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
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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 Before 3D animation, 2D animation was the most popular form of animation. So what's different between these two? The most obvious difference between the two is the appearance of depth. 3D animation exists in the X, Y, & Z world. Objects can be viewed from different camera angles, they can have textures and place in the live scene or elements. You will need software like 3ds Max or Maya in order to get those 3D objects. There are many techniques involved in 3D animation such as Inverse Kinematics, Fluid Simulation, Motion Capture, Stereoscopic 3D, and etc. Two techniques that I find the most interesting is Motion Capture and Morphing. Motion capture is a technique in which a person or object movement is recorded. This technique is useful for things like facial expressions and body movements. Morphing is more common fantasy or sci-fi movies. Morphing changes an animated objects into another form in a seamless fashion. The two techniques interest me because of how it is utilized in animation. Since morphing is mainly used for non-skeletal animation, it would be a big help in capturing facial expressions. Morphing is also used for movement of leaves, clothing and etc. Motion capture would allow complex choreograph to be somewhat easily animated and with the assistant of morphing, animators could make a very realistic movements. Pretty much
Sources:
“12 Popular Techniques In 3D Animation.” Ocula, 30 Oct. 2017, www.ocula.co.uk/motion-graphics/12-popular-techniques-3d-animation/. The Different Types of Animation Styles and Techniques.” The Ultimate Resource for Video Game Design, 12 May 2018, www.gamedesigning.org/animation/different-types/. “Three Types of 3D Animation Techniques.” Zco: Top Greater Boston Mobile App Development Company, Zco Corporation, www.zco.com/blog/three-types-3d-animation-techniques/. |
AuthorHi, I'm Thanakorn. This is my blog where I reflect on my work from Game Design :) Archives
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