Altairsheir
12 Principles of Animation
I won't be using all 12 principles for my animation.
Squash and stretch will be necessary for the bow in my animation, as it requires to stretch to great lengths to emphasise how tough and rubbery it is, thus causing Grim to become frustrated.
Anticipation is necessary to bring realism, without it the animation will look robotic. I will be trying to bring anticipation into the movement of the bow as well as the sleeves of the robe when Grim is moving his arm. Without it, the bow and sleeves will look solid and take away from the illusion they are in fact material.
Pose to pose will be used instead of straight ahead action, as it will save time and pose to pose is better for dramatic scenes, or showing large emotions such as frustration in my case.
Overlapping movement is essential to bring more realism to it, as characters are constantly moving separate body parts. In the case of Grim, his hands and head will be moving at the same time but at different rates of speeds, such as one hand will slowly rise up to take the bow from the other hand, which will be moving quickly trying to flick the bow from itself, this will be combined with secondary actions.
Follow through will be used on the sleeves as well as the bow to bring realism to it, as when the arm moves, the sleeve will continue to move on from the momentum of movement. Same can be said of the bow when being moved on top of the present.
Arcs will naturally be apparent due to the nature of the rig and model.
I will try to exaggerate movements to emphasise the frustration of Grim, in body movements and facial too.
12 Principles of Animation
I won't be using all 12 principles for my animation.
Squash and stretch will be necessary for the bow in my animation, as it requires to stretch to great lengths to emphasise how tough and rubbery it is, thus causing Grim to become frustrated.
Anticipation is necessary to bring realism, without it the animation will look robotic. I will be trying to bring anticipation into the movement of the bow as well as the sleeves of the robe when Grim is moving his arm. Without it, the bow and sleeves will look solid and take away from the illusion they are in fact material.
Pose to pose will be used instead of straight ahead action, as it will save time and pose to pose is better for dramatic scenes, or showing large emotions such as frustration in my case.
Overlapping movement is essential to bring more realism to it, as characters are constantly moving separate body parts. In the case of Grim, his hands and head will be moving at the same time but at different rates of speeds, such as one hand will slowly rise up to take the bow from the other hand, which will be moving quickly trying to flick the bow from itself, this will be combined with secondary actions.
Follow through will be used on the sleeves as well as the bow to bring realism to it, as when the arm moves, the sleeve will continue to move on from the momentum of movement. Same can be said of the bow when being moved on top of the present.
Arcs will naturally be apparent due to the nature of the rig and model.
I will try to exaggerate movements to emphasise the frustration of Grim, in body movements and facial too.