Final version:
As shown above, this is the final version of the Browse Phone.
Browse Phone is an animation completed in five weeks. Its production is roughly divided into several stages: 1. Source of inspiration 2. (Plan action) draw thumbnails 3. Shoot references for my performance 4. Modify and improve thumbnails 5. Blocking animation 6. Blocking plus 7. Spline 8 . Polish
This project allowed me to understand the production process of a10-second animation from beginning to end. Here it only refers to the animation process and does not focus on modeling. I chose online character models to complete this animation.
Understanding the complete animation process is most significant to me in this project, not only the stages mentioned above but also some details in each stage. I listed a few points that I paid attention to.
- 1.During the preparation stage, it is a important part to consider the camera perspective that the animation will show. This is because we need to consider the camera angle, the displayed action of the filming reference, the displayed angle of the 2D draft, and the angle established in the Maya scene. The characters in this shot often face the camera from a three-quarter angle of view, and the opening of the hands and feet must also be paid attention to. They cannot be blocked or crossed and should be shown entirely.
- 2.Blocking is also a crucial part; it can help complete the prototype of an animation. Just like George’s metaphor, the animation is like the rudimentary part of the sculpture that is pinched out during the sculpture’s first step. Indeed, the outline part is the foundation for the entire animation.
- 3.Besides of the blocking, spline, and polish parts, the order of actions of the model is significant. It must be modified first from the crotch, then the waist, shoulders, head, hands, legs, and finally to the fingers or toes. The crotch and waist tend to affect the extremities, and if not modified in sequence, the animation will turn into a nightmare.
- 4.As a tip for animation, part of the body delay is very important in animation production. The movement of every part of the body does not necessarily occur at the same time. This idea also comes from the 12 rules of animation that follow through and overlapping action and secondary cation. For example, when the shoulder moves to the left, the head is slightly delayed for a short time and then follows the shoulder to move past, making the movement more attractive.
Reflection: In this project, I gradually got familiar with some basic knowledge about and how to represent this knowledge in animation; Squash and stretching, anticipation, overlapping, and positions of keyframes and intermediate frames were more accurate than before. However, I also had some challenges, such as being-unfamilar with arcs, fast and slow, time control, etc. Although I paid close attention to them, I needed help to use them fully. Especially in the polish stage, I pursued smooth curves and let the animation become over polished. Also, because I could not grasp the time control well, the second half of the project shows a relatively quick transition(like a lack of some frames). The advice provided by George and this project helped me a lot and made me improve my shortcomings. I willl focus on my insufficient knowledge and practice more to make better animations.