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.

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