Monday, November 22, 2010
one topic is missing
facial expressions..lips sinking that topic also i want to explain, but now days i am really busy thats why i can't express. what was in my mind about facial animations..em oky with in days i will finish my show reel works that after, i will explain what i knows about that.. show reel work status is finish first part's graph work with arcs and flow, doing final final delas in some specific posses
Sunday, November 21, 2010
Tuesday, November 16, 2010
Thursday, November 11, 2010
THUMBNAILS
Thumbnails mostly help us making some strong poses.Especially when you are using pose-to-pose method of animation, you need few strong poses.Here thumbnails helps you as a reference to your poses.You draw them to make your poses strong,clear and more dynamic.It is not that you stick to your thumbnails tightly, but then you could do so if you are very much convinced with that.But you should not get too much attached to your thumbnails,but use them as basic reference as a stage of exploration i.e experimenting on the desired pose you want, on a paper, check out different poses as it is the fast,easy and economical way of expressing and experimenting.I usually play more with my pencil and paper before getting on to the machine.But i will not settle on things until i get on the PC ,as things may act different when i' am there and even my mind might need some freedom to experiment. Keithlango advises not to become a slave to your thumbnails.He says "thumbs are great servants ,but hard masters".(THESE ARE THE WORDS OF RAGZ)
i am saying..in my scribles which is the best one showing 'power,weight,energy,balance& giving confidence to me..those are my thumbnails..
antic_of_showreel
I Know How To Do An Animation Better..But It Needs Perfect Planing...(Thumbnails Its Giving Big Reffrence While Doing Animation), Also Following Principles And Some Static Tearms
Principles
1. TIMING & SPACING
2. WEIGHT
3. ANTICIPATION
4. EXAGGERATION
5. STAGGING
6. FOLLOW THROUGH & OVERLAPPING
7. EASE IN & EASE OUT
8. MOVING HOLD
9. SECONDARY ACTION
10. ARCS
11. APPEAL
12. STRETCH & SQUASH (no need to follow,every thing will come automaticaly, some times some situation, we must follow..it wont come)
Static Tearms
static terms are while doing an animation there we should care about or we must know about the way,the animation is going Normal,Anticipation(Overshoot),Action,Exaggeration(Overshoot),Sattle or Cushion
we are doing 80frame animation use 10frames normal,take its dubble for anicipation 20frames, aprox 11frames also for action but we where using 14frames for exaggeration..and sattel purpose we use 25frames(simple example, the way how to calculate timming)
Principles
1. TIMING & SPACING
2. WEIGHT
3. ANTICIPATION
4. EXAGGERATION
5. STAGGING
6. FOLLOW THROUGH & OVERLAPPING
7. EASE IN & EASE OUT
8. MOVING HOLD
9. SECONDARY ACTION
10. ARCS
11. APPEAL
12. STRETCH & SQUASH (no need to follow,every thing will come automaticaly, some times some situation, we must follow..it wont come)
Static Tearms
static terms are while doing an animation there we should care about or we must know about the way,the animation is going Normal,Anticipation(Overshoot),Action,Exaggeration(Overshoot),Sattle or Cushion
we are doing 80frame animation use 10frames normal,take its dubble for anicipation 20frames, aprox 11frames also for action but we where using 14frames for exaggeration..and sattel purpose we use 25frames(simple example, the way how to calculate timming)
Tuesday, November 9, 2010
Wednesday, November 3, 2010
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