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Cayden Bennett - ANP100

ANP100 - Production Blog
          Cayden Bennett
Understanding the Principles and Foundations of Animation



1. Squash and Stretch   
As seen here Road Runner is being stretched to unproportionate sizes to show the audience just how fast he is running and the faster her goes the more stretched he becomes.




2. Timing 
Wiley is currently stuck in a suspended animation right after the tip of the cliff broke while he was holding onto it and with the melancholy expression on his face he knows what is about happen. The timing allows the audience to see what is happening before he plummets to his doom.





3. Secondary Action 


Wiley gets spooked here by roadrunner and proceeds to get launched into the upper stratosphere. The secondary action to show the severity of the first action is the puff of dust he left behind and the knife and fork being left in the air.




4. Follow through   5.Appeal
As we can see Roadrunner's body has left the frame while his neck and head are trailing behind and we proceed to do a follow through animation trailing after the rest of himself.
We can also see that he took great enjoyment from that as the smug smile on his face which is appealing to everyone.



6. Staging
This frame has been staged so that the presentation of the dish has pulled in the focus and the gaze of the viewers.








ASSESSMENT 1
                           
Thoughts I had while animating Cubey besides "WHY DID HOUDINI CRASH DAMMIT". Animating Cubey was very interesting and confusing to learn but very fun after I got the hang of it. In the beginning I made Cubey do a backflip and trying to make it all look natural which was an interesting concept to think about when animating a cube. Thinking about Squash and stretch and follow through and all the other animation principles which were used. One of the difficulties I had was Keyframing the camera to follow Cubey when he moved so the render had all of Cubey's movements and making sure there was enough light to make him look appealing and while also making the lighting bright enough so he could be seen in the Final Render.
ASSESSMENT 2 Blog

My first trial for my procedural animation was trying to create a portal out of the movie Doctor Strange by using a lot of Attribute Wrangle Nodes for the shading, particles and the movement of it spinning in a circle.
When exporting this render for my first attempt the AVI file looked perfectly fine but when imported into premiere pro to convert it into a MP4 the video looked vastly different to its AVI counterpart.

AVI file:
MP4 file:
For some unknown reason the file didn't like that there was just VOID behind the portal so it didn't want to add the particles and colour. I accidentally found out about this when I was using a different render of the portal with a car going through it.
You can see that the portal looked normal when parts of the cars geometry were behind it which still confuse me I have no clue why it looks different when there is geometry behind it compared to when there is nothing at all but I slapped some walls around the place and fixed that problem.
My first attempt at making the car disappear was a success using the masking tool in premiere pro to mask 2 clips on top of each other to get the desired outcome of what looks to be a car disappearing through a portal. Now for my final render I wanted it to be from the cars point of view as well so I slapped a camera in and proceeded to copy the "Z" parameters of the car and paste the relative information into the cameras "Z" parameters and voila camera was welded to the car and looked steady. The last thing to do was render it all which only took 12 and a half hours and then splice some clips together and mask them in premiere pro to get THE FINAL PRODUCT.
Assessment 3 Blog
The main issue I had with this assessment was that when I added the "fracture perm node" to any RBD hero object it would only break the first object I added the fracture node to and the other objects wouldn't break. Same with any pyro FX when I had more than 2 explosions it would only simulate one of them and the other explosion wouldn't work so it would not let me have multiple explosions running at the same time. Getting karma to work was an interesting experience while also rendering to EXR files instead of previewing in MPlay. Also using the Image sequence tool in premiere pro with the EXR files was easier than I expected when I only had to import the first frame and the image sequence tool did it all for me.
Cayden Bennett - ANP100
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Cayden Bennett - ANP100

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