Week 7 – Animation Studio – Animation 101

11/11/2023

Self Reflection

This Week’s trimester, we focused on the 12 principles of Animation as well as the timing, spacing, workflow and the 1,2 and 3s of Animation. 12 Principles of Animation is all about producing ‘an illusion that cartoon characters adhered to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal.’

Ref: Twelve basic principles of animation – Wikipedia 

On the other hand timing and spacing of animation is about the way the animation runs due to its time and difference between each frame.

An animation’s spacing is important as it creates ‘different effects, such as anticipation, exaggeration, squash and stretch, ease in and ease out, and overlapping action’ Ref: What are some examples of animation that demonstrate excellent timing and spacing skills?

 

Timing however gives motion, the perception of the scene and mood due to its speed, acceleration and deceleration.

We also learned about FPS Frames which is each type of Animation studio whether it’s for film, cartoons, TV, adverts or games. The way the frame of the animation is displayed and performed in video captures, playbacks and video games.

The UK’s frame rate for TV, adverts and cartoons is 25 fps. The US however uses 30 fps, the same as games. Although Films only use 24 fps and more for high-quality standards.

 

All of these Animations use different frames whether it’s one, two or three.

Frame 1 is usually 24 drawings at 24 fps, making 1 more fast and smooth than 2 and 3.

This is used a lot in high-budget films, especially Disney-Dreamworks and in-game industries.2 uses 12 drawings in 24fps, making video frames smooth but choppy in fast action. Mostly used in middle-budget cartoons such as Looney Toons and stop motion. Having Snappy Comic timing. 3 uses only nine drawings in 24fps. It has very limited animation but it can appear choppy. Mostly in Anime due to the amount of detail.

After we learned the basics and key steps of Workflow which is the character’s appeal to the staging, pose, exaggeration and embellishment. 

 

At the end of this study, we focused on task work which was making a ball bouncing sequence and an assignment in which we had to make a spherical figure bounce following studying the force, density and pressure. I chose a Bowling Ball as it’s more of a heavy, dense object.

Here are the samples…

Krita (Animation 101)

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