Research the meaning of “Hope”. Hope implies the meaning of wishing for something to good to happen for yourself. Such as you can hope to pass and upcoming exam. But in im looking at in a design perspective with that in mind I have looked at a variety of Artsy projects with the connotation of hope.
Art- This is an art piece by Anita SKF in deviant art
This is what many people associate with the word hope “the light at the end of the tunnel” this also can resemble freedom. In this case hope indiates the person had been trapped and she/he would hope to be free so they can see the light. Seeing light at the end of the tunnel ensures there is still hope left.
Design- For a design piece I have decided to look at Obama’s campaign posters. (2008)
This poster was iconic to people in Amercia and around the world as Obama was the first black president in the United States. This poster was designed very well as the American colours were used alongside with Obama and the text saying “HOPE”. This intern saying that you should have hope in Obama although he is the first Black president; it doesn’t mean you shouldn’t have faith in him, and expect have hope in him.
Film-The Shawshank Redemption
Literature- Hope in the Dark – Rebecca Solnit
There are many ways animation is presented in this day and age from CGI to CEL animation. Im going to be covering all the types of animation along with films that show the use of style.
- Traditional animation
Traditional animation is also known as CEL animation, it is a very old from of animation that is still used sometimes in todays day and age. I illustrator and animator will draw every single frame to create a scene/sequence. This type of animation can also be as simple as a flip book with sequential drawings then when flipped it creates a scene.
- 2D Vector based animation
2D animation has been recently getting more popular as time goes on. More people are starting to get into the industry due to being how easy it is and accesible to the software. Common animations such as dragon ball z and pepper pig.
- 3D computer animation
3D is very unique and is refrerred to as CGI (Computer Generated Image) it can be compared to as usign as a puppet as once you 3d character is created in a proggrame such as cinema 4d or Maya.
- Motion graphics and Typography and Animated Logos (Kinetic Typography)
Motion graphics is almost like frame by frame animation, although it has more of a digital aspect to it, so most of the work is done on computer as apposed to drawing. It is digital work which is used to create a motion picture which is combined with audio. It is primarily used for adverts and youtube. This is an advert from Olympics at Rio. Many of motion graphics can be as simple 2d art or 3d. There is also analogue forms of motion graphics (Thaumatrope, Phenakistoscope, Stroboscope, Zoetrope, Praxinoscope, flip-book)
Thaumatrope is a optical illusion toy that was used in the 19th Century. It was a disk with 2 images on both sides with a string attached. When you spin, it will create the illusion of the images changing.
Phenakistoscope is compared to a gif now days. It was one of the first forms of a fluent animation which was always on a loop.
Stroboscope also known as a strobe. There is a mechanical version and a Electronic they both do the same things. It is a instrument that is used to make a cyclically object to be moving in slow motion or even stationary. The way this is achieved is by using light and a disk with holes which is then rotated or even vibrated to create a animation.
This is typography or kinetic typo. It is a virtual form of art. You can draw or use computer programmes to create word which move. This Typography is from the movie Kick Ass.
Stop motion Claymation
Stop motion is animation but uses objects to create an animation. You move an object from one place to another but before it get to the final place you want it to be; you move it in small increment and take a photo each time you move it. By the time it you have done you put all the photos together and it will look like an animation.
Legal and Ethical
- I’m fully aware and have made sure that all of my work does not break any of the legal acts that would stop me from creating my product, therefore I must follow these rules.
- Looking through our ideas to make sure, that its not discriminating against a certain group of people, religion, race and sex.
- I will be asking people questionnaires about my ideas to make sure it is not offensive to anyone.
- Not to collect any misleading facts.
- Making sure that the animation is fine for all ages and does’t offend anyone.
- Regulatory Body BBFC (British Board of Film Classification). Make sure all my work comply with there rules and doesn’t offend anyone.”http://www.bbfc.co.uk/” I will have to make sure that all of my work checks off with them so it complies with all the laws and is certified for a specific age group.
12 Basic Principles Of Animation
-Squash and Stretch. This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it’s broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.
-Anticipation. This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher’s wind-up or a golfers’ back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.
-Staging. This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher’s wind-up or a golfers’ back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.
-Straight Ahead And Pose To Pose Animation. Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn’t have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.
-Follow Through And Overlapping Action. When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. “DRAG,” in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.
-Slow Out And Slow In. As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.
-Arcs. All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.
-Secondary Action. This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.
-Timing. Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.
-Exaggeration. Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated.
-Solid Drawing. The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into colour and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.
-Appeal. A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience’s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.
Bibliography(http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html) “Used this site to get information on 12 Principles of Animation”
A Variety of animation’s I looked at.
Movie- Manga Style (5 Centimeters Per Second)
An animation made by Makoto Shinkai I chose this as apposed to all the other anime/manga styled productions becuase it has one of the most developed art style and characters. So with that in mind I’m going to incorperate some of the stylistic options from his productions in mine. Maybe with a more simplistic style to it as this would work well with my story idea.
The Door- About a man who has been diagnosed with a terminal illness and he is placed with the doors that he walks through; to remind him the good parts of his life, then at the end he realises there is still hope and no to give up.
Camera angle style/ First person/ shoulder/ head view/ side view.
*Hope will find you at the end.
Mono- About a boy who had been through some though times with his sister. There parents had died before they knew who they were. This harsh people had been taken care for them until someone comes and takes the boy sister away. In the future when he grows up he is still looking for her and eventually finds her.
City- A city that is heavily controlled by the goverment with strict laws alongside with coruption. A 19 year old who is with a group of other people try to avoide these rules and defy the corrupt people of the city. But he finds out some people are good in the govement but are or forced to work due to other bad people.
Epidemic- A fatal virus takes over this city , a free runner kid who has been trying to survive eventually gets his hand on a cure. He has to dispurse the cure on top of the highest building in his city for everything to be reverted to normal. He uses the rest of the cure which is given to other runners to do the same as him in there city in which hope is brought back.
Pulse- A Man who has been through a lot of depression through out his whole life, is currently struck upon another matter in his life. A loved one in his life is currently in hospital in a coma, his mother went trough the same thing back 2 years ago and as time went on it got better. Until now…
The Final Story
My final idea is Pulse. I chose this as it can be applied to our daily lives and society and he has a good story and space for good character development and story.
Character Development- I will be using a variety of programmes and sketches to develop my characters. They will have a front, back and side view. They will also have a variety of facial expressions.
Some of the character models which are not in focus or main characters will be very simple and will have little no detail for a simplistic art style.
This is a variety of drawings that I done to help me create my final piece.
These are just some of the sketches I done with the final story and a variety of the others.
The stage development was a big part of the full animation as it set the scene. So when creating the stages and I had to consider the story so it would flow as the story progressed. These are some of the scene I made in photoshop by using a variety of layers and mask.
Colours have hundreds of meanings, but they can also have a singular, vivid meaning. Blue and black can symbolise any number of things, but comparing the two can denote day and night. Similarly, Red can say “no”, “sell”, “bad”, and “stop”
With this in mind I decided to add this to the creation of my animation with soft tones, so it would fit in with the whole perosona/story. As it would not make any sense if I used alot of black in the scenes as the story is supposed to be HOPE. Which symbolises colours such as yellow, blue and green. These colours also resmeble day and happiness therfore I used alot of these colours in my project.
My first thoughts after finishing my animation was how well the story and scenes flow and work well together. I also thought what if I used a different programme to edit and create scenes. I used photoshop and after effects to create this so I thought what if I done it all on illustrator and after effects.
I thought the story was effective and explained it the way I wanted with this in mind I asked a couple of people to watch it and give me some input on what they thought.
Macchay”I believe the story was about a women in a coma and a loved one is scared and is waiting for her to be okay.”
Kamal”I really like the colours used throughout the story, they are really soft tones which has a hidden meaning the story as it progresses the colours become more vibrant and the story becomes less dark.”
I also try to make the story appealing to people who inspire the ideology of hope as everyone looking for hope is in a bad, dark place therefore I tried to inspire them with this story and to never give up and push all the negative out of their lives.
I also had to consider my audience; but I wanted the story to be relevant to hope. So I try to aim for a target as apposed to a specific age group. So the idea that I had was perfect for that. I could target anyone that was looking for hope.
After finishing my animation I decided to get feedback from a variety of people to find out how many people liked my animation and how I could have improved it.
With the feedback it help me out to understand wether my story was clear and with I wanted to
I would have liked to improve the walking animation and maybe the overall art style of the Animation. With the feedback I got I will like to use it in the future with an other animation that I decide to make. I personally feel the feed back will help me to improve the current animation I made. So with this in mind I decided to improved it in small ways to make it.