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Monday, 28 October 2019

12 Principles of Animation: Arcs

Arcs involve easy ease spacing, as there are more frames as the object begins to curve, and less as it accelerates before slowing again.

The simplest curve to demonstrate this is a pendulum arc, which we created using traditional drawing.
As I was trying hard to mirror the movement in this arc, with an even amount of frames (12), I created a large gap in the centre point of the arc. The teachers told me that this frame was the most necessary and so, I inserted it. Though I think my animation runs smoothly, next time I will push my frames even closer together at the two ends, so there is a larger gap in the middle, for realism. I also think I will trace the centre character a little more precisely, as the tail's line work did not shake and it made the character look poorly drawn. Though, this would be easier in digital work.

The second curve, we could animate in any format, as long as the medium was not hand drawn. I have found plastercine modeling to be fun and easy to think about motion in terms of spacing. 


I chose to continue with the pokemon azurill. I think the pokéball fell too slow, though the curve itself was alright. When I did this, we had not done squash and stretch, but now that we have, I know that I should probably have squashed and stretched the pokéball a little as it touched the ground, despite it's solidarity. I also think that the fall should have been quicker (less frames). Despite, I think that the movement of the pokemon returning to the hand, and the quick and admittedly accidentally withdrawal of the hand worked very well.



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