Production Principles: Traditional Animation

For my next rotation, I’ve explored into the world of traditional animation. This is where I’ve experienced drawing each frame in an individual A3 paper, using pencils to illustrate the drawing as well as numbering my frames so I don’t get lost. To help me with this so I can see my errors within my work, I’ve used light boxes as a onion skin to the action that my frames are preforming, pegs to hold the paper in place when drawing as well as Dragonframe, a software that captures each frame like a stop motion capturing app.

All of the animations I’ve produced from this rotation are done in twos.

The first animation I’ve produced was straight ahead. From what I can recall, we had to use a word generator to randomly give us two words that we’ll use as a basis to what we should create our animation from. I was given the words Exaggeration & Impact which didn’t quite help me at first, but I went along it in this animation. I had to make sure that each drawing that I’ve produced is following through from the previous as I didn’t have to follow any key frames to guide me for this task.

The next animation was face express or character reaction. This time, I was allowed to have key frames in my animation, but this came with a method that I didn’t expect to be as helpful as it was. The method I’ve used was to breakdown the key frames of the animation from beginning, middle, and end. And I’ve used this method to breakdown the key frames from beginning to middle of the animation. From there, it made the animation process a lot more smoothly done as I followed this method and further the lengths that I could rearrange it. To identify which frame is a key frame, I had to add a circle around them and when breakdown, I’ll add a line underneath to identify it. Sometimes, I needed to add more just in case.

This animation was a simple attempt of a bouncing ball. Outside of timing and straight ahead that can be seen within the animation, I had to keep in mind the importance of weight that is given to this ball as well as Squash and Stretch. This one had the most frames out of the animations I’ve done solely because the animation needed an ending and with the ball’s weight stretch the length put more than it should of been. I feel that if I were to redo this animation, I would of took out a few frames to allow the ball to bounce more quicker.

Closing my traditional animation work off would be my attempt creating a character debating. This animation I had a lot of experimenting with as I have used techniques that I don’t normally use in my work before. I’ve added in smear frames during the part where the character slams his head on the podium in frustration, presenting the quickness of the action much better. Following this action through are the additional font that starts as a BAM! when the character slams his head, to end with it transforming into AHHH! to express the pain that the character would feel after preforming the action. While I’ve stuck to the 83 frames limit and the beginning, middle and end were hold on for longer than most frames, I’ve enjoyed producing this one by expressing my curiosity on how further I can develop this animation as I stick to the limitations provided.

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