Saturday 8 January 2011

12 principle of animation in Toy story


Staging


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The time above will show a idea of which buzz first releases his wings giving the expression he can fly. From the dialogue on the time shown will explain how there is a argument about how buzz can't fly, but by pressing the red button the release his wings opens up a path to a new idea.

Timing and Motion


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I thought this scene could be classed as timing and motion because its showing that the post has a greater mass than buzz from showing the audience he is able to climb it and the bed post supporting his weight for him to prepare for his action.

Anticipation


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Here you see buzz preparing for his action (jump) to fly. To Infinity.... And Beyond!!!

Squash and stretch


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There are two points of squash and stretch in this sequence I have chosen. The first is Buzz leaping from the bed post to jump in which he has to bend his knees and push using his legs to perform this action, and the other is when Buzz fails to fly so he falls and rebounds of a ball on the floor near the bed post. The ball has to squash from absorb the weight of Buzz but also has to stretch back to its former shape caused by the compressed air inside, the force from the compressed air inside the ball then pushes Buzz into the air.

Secondary action and Follow through
and over lapping action


This is the beginning of a secondary action, which is after when Buzz gets bounced into the air by the ball on the floor. From this you see the ball has given Buzz the momentum to land onto the toy car and carry on traveling down the cars ramp.
This can be also class as the cancelation of one action to the other; Buzz jumping off the bedpost and bouncing off the ball. As Buzz hits the peak of the bounce and begins to come down to land on the toy car this is one action canceling and leading on to another because the bounce off of the ball has caused Buzz to land onto the toy car.

Appeal and
 Exaggeration


This scene I thought was good to choose for appeal because its trying to put you in the drivers seat; creating the effect of you traveling as fast as Buzz Lightyear. On the other hand this could be signs of exaggeration from the speed Buzz is gaining as he rides the hot wheels loop. My opinion on how fast Buzz is traveling is that it has been sped up to make it seem he is moving faster than what it would be in real life.

Slow in and out


If you watch the toys move you can see that they are animated in a way that makes them look like they move like humans but are restricted from certain movements because of being toys; they aren't as flexible as human beings so their anatomy is limited to a few joints for motion to connect.


Arcs

In the animation there is a walk cycle of Buzz walking towards the bedpost, so from my thoughts I think this piece of animation shows clear paths of action and also just from looking at the toy's movements there is a sense of realism present from graphics or smooth motion even if it is fictional.







Here is a walk cycle from the animation, I think it has a good resemblance to a the nature walk cycle of a human being if it was on a bouncy surface.


Solid Drawing

I looked at the composition of the animation and yes the characters are small to the size of the scenery. This is obviously to show the scale of the toys and how being small in human surrounding has a effect on them. Also objects that come to be of use to the toys are things human beings would be using, but in the toys perspective the objects scale is multiplied to be bigger for the toys this could make the objects be of a different use instead of what they are originally used for.
   Furthermore the positioning of the camera has a effect on the scale of the toys because it is zoomed in to give the illusion the toys are human size, but the scenery and objects say otherwise.



Animation

12 principles of Animation

1.             Squash and Stretch - defining the rigidity and mass of an object by distorting its shape during an action

2.             Timing and Motion  - spacing actions to define the weight and size of objects and the personality of characters

3.             Anticipation  - the preparation for an action

4.             Staging - presenting an idea so that it is unmistakably clear

5.             Follow Through and Overlapping Action - the termination of an action and establishing its relationship to the next action

6.             Straight Ahead Action and Pose-to-Pose Action - The two contrasting approaches to the creation of movement

7.             Slow In and Out - the spacing of the in-between frames to achieve subtlety of timing and movement

8.             Arcs - the visual path of action for natural movement

9.             Exaggeration - Accentuating the essence of an idea via the design and the action

10.           Secondary Action - the action of an object resulting from another action

11.           Appeal  - creating a design or an action that the audience enjoys watching

12.           Personality - in character animation is the goal of all of the above