The H264 version of the final version.
Monday, February 21, 2011
Monday, February 14, 2011
1st half of final rough draft
There was a change in plans, and the final project will be done all in Blender.
For this piece though, the main change is in both a certain aspect of the sound (in terms of the voices (they were edited to sound more distorted)), and the other change, so far, to the added amount of frames that it takes for most of the expanding parts of the sphere to get back to the sphere after they've shot out.
But, in terms of the final-final- there's going to be more extending of parts after the 1st 20 second mark, and probably some texture/material add-ons. Along with staying to the idea of once the sphere moves out of the box - then it is free to extend in whatever directions, while being in the box, previously, kept it from being massively able to expand.
Tuesday, February 8, 2011
Expanding and Contracting
1. A 'cause and effect' situation would be one thing that would tie these two words together. That is considering if one is using the definition of contracting in terms of talking about an illness/disease. The contracting effect would be from the expanding of the illness/disease.
2. Another way that these two words relate is simply that they're opposite of each other. Expanding is growing larger, or spreading out, or increasing in a number of ways. Contracting is saying that something is getting smaller, shrinking, or reducing.
3 One other way is that a person usually thinks that one will happen after the other. Like in how something breathes. There's an expansion to draw in a breath, and then contraction as the lungs, or whichever, lets air back out.
2. Another way that these two words relate is simply that they're opposite of each other. Expanding is growing larger, or spreading out, or increasing in a number of ways. Contracting is saying that something is getting smaller, shrinking, or reducing.
3 One other way is that a person usually thinks that one will happen after the other. Like in how something breathes. There's an expansion to draw in a breath, and then contraction as the lungs, or whichever, lets air back out.
Monday, February 7, 2011
Re-post of 1st half of animated storyboard.
Reposting another version of the video since I just reworked something on it, and it looks less 'glitchy' than the other one I'd posted before it.
Notes: I used 'Doll's Polyphony' from the Akira OST (the weird voices in the background) as more of a timing device for when things should look like they're trying to get out of the sphere.
Also: The poor, and somewhat glitchy look of the video is due to Blender and Flash both deciding to not work on certain parts, and instead either crashing or just not working right
Notes: I used 'Doll's Polyphony' from the Akira OST (the weird voices in the background) as more of a timing device for when things should look like they're trying to get out of the sphere.
Also: The poor, and somewhat glitchy look of the video is due to Blender and Flash both deciding to not work on certain parts, and instead either crashing or just not working right
First half of animated storyboard (with sound)
Notes: I used 'Doll's Polyphony' from the Akira OST (the weird voices in the background) as more of a timing device for when things should look like they're trying to get out of the sphere.
Also: The poor, and somewhat glitchy look of the video is due to Blender and Flash both deciding to not work on certain parts, and instead either crashing or just not working right.
Friday, February 4, 2011
Wednesday, February 2, 2011
12 principles
1) Squash and Stretch: This concept, especially for stretching, has a direct influence in giving the idea that the hand is expanding as it stretches outwards through parts of the animation.
2) Anticipation: The anticipation, at the start of the animation, could be presented in having the audience wondering why there's a random hand floating, and what it's going to do. The second half of the animation could have the watcher/audience wondering the hand is going to do after it has crash-landed in the area outside of the box.
3) Staging: This will be used in setting up the idea, aside from the use of camera angles, to give an illusion that the hand is expanding along with a bit of 'breaking the 4th wall' to make the audience think that the hand is trying to get the camera(though, this bit is mainly in the 1st half of the animation).
4) Straight ahead action and pose to pose: 'Straight ahead action' is mainly being used in the 2nd part of the animation, even though there is some of the princinple of 'pose to pose' weaved throughout it. The 1st half of the animation is mainly using 'pose to pose' since it will be in 3D.
5) Follow through and overlapping: Both of these are used and will be apparent in the hands movement, particularly when, for example, the main part of the hand that's connected to all the fingers moves up first, and the fingers follow it's movement however long afterwards.
6) Slow in and slow out: This is used a lot throughout, especially in the first half, since there are more camera angles in the 1st half, and there be enough time used to let the audience, kind of, on what's going on.
7) Arcs: There are arcs present in the hand when it is 'looking around' for the camera, and the it is shooting out the box at the end of 1st half of the animation, and leading into the hand crashing in the land outside of the box.
8) Secondary action: While not present in some of the storyboard, the hand is going to be kind of jittery, or twitching slightly in certain parts to add to the movement.
9) Timing: This is, or is going to be more present in keying up the motion to the sound, and in adding more to the movement of the hand.
10) Exaggeration: Most of the 2nd half of the animation is using exaggeration in lighting, and basically in terms of the object, itself. There might be a bit of exaggeration, in terms of movement and some lighting in the 1st half to make the hand seem intimidating.
11) Solid drawing: This is apparent throughout the entire animation to give the hand-object a sense of volume of shape.
12) Appeal: Depending on how the audience views it- the hand-object can have an appeal to it in various ways.
2) Anticipation: The anticipation, at the start of the animation, could be presented in having the audience wondering why there's a random hand floating, and what it's going to do. The second half of the animation could have the watcher/audience wondering the hand is going to do after it has crash-landed in the area outside of the box.
3) Staging: This will be used in setting up the idea, aside from the use of camera angles, to give an illusion that the hand is expanding along with a bit of 'breaking the 4th wall' to make the audience think that the hand is trying to get the camera(though, this bit is mainly in the 1st half of the animation).
4) Straight ahead action and pose to pose: 'Straight ahead action' is mainly being used in the 2nd part of the animation, even though there is some of the princinple of 'pose to pose' weaved throughout it. The 1st half of the animation is mainly using 'pose to pose' since it will be in 3D.
5) Follow through and overlapping: Both of these are used and will be apparent in the hands movement, particularly when, for example, the main part of the hand that's connected to all the fingers moves up first, and the fingers follow it's movement however long afterwards.
6) Slow in and slow out: This is used a lot throughout, especially in the first half, since there are more camera angles in the 1st half, and there be enough time used to let the audience, kind of, on what's going on.
7) Arcs: There are arcs present in the hand when it is 'looking around' for the camera, and the it is shooting out the box at the end of 1st half of the animation, and leading into the hand crashing in the land outside of the box.
8) Secondary action: While not present in some of the storyboard, the hand is going to be kind of jittery, or twitching slightly in certain parts to add to the movement.
9) Timing: This is, or is going to be more present in keying up the motion to the sound, and in adding more to the movement of the hand.
10) Exaggeration: Most of the 2nd half of the animation is using exaggeration in lighting, and basically in terms of the object, itself. There might be a bit of exaggeration, in terms of movement and some lighting in the 1st half to make the hand seem intimidating.
11) Solid drawing: This is apparent throughout the entire animation to give the hand-object a sense of volume of shape.
12) Appeal: Depending on how the audience views it- the hand-object can have an appeal to it in various ways.
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