So far, I have worked with After Effects, Animate, and Premiere. All of them are motion-based applications by Adobe. After Effects and Premiere has a pretty similar layout. Both of them has the timeline located at the bottom right of the screen. You can import your assets and find them in a box to the left of the timeline on both applications. It was pretty easy for me to get used to the layout of both programs since I've messed around with other video editing software like Camtasia and Hitfilm. Animate was kind of like Illustrator except there is a timeline located at the top. I would say that Animate is more vector based, and After Effects and Premiere is more like a video editor. I still have not explored much of the tabs in Premiere. As of now, I know where my imported assets are located, where the timeline is (obviously), and where the effect controls are. After Effects and Premiere layout will probably be easy for me to get used to. It does not seem too complicated for me since this extremely similar to a video editing software that I use for fun, which is Hitfilm. Switching around from After Effects to Premiere would not be any problems at all. In a nutshell:
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I'm going to be honest here, this unit overall is pretty agonizing for me. Starting off Animation for my Game Design class, I had to create a ball animation that lasted for ten seconds. It sounds pretty easy until I have to create 120 cels and then edit them one by one. It's still quite easy but it is also a tedious process. This first activity was okay, I was somewhat happy with what I've created. The next activity is all about me. I have to use Adobe After Effects to make a twenty seconds long video about myself. I actually enjoy this one more than anything else because I get to use Adobe After Effects (Video Editing) and it's much less time consuming than the first activity. The last activity of this unit is what destroyed my experience the most. I have to create a gif of a monster eating a blob in Adobe Animate a.k.a. Macromedia Flash. Making the sketch, and drawing out the monster's parts was fine and simple but getting to animate is what pains me the most. Getting the monster's mouth to work was a pain. After adding the shape tween, the mouth would just fold into itself and rotate as it's going to the 15 frame. The shape hints did not help to solve the problem. The monster's teeth also have the same problem. I still haven't finished this activity completely.
The most important things I learned from this unit is that
Whenever a player goes afk or leaves a game alone for a bit, idle animations will be triggered. Idle animations are easy to overlook and they are overlooked by many players. Idle animations are subtle in building characters if they are done well. Like many players, I myself often overlook idle animations but whenever it is triggered, it stays in my head for a while. Warframe is my probably my favourite one and I am going to focusing on Volt's idle animation, specifically his Agile idle animation. When Volt is idling without any weapons at all, Volt will spread his arms out and releases electricity around himself. This idle animation really fits with the frame (Warframe's battle armor, the player) since Volt's abilities consist of shocking enemies and electrical devices in the map, and nuking everything with electricity. Volt's ultimate has an extremely huge area of effect. This idle animation also reminds me of Starkiller from Star Wars: The Force Unleashed. I didn't choose the Noble variant of the animation because it shows too much movement for an idle animation. In the Noble variant, Volt steps forward, spread his legs apart, and pushes one arm out while releasing electricity from his palms. The Agile variant of the animation appeals more to me since the pose is quite similar to his nuking abilities. It's like a reminder of what he is capable of doing. The Agile idle animation variant also shows little sparkles surrounding both of his arms before the electricity released. Pretty much:
Sources:
Couture, Joel. “What Makes a Great Idle Animation? Devs Share Their Favorites.” Gamasutra: The Art & Business of Making Games, gamasutra.com/view/news/318163/What_makes_a_great_idle_animation_Devs_share_their_favorites.php. “Idle Animations.” WARFRAME Wiki, warframe.fandom.com/wiki/Idle_Animation |
AuthorHi, I'm Thanakorn. This is my blog where I reflect on my work from Game Design :) Archives
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