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Showing posts with label #ballbounce. Show all posts
Showing posts with label #ballbounce. Show all posts
Friday, 27 October 2017
Tv paint introdouction
In todays session, we were introdouced to 'T.V PAINT', a 2d animation program that enables you to draw and create frames, with an drawing tablet.
This is my first experiment using a drawing tablet and the program, which I found its most useful qualities was adding layers and being able to hide layers whilst animationing, which iv found rare in many other programms. I look forward to experimenting with other types of drawings and animations to come, experimenting with tools.
Tuesday, 10 October 2017
'Squash and Stretch' introduction
Today we were introduced to the principle of 'Squash &Stretch'. The ball begins to stretch and narrow, as it gains speed. This diagram is how I plan to do my test.
The important thing to also remember is that the volume of the ball should always stay the same. As it stretches, it should also thin.
Friday, 6 October 2017
Ball Bounce- squash and stretch #Test1
I also experimented with the 'squash and stretch' principle from the '12 Principles Of Animation'.
Accidently I missed a frame, and also got a shot of my hands. Next time in my work I need to keep slower paced and more careful in the practice of uploading to Dragon Frame.
What I like about this is that the exaggeration of movement gives more energy and personality in the way the ball moves. I would like to rework on these frames to add secondary action to further empathises movement and personality into the inanimate drawings. Next time in my experimentation I will try to shorten the amount of frames to allow myself time to experiment more.
Ball Bounce #test2 (secondary action)
Using the previous ball bounce from test one, I attempted to add secondary action (a face that changes expression and ears). In this video the frame rate is 12fps
Wednesday, 4 October 2017
Ball Bounce #Plan
As previously mentioned, In a second test I would like to create eight bounces, with a more narrow bounce. This is my drawn plan that I shall use in an onion skin effect, to use an a guidance for each contact, passing pose and in-betweens.
Tuesday, 3 October 2017
Ball Bounce footage
By recording the bouncing ball this enables me to analyse the movement, from this I can also improve my work by comparing my first test to real footage of a ball moving.
This footage shows that compared to my first animation test, the ball has more bounce that I had interpreted into my drawings. In my animation there is only four bounces, where the bouncy ball quickly loses momentum. However studying this footage, there is eight bounces, which has more momentum and quicker speed.
To improve my animation I need to increase space between frames during the fall to represent speed and momentum increase more effectively. Which means, the drawing needs to fall from a greater height, and ball bounces to extend further upwards then I have drawn. This way more space between frames and can be added to the drawing to give a more believable bounce.
Monday, 2 October 2017
Ball Bounce #test1
Bouncy Ball introduction
Today we were introduced into ball bounces, I found the concept of movement easier to understand than pendulums. Similar to pendulums, one must think of gravity's relationship with momentum when animating a bouncy ball.
In the relationship of timing, more frames will slow action down where as less frames increase.
Where as the relationship with spacing, decreased space will also slow action down, and increased space will increase speed.
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