Friday 4 November 2011

Thursday 3 November 2011

Lip Sync no.2


Lip sync practise 2 from Bao Duong on Vimeo.

another character saying the same line but with extra frames i could see missing in the first version. I did a simpler character so this would be a quick test. but turns out, the extra frames made it confusing and mess up the timing of the mouth.

Lip Sync no.1


Lip sync practise 1 from Bao Duong on Vimeo.

"Thats his little game is it?" My chosen clip from daffy ducks monolog on being shot during duck hunting.
I found Lip syncing VERY confusing, This is a practise run through. With very little frames I was trying to see if the mouth movement made sense at the key points. and if they looked like my character was saying it. Next i will add more frames and add emotion in the face, with the eye brows and maybe hand gestures.

This was one of my character designs, with a duck hat.

Ball bounce no.4


Ball bounce no.4 from Bao Duong on Vimeo.

In my previous  attempts of doing a bouncy ball, i focused too much on designing an animation instead of practicing the ball bounce, which lead to the focus being taken away from what i can produce. This is another ball bounce i did, just focusing on the bounce of the ball. to be honesty, i am still not happy with it because at some points the gravity does not hit the ball as such as it would in real life. I will be coming back to doing another ball bounce.

Friday 30 September 2011

Walk Cycle no.2

Walk cycle 1 clothed from Bao Duong on Vimeo.




Using my First walk as a template i tried animating a character walking. It turned out to be a lot more confusing and difficult then i expected, because the character now looks like he does a kick after every walk, when you start to focus on details you lose focus on the actual animation.
I made him go up and down more this time, but it still doesn't show as well, it needs to be more exaggerated.

Monday 26 September 2011

Walk Cycle no.1


Walk cycle 1 from Bao Duong on Vimeo.




This was the next step. Very difficult and confusing.

Opposite arms and legs.
My body and head wasn't moving up and down which made the legs seem like they were stretching.
This stick man has a very elegant walk.

Wednesday 21 September 2011

Ball bounce no.3


Ball bounce 3 swinging handman from Bao Duong on Vimeo.




For this ball bounce i created two plans. Using coins as ball templates.
The smaller ball is a 5p, drawn to resemble a marble, i didn't give it the squash and stretch technique to test if it looks like the material. it just didn't work very well as an animation. because it would have worked better with light/shadows/sounds.
The second ball is a £2 coin. I gave this too little squash and stretch, you could barely see it in the animation.
And then i had a bit of fun by adding a little person falling from above and swinging on a rope..

35 frames. 25 FPS

Tuesday 20 September 2011

Ball bounce no.2 bunny blown

Ball bounce 2 bunny blown from Bao Duong on Vimeo.




This was pretty much for fun :) I did a ball bounce from perception, bouncing from the cloud going towards the left corner of the screen. I also drew a bunny moving up a hill, who, unfortunately, gets hit by a missile.
This was done with 25 frames and was still too fast. 24 FPS.
I was told i should change it to 12 RPS.
Improvements would be to look more into how Bunny's hop. Also the turn of the missile could be more smooth with more frames.

 

Monday 19 September 2011

Bouncing ball no.1


Ball bounce 1 from Bao Duong on Vimeo.



This is the first animation i did on the course. It was way too short, with only 9 frames. I tried to experiment by adding another ball bouncing behind so it looks like it is being followed. but this was not enough frames to be working with.
I was told it was also too much like a rugby ball because i had drawn it with too much stretch. In the next animation i will try using a coin to keep the volume of the ball.


Ball bounce testing from Bao Duong on Vimeo.


Animation principles Lesson 1

Animation principles covers the basic rules and guidelines to Animating.

Practicing these ball bounces focuses on,

Timing.
How long it take for something to do, in this case, how long does the ball takes to go from the high point to the contact point ( colliding with the floor).

Spacing.
How far does it have to travel. The rate/speed of the bouncing ball.
These help you determine the number of frames you have to draw.
The faster it is, the further the frames are apart.
The slower it is, the closer the frames are together.

Most important stages to Animation is its planning stage.
While in in this stage you should think about,

Squash and Stretch.
The volume of the Ball is kept the same but the balls shape is changed to show the squash and stretch tecnique. This is exagerated to make the object real

 Motion Paths.
Mark the key frames for where you want your animation to end up.

Arc.
This is important in Animation, because what goes up, gravity brings down. Energy is used to parpell it. Also remember that the next arc wont be as high as the first one, but this pretty much depends on the type of material the object is.


 19/09/11