white/Sepia
-Night vision/Thermal
-Invert
Length of shot/Transition
-Slow
-Long
Notes
Scene/Shot number
Page number
Drawing/Picture
-Action
Title
Name