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Showing posts from October, 2017

Stop Motion Character Animation

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This was actually a little more difficult than I anticipated. The stop motion itself was pretty well planned out, but the execution was much more difficult than the falling one. I had to use a few cheap camera tricks to get it to work. These characters had a lot of moving parts, and keeping them all together was difficult. I still used flip book studio and my camera, but as such, the same problems I ran into last time were amplified here. Keeping track of the actual movement, rather than the falling motion, was rather hard, and since they were laying down, I had very little depth to work with. Also having to reshoot entire sequences because it was too difficult to get the exact pose back was tedious. Never the less, I think it went mostly okay! Lady Thor is a little too fast, but I think it works given the "plot" of the animation.

Script, Boards and reference for Character Animation

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Here are the boards for my second stop motion adventure! I was heavily influenced by those splash animations that play between commercials for animated movies. Just a simple interaction between two characters that show off their dynamic. In this one, Thor will be trying to knock down a wall, and fail, possibly hurting himself. That's when Lady thor comes up, taps Thor on the shoulder and moves him aside. She would then throw what I assume to be a really strong punch, knocking down the wall, and astonishing Thor. Then she would do a cute pose, while thor stands agape. Similarly to last time, I have action figures that I own that can portray the characters. I had a lot of success with FlipBook studio, so it'll probably be done similarly to my last stop motion, with the figures laying down, possibly with a drawn background. And of course, my video reference, where I throw a lot of different punches and do a couple different end poses as lady thor. I'm l...

Reverse Video Reference

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This was quite an adventure! We had to replicate four animated walks in live action, trying for an identical replication.

Physics in an Animation Universe: Term Paper One

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Interactivity and the ability to alter the world around us is a a craving that works as a cornerstone of human existence. The need to feel in control of any situation drives humans. We crave a sense of stability, and the ability to influence a situation. And this is why videogames are so popular. What better way to influence a world than to have complete and total control over a character? There is one game that demonstrates the ability to control a character flawlessly: Super Smash Bros Melee  for the Nintendo Gamecube. Melee is a 2.5d fighting game where the goal is to knock your opponent off the stage. The Smash Brothers world does not adhere to real world physics. It more closely resembles a child's playtime with toys: characters are thrown around, launched, and can "defy gravity" through the child's hand and imagination. The Physics in the world of Super Smash Bros Melee is fundamentally different from our world due to the addition of one omnipresent, supernat...

Physics in an Animation Universe Outline

Physics of smash bros Intro : Super Smash Bros Melee (2001) Basic concept: smash is a 2.5d fighting game where the goal is to knock your opponent off the stage. Instead of a traditional HP bar, smash keeps track of damage through a percentage bar, where the higher the percent, the farther they will go when they get hit. The world of smash bros is similar to ours with the exception of one additional, omnipresent, supernatural force that alters many of the physics of the world: that of the player’s controller. P1: Double jumping and most “recovery moves”: Players have the ability to jump a second time in mid air, usually illustrated through some sort of flip the character will perform, increasing vertical displacement while still in the air, despite the fact that it’s not physically possible P2: Fast falling, L cancelling, and wavedashing: player control over gravity Not only can the player control the height of the jump, but also the speed at which they fa...