Wednesday, 14 May 2014

Post Two - Question/Research

Task Two

http://img2.wikia.nocookie.net/__cb20131228174426/shugochara/images/e/e0/Natsu_dragneel_render_by_annaeditions24-d6kkyky.png

Natsu
Aesthetics - As soon as you take a look at Natsu you instantly imagine Natsu as a traditional character who is very peaceful. Natsu reminds me of a Character named Goten from Dragon Ball if he was to be a bit taller. Natsu reminds of Goten  because they both wearing traditional clothing and their hair style is fairly the same. When you look at Natsu you dont really see many pointy edges to him except for his hair, this in a way tells us that Natsu is a protagonist. The tattoo on Natsu's right arm symbolizes the guild that he is in. This reminds me of the Band 'We the kings' because everyone in that band has a tattoo of a smiley face.
Colour Palette - Calming, hes wearing white and black, with warm colours such as orange and red which attracts attention.
Style - His outfit very traditional e.g. sandals, clothing.
Accessories - Wrist band, White scarf, and a belt.
Personality - Hes very active, he likes to fight, but overall hes very humble.
Motivation - His motivations are clan members, He would do anything to protect them even if hes risking his own life.

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj341sdnJhVPbUf2Wt2ysOvsDcBvgOMdJNxyztj3-hhbF8twRycrTZ2iOPm1zyh1GKNxKCVw2JXTqGElviLzqOoFmY6sdM8pSsqDwApe45ZtD9_SOiYhyK8ycsH9Rwg3bkFp7NmqEWKSwo/s2560/mirajane-strauss-satan-soul-sitri-hd-wallpaper-1920x1080.jpg
Mirajane


Aesthetics - When you first see Mirajane for the very first time you see her as an evil 'creature' from another dimension because she has unrealistic body parts with dark colours. She has very sharp edges to her e.g. hair, tail, fingers, shes even wearing heels. The way she dress's does not look like something a fighter would wear because it seems very flashy, but if we look it her clothes properly we can see that she has no wrinkles anywhere on her clothes, which means nothing will be popping out when shes fighting.
Colour Palette - Shes got very dark colours which goes really well with her character.
Style - Shes a really demonic character with her orb.
Accessories - Wrist bands which looks to be a piece of Armour
Personality - She seems like a very dark person.
Motivation - Mirajane seems like a type of character who seeks revenge from others.




http://img1.wikia.nocookie.net/__cb20110521223032/powerpuff/images/a/a1/Untitled.png

Aesthetics - Power-puffs girls are really small-like characters who doesn't so threatening. They all seem very 'childish' and 'barbie-like'. Although they look like normal animated girls they have special powers hidden inside. They're very unique because when we were kids we would grow up to watch these characters on television. The way they are drawn is like a Chibi(Japanese drawing) The massive heads and small arms and legs goes very well together.
Colour Palette - They all have bright colours 
Style - Very childish features.
Accessories - None
Personality - They seem like very nice characters.
Motivation - To protect citizens





Post One - Character Design

I gave movement an eight because i found making the animation a lot more interesting and fun, whereas with character i did not enjoy it that much.

Project Two

Sunday, 11 May 2014

Post 6 & 7 - Advanced Tools and Techniques

Task 1



Task 2

When designing my model i had used many advanced tools such as UV Mapping, Rigging, Mirroring, and so much more. But i will only be discussing two of the tools i have used.
An advanced tool that i have used when designing my animation was rigging. Rigging is pretty much just moving the bones of my model to make it feel more life-like. But before moving any bones i would have needed to add an 'armature' into my model. To do this I have centered my cursor and model in the middle of the screen then i added the first armature onto the middle of my model, I then added an arm and leg to my model, Once my mesh and an arm and leg on one side i duplicated the arm and leg and placed the 'copy' of the arm and leg on the other side of my model. By duplicating the arm and leg i was able to have equal length arms and legs. Without doing these steps i wouldn't have been able to make a walk cycle for model.

Another advanced tool that i have used was mirror. To start using mirror i had halved my cube before doing anything then i added a mirror to that side. By adding a mirror to the cube i was able to only need to focus on one side of my model, this is because anything that i do on one side it would do on the other side just like a mirror. By using mirror i was able to save time since i didn't have to worry about measurement. Once my model was looking like how i wanted it to, all i needed to do was click apply and the mirror will apply every changes that i have made onto the other side of my model.

Task 3

By using advanced tools i was able to enhance my model. Using rigging allowed me to help my model come to life by giving it features such as bones. Without using rigging i would have never been able to do a walk cycle with my model which pretty much means my model wouldn't be life-like and it would have just been a still model that cant move. Using mirror was very helpful because if i hadn't used mirror my model wouldn't have the correct measurement, which would have made my model/animation look very silly and unskillful. Using mirror also saved me a lot of time which helped improve the overall model/animation that i have done. So without using these two tools my model would have not look not the way it does now.

Task 4

Using all of the advanced tools that i have used helped me with my animation a lot. By using UV Mapping i was able to add texture and colour to my model so that it appeals to people whereas if it was colourless it would've been plain and boring therefore it would attract no attention. By using Rigging i was able to make my animation have movements instead of standing still. Using mirror was just awesome, i didnt waste any time at all trying to have even measurements. However there were a few advanced tools that i didn't use due to the lack of knowledge of how to use them. But other than that i had used every advanced tool help me make a decent model.

Post 5 - Conventions of a Digital Animation

Task 1

We used standards and conventions to help produce the outcome of our digital animation.

 For our standards we used things such as resolution. Using resolution allows us to either increase or decrease the quality of our animation depending on how we want it. But in this screenshot i have kept the resolution at 1920x1060 because it was the highest i could go and it was the preset resolution. This screenshot also shows the FPS(frames per second) that my animation will be played in. This means that when viewing my animation it will play at 24 frames per second.
This screenshot shows where our rendered image will be saved and which file it will be saved under. This means that i can choose which folder i want my rendered image to be saved in, by using this i was able to separate my side view image and my front view image.


This screenshot shows different types of files that i could have rendered my design in. For my design i had used PNG because it actually comes out a nice quality whereas if i was to render my design in JPEG it would've came out in bad quality, this is because when rendering animation JPEG is usually used for test runs.

Conventions includes 12 principles of animation. The 12 principles applies to most animations. A principle that i have used in my animation is appeal. The appeal of an animation is pretty important because it helps the viewer understand the character. For example the way that my design walks is really stiff almost robotic-like, this is because I want the viewers to know that my character is a robot.
Another convention that i used was straight ahead, pose to pose. This convention pretty much just means animating using keyframes. Although straight ahead and pose to pose are fairly similar, they're slightly different. Straight ahead means you have to have to fill in every single keyframe to how you'd like it, whereas pose to pose allows you can skip a few keyframes and it will auto fill the skipped keyframe to the next pose.

Task 2

The positive implication of adhering to standards and conventions when developing a digital media is being in full control of everything that you are doing. For example choosing which file i'd like to render my animation in. It was good that i had control of choosing which file i'd like to render my animation in because if it was to preset to JPEG and i couldn't change it, then my animation could have came out in bad quality. But since i was able to change the file type i chose PNG because it renders out in good quality which means my animation going to display in good quality.

The negative implication of adhering to standards and conventions when developing a digital media is if it's your first time trying to render an animation and you have no idea of what you're suppose to be doing then your animation could actually come out in bad quality simply by choosing the wrong file type to render in.

Task 3

The standards and conventions affect the quality of digital media outcome because it helps your animation connect with the audience. If the resolution of your animation was in bad quality then it would instantly lose your audience's attention because nowadays just about everything is in HD. Applying the 12 principles of animation is very important because if you were to screw up something in the animation could also affect the connection you are trying to make with your audience.

Task 4

The relationship between standards and conventions is that they both complement each other. Standards helps you get the resolution that you'd want it to come out in,but having a high resolution animation does not necessary you have a good animation. This is because conventions is more about the animation overall.




Sunday, 4 May 2014

Post 3 - Ethical Statement

All of the work I have submitted is my own or has been provided by my teacher.

Thursday, 13 March 2014

Post 4 - File Manangement


Task One

Assets - Assets are essential to the development of digital media because it makes it easier for the creditor to work with their design.


This Screenshot is an outline editor for all the assets that i have used in my design. Each asset is named after their icon e.g. Camera. Camera is named after the icon because if i was to name it something like 'chair' it would be confusing for me and those who are also trying to help me with the design. Each asset is sorted into different tabs so that everything is easy to find and work with.





This screenshot shows the 3D view of my design and where my assets are placed. The blue mesh is my character and all my other assets are around the blue mesh. The 2 black dots with the sparkles around it are my lamps, i have 1 lamp in the front of the mesh and 1 in the back. This is so my mesh does not have any black patches. The camera is in front of my mesh so that when i review my design it shows the front of my design not the sides or the back.





 For me to make my mesh do i walk cycle i first downloaded a file-image then converted it into an asset. To do this i have just added the file-image into Blender. I then changed to front ortho mode to line up my character with the asset that i have just added.

The timeline is a  big asset to my walk cycle because it allowed me to control how long each frame was going to be and how long i wanted it to go on for.





File Management - File management is also essential to the development of digital media because it helps you keep your files stay organised so that it is easier to access.

This is an example how i kept my files neat. Having this file neat was very effective because not only did i find what i was looking for easily but others did too.





This is another example of how i had kept my files neat. After i took a screenshot of everything that i had needed i saved them into my 'screenshots' folder then named it what i needed it to be.









Task Two


Asset management is very important. because without asset management you can easily get confused with what you're working with. In this screenshot it shows the assets in Outline Editor and 3D view. So in the Outline Editor you can see that i gave it a name after the icon. This is because without a proper name i could easily get confused with what i am working with. It also makes it easier for those who are trying to help me with my design. Giving my assets a proper name was very effective because whenever i needed help people could easily point out what was wrong and told me what to fix up. The assets in the 3D view was nicely spread out so its not so confusing when im working in 'user persp' mode.

File management is just as important as asset management because if your files are not well organised it could take a while to find what you are looking for. For example if you were to name it something completely random and saved it in a random file and your work suddenly goes wrong, you might have to start again or spend a lot of time trying to find where you saved you work.


In this screenshot it shows how to appropriately name your files. The effectiveness of appropriately naming your files is you don't spend a lot of time trying to figure out which file is which.






In this screenshot it shows how not to name your files. Because i had gave my designs random names it actually took awhile to find the up to date piece of work.