2017-Semester 3

Semester 3
Every new semester/term I start showing something like this. We are almost half through one, the last one for this year. In this term I’m not in the need of blogging every week (not that I had). This semester I should be focusing on my major project AKA CIU212. So, the next blogs entries should be relate with it. On the other hand, I’m doing CIU211, and that also requires some blogging. My next blog entries should variate between those units.

That’s all for now, soon enough, I probably will sharing some character or backgrounds rough designs for my project; as well some research for my assessments that need those.

Advertisements

Specialisation Project-Timing

While talking about weighting, timing was mentioned, but what’s timing? first is one of the 12 principals of animation. Also it could be the weight of an object, as it was mentioned on the weighting entry, the different timing used in the same object would give different illusion of the weight of that object.

Timing as it is the speed of the action, refers as how long the action will take, would affect the personality and nature of the animation. It’s going to be affect by the number of frames between the two main poses on the animation. In simple, more frames it would made it slower, and less would result in a fast action.

That’s one on the main reason to also be the weight on an object, as how it was explained on my last entry. It could also work as scaling properties, as for example a tiny character would move faster than a large one therefor, a tiny one would have less frames. And lately, it could also use as to determining emotion; its different to show relaxing from nervous.

To apply a good timing, in the end would be hardly recommend to have a real time reference; because timing would help us to create something believable and realistic movements based off the real-world. A good real life reference would always help specially to have the correct timing on a animation piece.

Timing correctly something in an animation, would work correctly for any of the previous ways mentioned (such as weight, scaling and emotions) and will have positive results. As animators use the correct timing in the emotions for example would also give the though behind those actions.

In conclusion a correct timing would help to have a better understanding in things as weight (or the illusion of it), scaling (different velocities in the actions could varied in the size of the character) and emotions (it’s no the same show a relaxing movement rather than a nervous one). Timing is most common to be related to a real life action, so having good references always helps to give the believable and realistic need it.

References:

 

Specialisation Project-Weight

The specialisation project, varied from 2D to 3D options, including VFX. In my case, I working on a 3D character animation and as part of the tasks that we have to do to complete this project is have to some research. This entry will focus on weighting, and all related to moving weight. In my project the character that I had choice, will be lifting a heavy bag, for that reason I’m going to research for it and find all about for the project.

Now, to talk about weighting is necessary to understand about timing and spacing. That’s because weight nor force doesn’t really exist in animation, everything is part of the illusion of animation.

For an animator, weight is a visual presentation of opposing forces. When a character jumps up, it is actually driving down against the ground. The faster it can drive down the higher it will jump. The character can enhance the power of the jump by thrusting shoulders and arms in the direction of the jump. Study a high jumper or long jumper.
-Weight in Animation, Posted by Wayne http://www.anamie.com/weight-in-animation/

Animating a believable sense of weight and power is probably one of the most challenging tasks an animator will have. It takes a keen understanding of Timing and Spacing (one of 12 Animation Principles) to animate anything that should appear to be affected by a gravitational pull.
-Emphasizing Animation Timing to Convey Weight and Force, By Pluralsight on August 8, 2014, https://www.pluralsight.com/blog/film-games/emphasizing-animation-timing-to-convey-weight-and-force

I just quote two bits of different websites that certainly are saying the same with different approaches; there is also the constant mention of timing, that’s because the timing is what would give the impression of weight in the animated object.

Part of the research that I have done, also shows an example of how to animated weight correctly. As mentioned before, that would include has the correct timing in the movement of such asset.

For example, if someone animated the same object two times but give it different timing in each; the illusion of how heavy that object will varied. To be more specific, just let’s say that such object is a ball, if the animation has a fast timing the audience will conclude that it’s light, but if that has a slow timing, then the audience will conclude that it’s heavy.

That’s how weighting in animation works, or better say how the illusion of weight is created on an animation. So therefore having a great understanding of timing is the best way to make weighting works on the animation.

References: