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Saturday, February 21, 2009
Temasek Junior College 2009 WOW! Attachment – 2D Animation Course (SP)
Analysis/Report of Video Clips & Traditional vs Flash Animation
Written by Denise Wong


Since early days, Man has always been intrigued by motion, and has always tried to capture a sense of motion in their art. This interest in motion art is said to be beginnings of traditional 2d animation. Such art first came from the Egyptians, on their wall decorations circa around 2000 B.C, where, by using successive panels, they depicted the actions of two wrestlers in a variety of holds. Another example comes from the famous Renaissance artist Leonardo Da Vinci, in his study for ‘The Last Supper’, one of his most famous art pieces aside from Mona Lisa, where he sketched many muscled males, with their arms and shoulders in different positions, as preparatory sketches.

The predecessors of traditional animation however, first appeared in the form of the thaumatrope, invented by Frenchman Paul Rogert in 1824. The thaumatrope was a disc where on both sides, two different images were painted, e.g., a bird and a cage. There would be a string attached to both sides, and when the disc was twirled, it would create an illusion that the bird was in the cage. Three other similar inventions followed the thaumatrope – the phenakistoscope created by Joseph Plateau, the zoetrope by Pierre Desvignes and the praxinoscope by French scientist Charles-Emile Reynaud, in 1831, 1834 and 1877 respectively. The phenakistoscope was a circular card with slits around the edge, where the viewer sees a progression of images that results in a moving object by holding the card up to a mirror and peering through the slit as the card whirls. The zoetrope worked on the same fundamentals, but Desvignes placed the card in a drum like wheel which whirled around a spindle instead. The praxinoscope was simply a more complicated version of the zoetrope; however the viewer looked at a mirror which reflected the spinning pictures rather then looking through slits at the top of the drum, hence obtaining a clearer image.

Traditional animation began from the flipbook, patented by John Barns Linnet in 1868 and improved upon by Herman Casler in the form of the Mutoscope in 1894. Thomas A. Edison and a few other’s (including Herman Casler) work on the motion camera and projector revolutionized cartoon drawings, and provided the first practical means of making animation. The first animated picture film ‘Humorous Phases of Funny Faces’ came from J. Stuart Blackton, where a cartoonist drew faces on a chalkboard and they apparently came to life. Many consider Disney to be the ‘creator’ of animated feature films – Snow White and the Seven Dwarfs, which was released in 1937. Before Snow White however, there were previously released films, the first being El Apostol, made in 1917 by Quirino Cristiani from Argentina.

In retrospect, Disney was the first to use Technicolor and also the first successful animation studio within the English-speaking world – Flowers and Trees (1932), which won and academy award, and Disney studios still remains to be one of the most successful animation studios to date. With the introduction of computers and CGI (computer-generated imagery) animation, again picture films underwent reform. Today, many feature films have animation incorporated into them for special effects. Again Disney led the reform; their collaboration with Pixar to produce Toy Story became the first full length feature film animated entirely on computers with its release in 1995. Yet another example of a film that relies heavily on CGI animation is George Lucas’s creation – Star Wars.

In comparison of the two different forms of animation – traditional 2d animation and flash animation, there are several similarities. The two main clips being used in the analysis are Bugs Bunny: Ali Baba Bunny, and The Adventures of Billy and Mandy: Sister Grim.


Fig 1.1: Ali Baba Bunny Fig 1.2: Sister Grim

Similarities between the two are present, most importantly being the fundamental principles that both are animated upon. There are two popular set of such basic principles that most animators follow. One was created by Walt Disney, titled the 28 Principles of Animation, which can be found easily online. The other was written by John Lasseter, who listed 12 principles:
- Squash and stretch
- Timing
- Anticipation
- Staging
- Follow through action
- Overlapping action
- Straight ahead action and pose-to-pose action
- Slow in and out
- Arcs
- Exaggeration
- Secondary action
- Appeal

Other similarities include the fact that animators follow the 3 act structure:
- Act 1: Introduce the characters and setting.
- Act 2: Character encounters a conflict/obstacle.
- Act 3: Resolution

In both clips, characters are always introduced and the scene is put in perspective at the start of the clip. They always go through some form of ‘violence’ or threatening situation as well. They go through a conflict, in other words. In Ali Baba Bunny, Daffy gets sliced at by Hassan, the cave protector after he attempts to steal the treasure. Also in Sister Grim, Mandy smacks Billy after he answers her question as to whether he was sure that he saw Grim land there once they got off the bus. However, in the end of the cartoon, the conflict that the characters face is always resolved, allowing the viewer to see the outcome or consequences of the character’s actions. In Ali Baba Bunny, Bugs Bunny finds a pearl in the end after finally arriving at the beach, whereas Daffy ends up being shrunk by the genie in the magic lamp and losing all his treasure because he had disrespected it.

The differences between the two are that one, traditional 2d animation has more detail, being that it is easier to draw and sketch using pencil and paper rather then on vector animation software. Hence, the shapes used to create characters in Sister Grim are also more simplistic, in order to make it easier to animate the character in the software, unlike in Ali Baba Bunny, where there is a scene with where daffy jumps into a large pile of jewels and coins that are definitely easier to animate on paper.

In addition, there are more acerbic personalities in recent cartoons, highlighting the social/behavioural change in children, who are interested by sarcastic wit and sometimes even blood and gore, as seen from the popularity of Happy Three Friends, which are a series of short clips that usually end in the character spilling bodily parts and blood all over the scene. Yet another example is South Park, where the character Kenny is killed in almost every episode. Such animations merely seem like the animator stringing together a series of gags or jokes to create a series. Conversely, in traditional 2d animation clips which Warner Brothers’ Looney Tunes is most famous for, the animators are more reserved. While the cartoon characters get hit or squashed once in awhile, there is never any blood or gore in the scene. Take for example in Ali Baba Bunny, where Hassan swings his sword at Daffy, only his hat splits, but there is no usage of blood or gore.

Furthermore, the colours and contrast used in traditional animation (e.g. Looney Tunes, Tom & Jerry) are also less fluorescent then their modern day counter parts like Dexter, Powerpuff Girls. Traditional animation produces graphics that are usually slightly blurrier or are of a lower quality (in terms of image sharpness) than flash animations. Daffy wags his tongue in the clip Ali Baba Bunny, and when he does, one can actually see the different frames used to create the scene, the two key frames being Daffy’s tongue on the extreme left/right of his mouth. In Sister Grim, I have observed no such flaw, the image quality is sharp and clear, and the lines used are thicker as well, as compared to Ali Baba Bunny; the characters in Sister Grim are given a firm outline, and . This seems to be the main differentiating characteristic in modern and traditional animation; in both Dexter and Powerpuff Girls the lines used to draw the characters are also bolder and the colour contrast is also more, as compared to Looney Tunes cartoons or even Tom and Jerry.

Although there are simple applications for making animated GIFs and highly sophisticated applications for making 2D or even 3D animations, according to online surveys and figures from the company, Macromedia Flash is currently the most popular animation tool used. Relatively inexpensive and relatively easy to learn (or, at least, to learn the basics), Flash allows animators to combine text, image, sound, and video in a single clip. As a vector-animation tool, Flash defines shapes via mathematical expressions and thus provides smaller file sizes, and because of the relatively quick download time of Flash movies, Flash has become synonymous with animation on the Web.

Macromedia estimates that there are over 500,000 Flash developers and that the Flash player has been installed on more than 97% of Internet-enabled desktops. For some theorists, Flash has come to define new media and is the most common software that most animators use. Lev Manovich, for example, uses the term “Flash generation” to refer more broadly to the “cultural sensibility of a new generation” of software artists, designers, and developers who may be using Flash or who may be using other tools, such as Director, QuickTime, or DHTML. Manovich and Anna Munster have offered definitions of a “Flash aesthetic,” again using Flash to refer to a range of applications being used to create new media and software art.

Flash was originally developed in the mid- 1990’s by Jonathan Gay (currently Vice President for Technology at Macromedia). As Gay describes it in “The History of Flash,” he and a few colleagues created a graphics program called SmartSketch that was designed to work with pen computers (portable computers that you could write on with an electronic pen). While pen computing never quite took off, the advent of the Internet and the Web created a market for a 2-D animation program, and so Gay and his colleagues modified SmartSketch to include animation capabilities. The resulting program, which they called FutureSplash Animator, was sold to Macromedia in the fall of 1996.

Traditional 2D animation done on the flipbook or the Mutoscope requires the animator to draw each and every frame, and the tedium of going through other processes like redrawing the final copy of drawings onto clear films and painting in the colour etc. becomes a problem as to the usage of money to create the film. Consequently, traditional 2D/flipbook animation is no longer a viable option of animation studios to use. Moreover, CGI animations allow the addition of special effects and it also simplifies the process of producing the film, as everything can be done in the computer itself, hence saving the company a lot of resources such as money and manpower. Granted that the animator has to pick up more roles as compared to olden times, nevertheless, our society is an ever changing one, and standards and expectations will undoubtedly have to rise and progress. Besides, with companies constantly trying to better and outdo each other, it is to be expected that animation will no longer remain the same but continue to advance as well, changing with the times in order to keep up to current demands and trends.

In conclusion, it is no wonder that companies prefer to use Flash animations nowadays as compared to traditional drawn animation, since it saves them plenty of resources like money, props, cameras, film reels, and manpower. Most important amongst these resources is time, as time is considered on of the most invaluable thing in our society.

As the famous maxim goes, ‘Time is money.’


/copyright: work of -theKNEES. /2009.
--Mary HAD a little lamb--
9:07 AM

In essence, this animation course has taught me much about digital animation and I have no qualms about the fact that I will continue to do as such, hopefully to learn more in order to create more complex, natural and smooth animations, albeit the fact that I’ll probably not be using the TAB but rather FLASH or other easier animation software that might be up on the Net.

/reflections of -theKNEES.

--Mary HAD a little lamb--
9:06 AM


Friday, February 20, 2009

A Twist of Fate / Final Group Project


10. Group Project – Jacky

This was the major project of our attachment, and one of the modes of assessments critical for our grading as well. We were put into groups, and my group consisted of Melissa, Melvin, and myself. Mr. Ahmad then explained to us the basic frame work of a short animation like the ones he had been showing us in class as well as the other requirements for the project.

The requirements are as follows:

- Short film with a little more complicated story line then just stomping/walking
o Concept of storyboarding and model sheets
o 45-80 secs

- Act 1
o Introduce the characters and setting
o Open with establishment shot (of scene and character)
o Character can be doing something (eg: walking, drinking tea)

- Act 2
o Character encounters conflict/obstacle.
o Something that causes the character to change what he's doing

- Act 3
o Resolution
o Does the conflict get resolved?
o How is it resolved?

Initially, we thought of quite a few plots to base our clip on; however those were quickly discarded as they were either too simplistic or too complicated. Finally, we settled on a storyline where a boy watches a super hero cartoon and starts to experiment with chemicals in his lab, when suddenly his concoction explodes and afterwards he turns bald, but discover that he has superpowers – the power of flight/levitation and superhuman strength.

He then begins to lust for money, and using his superpowers, goes to rob the National Bank. The police come after him, but they react a little too late, he flies off into the air with the moneybags. However, as the famous proverb goes ‘the good will always triumph over evil’, and he meets his unfortunate end when he is happily gloating over his success and does not look where he is headed, consequently flying into the flight path of an airplane and getting sucked into its engine turbine.

We planned out the rough storyline, which has been reproduced and included behind this journal as well, as well as the rough storyboard. After finalizing our storyboards and plot, I started working on crafting our character, which we named ‘Jacky’. A few ruffs of certain key scenes in the storyboard plus model sheets and action poses of Jacky (before and after the explosion) have also been included, in addition to a second character that I had initially created but one which we had decided not to use.

Other sketches like a ruff of the character’s walk cycle have also been added in, before I started to transfer and touch up Jacky on the TAB software. Meanwhile, Melvin and Melissa started working on the backgrounds of each scene, while I drew out the different poses of Jacky and added them into each scene after they were done. The most complicated and tedious thing about the whole process was actually putting the entire clip together, since we realised that they keys we used to position certain backdrops were not locked onto the frames and we had no way of doing so as well, hence we had to manually shift them every time we moved a frame or level of animation.

Another issue was the arrangement of frames. While arranging the backdrops, we had forgotten to add in extra clean frames so that the animation would be smooth flowing, hence creating more trouble for ourselves when we wanted to add in more frames, having to shift all 16 or 17 levels one by one and then repositioning the keys and running though the animation over and over to make sure that we had gotten the placing of each key right.

Yet another complication to the Jacky project was that I could not always reproduce the exact same face for Jacky, and I think that the changes in his facial features were quite prominent in the clip. You see, I am more of a still picture cartoonist. I may have a slight flair for drawing stills, but when it comes to reproducing the same face or picture over and over, therein lays my weakness. No matter how much I try to redraw Jacky’s face or a certain body posture of his, it comes out different each time, which frustrated me to no end, since consistency of the character was one of the basic principles of animation, be it digital or traditional, two dimensional or three dimensional.

Nevertheless, we managed to complete the clip even though we had some problems with the exporting, and then we submitted it to Mr. Ahmad before finally washing our hands off of the TAB software. I think that over the last three weeks, most of us had countless complaints and bones to pick with the software, which we felt was quite a pain to animate on as compared to FLASH(for those of us who had tried our hand at FLASH animations anyway).

/reflections of -theKNEES.

--Mary HAD a little lamb--
8:27 AM



Walk cycle + Character + Multiplane effect

9. Multiplane Camera

I had already used this effect in my previous animation coined ‘Animal Cruelty’, but at the time I did not know that it was termed as such. I had used the tool to move the bus across the screen and the nymph as well. In the lesson where Mr. Ahmad touched on this tool, he showed us a clip of how traditional animators from Disney invented such a tool to create the effect of the background moving in a certain direction.

Cartoonists first drew the different layers of grounds on paper, before artists transfer these drawings onto glass sheets and colour them in as well. These planes of glass are then mounted on a contraption that had rotating handles to move the different layers (up to seven layers), and then shot under a vertical and moveable camera, hence creating a three dimensional effect due to an illusion of depth by having the layers of artwork moving at different speeds – the further away from the camera, the slower the speed. The multiplane effect is otherwise known as a parallax process.

Our subsequent task after mastering this effect was to put our character with its stationary walk cycle in, so that combined with the multiplane effect, it would give viewers an illusion that our character was actually walking across the screen. However, I experienced some troubles. Everytime I attempted to open the file that I had saved of my walk cycle, my tablet would hang, and even crash, countless times. Frustrated, I decided to redraw the entire walk cycle with a new character. After that, everything went quite smoothly and I managed to complete the multiplane with no further disruptions.

/reflections of -theKNEES.

--Mary HAD a little lamb--
8:17 AM

Animal Cruelty / Stomping


8. Stomping

Once done with the walk cycle and the basics of picking up an item, we moved on to ‘stomping’. For me, stomping was much easier to manage than the walk cycle, especially after all the ruffs’ that I had drawn; I could compare and roughly estimate how high the character’s knee should be lifted. The only issue with the character was the positioning of the motion arc and how far back the character should lean and compress so as to create a stomping effect, to include some impact when the foot stomps down without drawing any impact lines.

We were then told that we were required to create another short ‘storyline’ out of the stomping character. The plot I crafted for this animation I called ‘Animal Cruelty’ was simple – the character was waiting at the bus stop, and got bored. The bus came and passed, but it was not the one he was waiting for, and impatiently he started whistling and tapping his feet. Meanwhile, a nymph runs out from the right side of the scene, and the character shows signs of shock, before raising his foot to stomp on the nymph and in the process killing it.

/reflections of -theKNEES.

--Mary HAD a little lamb--
8:11 AM

7. Picking up an object

After the walk cycle, Mr. Ahmad taught us the basic poses behind the act of picking up an object. He chose to use an arm(stick arm of course, for simplicity’s sake) picking up a ball for example, and after demonstrating a few key poses and reminding us about making the joint action believable, encouraged us to draw it out on paper and try it on TAB. Regrettably, the file seems to have gone missing-in-action; however I have included the sketches that I have done on paper in the WOW file.


I'll scan and upload them here soon.


/reflections of -theKNEES.
--Mary HAD a little lamb--
8:05 AM

Walk Cycle / Walking Chibi


6. Walk Cycle


During class, we started on the next exercise, which was a ‘walk cycle’, one where the character walks on the spot. We were to design our own characters, as long as it was not a stick person and have arms and legs of flesh, so as to raise the standards of our animation. However, in class, we first started out with drawing stick figures, just to get the basics right and for Mr. Ahmad to check and verify that we were on the right track, before we were given green light to go ahead with the homework assignment.

I created my character along the lines of what Japanese animators/artists would call ‘chibi’. A rough translation of chibi would mean ‘short person’, or ‘small child’. In my case, I initially created a stunted character. Afterwards, I realised that it was difficult to animate my character because of his short legs, and lengthened them. In other words, what was initially a chibi character turned out to be a manga character instead, since I had to lengthen his legs for easier animating.

The walk cycle done with the character was not as easy as the stick figure one we started out with; there was the concept of volume and positioning of limbs and joints to consider. We had to estimate the rough angle, height and how far out the knee cap should go, as well as how high it should be raised for the walk cycle to look natural. It took me quite a number of tries before I managed to get a satisfactory set of ‘ruffs’ (rough sketches), and many more touch-ups before I produced a believable walk cycle.

/reflections of -theKNEES.

--Mary HAD a little lamb--
8:05 AM

5. SP Open House

The following week, we attended the SP Open House, going around looking at exhibits done by the students from all years. The unfortunate thing was, we did not realize that we were stuck at the School of Engineering the whole time, and we were quite bored. It was our first time there, hence we were ignorant, until we decided to go on the tour and our tour guide told us that the School of Digital Media and Infocomm was elsewhere. After going around the School of Digital Media and Infocomm for a short while, the time for our classes came.


/reflections of -theKNEES.

--Mary HAD a little lamb--
8:01 AM

Bouncing Ball Basic Exercise

3. Rolling/Bouncing Ball

In the first week, we were given two basic exercises for practice on giving an object a natural feel to it when using animation by our external mentor Mr. Ahmad during class, better known as the ‘rolling ball exercise’, and the ‘bouncing ball exercise’. These two seemingly easy to accomplish animations were not as simple as we thought. The two exercises also taught us a few basic rules in 2D animation, which in fact also applies to all other kinds of animation. These rules are:
- Squash and Stretch
- Acceleration and Deceleration
- Variation of height of a falling object
- The slightly different trajectories for the bounces of a ball

/reflections of -theKNEES.

--Mary HAD a little lamb--
7:58 AM



Rolling Ball Basic Exercise

3. Rolling/Bouncing Ball

In the first week, we were given two basic exercises for practice on giving an object a natural feel to it when using animation by our external mentor Mr. Ahmad during class, better known as the ‘rolling ball exercise’, and the ‘bouncing ball exercise’. These two seemingly easy to accomplish animations were not as simple as we thought. The two exercises also taught us a few basic rules in 2D animation, which in fact also applies to all other kinds of animation. These rules are:
- Squash and Stretch
- Acceleration and Deceleration
- Variation of height of a falling object
- The slightly different trajectories for the bounces of a ball

/reflections of -theKNEES.

--Mary HAD a little lamb--
7:53 AM


Jump Cycle / Box Cartoon


4. Box Cartoon

He also assigned us another simple task as homework, which was to make a rectangular shape/box jump over a break in the ground, better yet known amongst us as the ‘box cartoon’. Mr. Ahmad showed us his work as an example, and gave us free rein to do any kind of box we wished, as long as it jumped across a break in the ground. However, he did remind us to keep it simple, since we were only just starting out and some of us were slightly ambitious.

I ended up drawing a whole film/cartoon strip, where the box ran towards a river and jumped across it, and while it was jumping across, a piranha jumped up and tried to take a bite out of it, but failed. After which, the box jumped up and down in glee, before turning to walk forward, not looking at the ground and in the process, tripping over a pebble and falling flat on its ‘face’; the scene ending with a ‘SPLAT’ bubble splashed across the screen.

Mr. Ahmad mentioned that it was not a bad idea, though my animation was sometimes too jerky, and in other times, too smooth. In other words, there were issues with the timing of my animation such as the rate of number of frames per second, in addition to being able to judge the number of in-between frames needed for each key frame.

/reflections of -theKNEES.

--Mary HAD a little lamb--
7:44 AM

TJ School Badge + Road Run simple Logo Animation Ad.

In addition, as one of the three Sports Captains of the 16th Delta House Committee, I decided to use the school badge to create something of relevance to my position. One of my commitments was the 2009 Annual Road Run, and I attempted to make a simple logo animation from the TJ school badge to advertise it, unfortunately I did not get to use it as an ad for the new J1 students to join Road Run since I deemed it unsatisfactory and simplistic.

/reflections of -theKNEES.

--Mary HAD a little lamb--
7:43 AM


Temasek School Badge Logo Animation

The other assignment, creating the School badge, was simpler, the shapes were basic plus the color tones were also easy to achieve. I used the line drawing tool to first create the stem of the ‘mushroom’ shaped ‘T’ then used the editing tools to pull out the straight line to form the curved edges. Finally, all I had to do was fill in the colours of the school badge. Mission accomplished!

/reflections of -theKNEES.

--Mary HAD a little lamb--
7:32 AM


Temasek Academy Logo Animation


2
. TA Logo & School Badge

We were also assigned two simple tasks by our teacher-mentor Mr. Heng, to recreate/draw the Temasek Academy Logo and the School Badge using the TAB software. The rest of my first day was spent trying to get the right proportions and drawing, erasing and redrawing the TA logo.

The tough part of the TA Logo was getting the right shade of green for the bottom part, which unfortunately I still have not achieved, since I modeled the logo after the one on the TA polo shirt, which is stitched on with glossy thread.

/reflections of -theKNEES.

--Mary HAD a little lamb--
7:27 AM

1. Introduction to the TAB 3.0

After the morning briefing by Mrs. Loke and the various teachers in charge, I first collected the payment for the files while Mr. Heng collected the cheques. After which, two of the guys (Melvin and Justin), went down to the stage to collect the files for the people in our attachment. Mr. Heng, our tutor-mentor, then brought us to the art room, where he showed us a few of the better WOW files that he had compiled from the previous batches.

As the external vendor, Mr. Ahmad from Singapore Polytechnic could not make it down to college for the first day, he emailed us with instructions. In the email, we were told to download the software and familiarize ourselves with it. The programme we were going to learn to use for the next three weeks was called ‘the TAB 3.0 Pro’, and though it seemed simple enough to use, in actual fact, it was not.

It took me two hours to go through the user’s guide, and even then, being new to the software, I was still a little clueless, as I’m more of a hands-on person. After that, again it took me another two hours playing around with the software at home before I could get the basics of it, and also, on the next day (Tuesday), a little help from Rachel, a fellow classmate, in answering my question as to how to add another level for the colour palette.

/reflections of -theKNEES.

--Mary HAD a little lamb--
7:20 AM

M2D Animator Quizzes!
How many frames are there in a single second of animation?
16 frames per second
24 frames per second
12 frames per second
32 frames per second
20 frames per second







Okay, that's the basic. Try and make an intelligent guess ;) Don't go google-ing it haha.
--Mary HAD a little lamb--
7:08 AM


Monday, February 16, 2009
testing.
--Mary HAD a little lamb--
5:38 AM

Animators!
Denise Wong aka
'-theKNEES.'
- blogadministrator

Melvin Lim
Melissa Fok

Temasek Academy 2009 WOW! Attachment

We are Year 3 Temasek Academy students who have just finished our attachment to Singapore Polytechnic on a 2D Animation Course in January, and this blog has been created(courtesy of Denise) for your viewing pleasure of activities and other stuff that we have done.

I hope you enjoy looking around the site and reading the reflections, and do check out our wiki page on |WetPaint|!


taggit!


quiz!
M2D Animator Quizzes!
How many frames are there in a single second of animation?
16 frames per second
24 frames per second
12 frames per second
32 frames per second
20 frames per second


links!
|WetPaint Page|


what we had!
|February 2009|


thank yous!
|slayerette|
|adobe photoshop|
|nocturnal-devil|
|imageshack|
|blogger|