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Showing posts with the label 2D Animation

3rd Year: Major Project, Animation in Films

Animation in film has been around for a long time, some films only use it as a minor part, or some films heavily depend on it. How animation is produced in film and media can be a lot more straightforward, but at the same time, it can have a lot of snags that can be a lot harder to work with. Now the main difference between video-game animation and film animation is that whilst they both still need to inform the viewer of particular actions, a film usually has a single shot to animate rather than taking all dimensions into account. You see, a film is only experienced from one perspective whereas a game could be experienced from multiple. Films usually focus a large amount on compositing, post-production, and spectacle, because whilst the workload would be much larger with creating a film, the work that is produced is a lot more refined than game animation. Game animation still requires a level of dedication and detail, but some games do lack either the technical know-how or the ...

3rd Year: Animation in Videogames

Ever since the idea of animation was introduced to video games, there have been a number of ways in which these practices have been used, developed and altered to express a creative outcome. In video game animation there are a couple of things to take into consideration, firstly is that an animation may have to look good from every angle due to your game. Certain traits of animation may need to be exaggerated depending on the art style or activity (Anticipation is used in boss fights traditionally.) . How restricted are you with the animation process? If the game is built on a 2D plane, there may not be a requirement for grand, massive actions when all you need to do is move some arms a bit, or alter a face slightly to express an emotion. I'm going to use old examples and compare them to new examples, show how these principles have been carried over and how they are relevant. Just click on the videos to get a rough idea of what I'm trying to talk about, so you don't h...

3rd Year: Major Project, Animation Showreels Breakdown

So in order to first create an animation showreel, what needs to be understood is what is expected of an animation showreel? Well breaking this down into simple terms are these key points: The main focus is on the animators skills Observation in animation techniques Intriguing to watch Good post production. So let's start with the main focus, animation. Whether it be 3D or 2D the main content of an animation showreel is to showcase animation, henceforth the name, ' Animation  Showreel'. In this example, it's important to watch not only the quality and detail of animation in this showreel but also its post-production. Alaa Aldeen Afifah :  Character Animation Demo Reel So the quality of animation is to a high standard, but more importantly is the clean post-production that can be seen, showing that the animator is not only a skilled animator but a skilled editor too. This showreel is mean to focus on character animation, so focus on the face, body lan...

Adaptation Part B: Presentation 11/052017

Adaptation Part B Presentation by Thomas Mayfield on Scribd  

Adaptation Part B: Frontline Development 05/05/2017

 So at the moment, I've been working out how to make the water look good with my current art style, and I think I've finally cracked it. The moon looks pretty good in my opinion and the depth test works pretty well as well. As for audio, I've almost finished one of the mixdowns for my project, I just need to add a couple more sounds and edit a really odd scream that seems to pop in? So hopefully this will be up soon as well.

Adaptation Part B: Frontline Development 02/05/2017

Original Art Influences  So right when this project started I had a rough art style I wanted to follow, and how I was going to make this thing. I would have been using a hybrid of some of my old techniques used in Fugitive (creating loads of assets to be put in scenes, to give the illusion of depth.), so I would just be a case of creating the assets and getting them ready for AE. This was just a rough animation test, but I figure I show off one of the new effects I have been working on and how it will feed into he animation. Tank Development Zepplin Development I'm still currently working on assets for the boat fight and the knight conflict, so expect those soon, as the next week is the final push for this animation. I did have a slight issue with getting work out for the past little while and now that this problem is resolved I'm going on the full attack in terms of production. Storyboards have been created so now all I need to do is tra...

Adaptation B: Pitch Presentation 23/03/2017

Adaptation Part:B by Thomas Mayfield on Scribd  

Adaptation Part B: Visual References and Inspirations 09/03/2017

Samsung Music Hub "Sizzle" from Seagulls Fly on Vimeo . The idea that the whole scene blends seamlessly is very interesting. Giving the illusion that the whole animation would be one sequence rather than separate would be quite crucial. HORIZON - from Mickaël Forrett (MEO) on Vimeo . Horizon is an amazing example of how projection mapping can give an impression of depth and scale. This should be used in the final animation, but this a cool use of this technique nonetheless. HORS CHAMP from GOBELINS pro on Vimeo . Hors Champ uses colour and screen effects very effectively to give a sense of realism and believability, despite the art style of the animation. COIL from GOBELINS pro on Vimeo . The animation in Coil is very well done, some scenes use a large amount of animation, whilst some areas only need a small amount, but it's enough to emphasise an emotion.

Adaptation Part B: Development, Effects and Drawings 09/03/2017

Rough Knight Environment Concept The effect should just be popped into the animation when it is all done, and this is just a small taste of what to expect. Turns out the pixel physics isn't as complicated as I originally thought.

Adaptation Part B: Animation Test and Colour Test 24/02/2017

Right now I've got a pretty good idea of what I want this animation to look like, now its just a case of doing lots of color tests, seeing what does work, and what doesn't. Just wanted to show some small progress.

Adaptation Part A: Final Submission 10/02/2017

Art Of Masturbating  by Thomas Mayfield on Scribd Just to summarize on this project, despite the fact it was only four weeks I can say it's been a nice little project, the topic I chose was a joke that backfired on me, but that joke has actually been quite fun to work with. All of the designs translated really well into AE and I can confidently say I would have no problems with this kind of this again. There were a couple technical hiccups here and there, and maybe a couple bugs that need to be ironed out but overall thius project was a joy to work with. Now that this is done, its time to hit Adaptation B head on and make something special.

Adaptation Part A: Infographic: Assets 2 08/02/2017

Burning Guy Space Peep Female Main Male Main Boom Guy Candy Steak Toy 1 Toy 2 Toy 3 Toy 4

Adaptation Part A: Infographic Preview 07/02/2017

I know this is short but I just wanted to see how the final product looked, so far pretty good, now just to finish the rest.

Adaptation Part A: Infographic Assets 1 01/02/2017

All of these have been set up in photoshop and after effects ready for animation, there are still more to come, however some of the typography work is back on my home PC rather than the university PC. Blue Arrow Red Arrow  The arrows are pretty self explanatory, arrows to help the viewer focus their attention on key areas. Mayonaise Bottle Hot Dog Tree Cucumber Moon Flag  The props will be placed in the appropriate places when needed, obviously along with the typography these assets should be only used when needed. Bedroom Daytime Bedroom Nighttime Underwater Moon Sun As stated these environments have been set up ready for animation stages, so hopefully when it comes to it animating this thing should be no problem.

Adaptation Part A: Text Tests and After Effects 25/01/2017

 I'm still trying to work out the theme for the whole animation, however, I have found the correct fonts for the animation, so here are a couple tests I made. Also, I've been trying to get back into the swing of AE ready for production, so here is what I've come up with so far. After spending the day rejogging my brain on how animation in AE works, coming up with a few more of these should be no problem.

Project 3 'Fantastic Voyage!': Final Animation 28/04/2016

2D Animation: Final Animation Showreel 23/03/2016

Flash Animation: Its Alive Animation 22/03/2016

Flash Animation: Despotic Toothbrush 07/03/2016

Despotic Toothbrush Concept Creation Final Character Concept