Sunday, 11 May 2014

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.




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