Tuesday, 1 October 2013

Unit 53 2D Animation Production

Task 1- Write an article on historical and technical developments in animation

Animation has had a longly history through time. while most are mistaken to believe that animation has only been around for the last 50 years or so, it has actually been around for several hundreds even thousands of years if you include early cave man paintings.

Palaeolithic era and ancient Egypt
















some consider the early cave paintings of the Palaeolithic era the first examples of animation as they tell the storys of events such as a hunt. these basic paintings contained motion lines and implied movements of the subjects inside the paintings. Similarly in ancient egypt collectons and collages told a story of certain real events for, example a new pharaoh to superstitions like the journey after death. Along with the pictures and storys there were annotations in ancient Egyptian Hieroglyphics that Narrated theses events and storys.


Sometime 5,200 years ago
















one of the earliest recordings of animation has been tracked to a Goblet with a painting of a goat which tells the story of a the of goat jumping to eat some leafs of a tree. Discovered in Iran in 1970 by a team of Italian archaeologists in a burial site of Irans burnt city, however only recently have researchers discovered the early animation. This shows that the Willingness to create art works has been embedded in history for longer then most people believe.


1970-Zoetrope














The Zoe-trope was a small devise first created in 180 AD in china by its inventor Ting Huan but was recreated in the 1800s/ Victorian era. It consisted of a circular cylinder which had small pictures on the inside. This device is then spun at speed and inside the pictures would move also, however when you look through the small slots  the pictures inside would look as if they were moving as one and showed a semi clear walk cycle or other movement depending on the pictures inside (theses can include bike ridding to birds flying)



1878-Meybridge horse
 This is an example of the first graphic animation ever made and is considered the first animation. Created by taking separate pictures of the motion and then viewing the pictures at 24 frames per second. originally created to win a bet, the galloping horses was made to prove that all of a horses legs leave the ground when galloped.




Puppets

puppets can trace their history back to ancient Greece and Egypt appearing in 2000bc but modernized around the 1940's as full detailed marionettes and puppet theraters. puppets are controlled by their human manipulators and could be considered the first animated avatars to tell and re-enact stories. Puppets are technically inanimate objects however with human power they are animated to to do such things as walking, talking and commonly fighting with other characters. There are many different varieties of puppets For example the marionette and they are made of a wide range of materials, depending on their form and intended use. They can be extremely complex or very simple in their construction. In the case of sooty and sweep and many other hand puppets, they interact with other objects (wands, custard pies, boxes e.t.c) this gives the puppets a much more life like appearance and even the sense of a personality.




Stop Motion

Stop motion is a short to medium time consuming process that involves taking multiple pictures (Likely over hundreds) and squeezing them together to show the process unfold. there are always noticeable jumps in this type of animation, however that is essentially the style of this animation. it also allows for different objects to apear as if like magic and allows easy costume change (especially for the video below) to manipulate and change the subjects of the animation.


Claymation

Claymation is a form of stop frame animation however this form takes thousands of photographs to show what looks to be one continuous scene. All characters and creatures in this form of animation are made and sculpted entirely from clay, features in faces are usually separately sculpted to show detail in the characters faces and to show expression.



The Platformers

Early video games showed minimal yet at the time impressive use of animation in early platformer video games like Mario and Sonic. These animations gives life to the characters, ennimes and backgrounds that the game involves making the player feel involved as they laugh, cry and scream in frustration when their character dies and generally makes the game feel much more life like compared to controlling an emotionless robot.












CGI

CGI stands for computer generated image and works by creating a 3D model of a character and scanning it into a computer which creates motion/tweaking points for the Graphic model which allows it to be manipulated. These are then used to create motions that can be repeated and developed on to create frames and scenes of animation.



Motion capture

Many animations and nearly all games these days involve highly trained acrobats and even martial artists to capture the required movements. To motion capture, it requires the acrobats/martial artists/actors to wear specialised suits with what look to be ping pong balls hanging of them. These balls  are used as tracking motion points so the animators can capture the movements and view it as a stick figure which can then be fleshed out to be animated and then put into the film or game (in this example I used Devil May Cry 3.) Even Replican environments are built up for the actors to interact with which allows the capture of weapons or objects which are also put into the final production.



My animation 
Below are three clips of my animation


First attempt


Second attempt



Run Cycle


Storybord

Below is my storybord for the Yallery Brown animation.

I tried to include interesting scenes, for example zooming out then zooming back in to different areas to give a depth and feel for distance within the animation. The lines and arrows show where I want transitions and movement and the small annotations give detail on what I wanted my annotation to look and how I wanted the annotation to play out.






Evaluation
In the 2D animation project, I was tasked to create a 2D walk cycle for my animation of Yallery Brown.

I learnt ho to create the walk cycle and improve it by adding sound and fine tuning glitches and adding features to the character I.E a face and clothes. i was told to increase the walking frames to stop the character to stop giving the appearance of gliding across the ground as if on ice.

This was my first time creating a walk cycle and though I strugled and learning how to create one i made evident progress as you can see from my videos.
The point of creating this walk cycle was to add it in an anamation for the story Yallery Brown. I can potentionally use this in the future, as part of a walk anamation for a character in a 2D plaformer with the adition of maybe a run and jump cycle.

I gained feedback from my peers for my animation and they told me how they liked my animation specifically the walking animation looks smooth, however they all picked up on the noticeable glitch even if it was only minor. This though informed me that it was a problem with my animation and needs to be corrected.

I think the overall finished walk cycle was succesful, due to the fact that I was able to animate the charater and add colour and life to him. However there is still a couple of bugs to be addressed and fixed and want to learn how to edit my animations to avoid potentioal bugs and glitches, even for a video game in the future.





No comments:

Post a Comment