Good:
Next the infinite variety show: Aardman:
Anticipation:
Cleverly chosen music builds up certain actions throughout the animation.
Timing and motion:
The character displays certian actions when lifting dummies etc, Indicating that objects are heavy and or light.
Staging:
Next is the entire work of william shakespear in five minutes. A fan of his work will easily be able to tell which play is being portrayed.
Follow through and overlapping action:
Although the entire animation is stop motion, There is incredible attention to detail which shows that when an animation ends another one will begin before hand wheather this be the closing of a chest etc.
Slow in and out:
The animation smoothly portrays normal human movement and will casually change from fast paced animation to slow animation depending on which scene is being portrayed.
Exaggeration:
Some of the animation is exaggerated like the walking, He takes bold large steps and moves his arms up and down more than normal amongst other limbs and animations being displayed larger that usual.
Appeal:
Next is full of appealing moments such as when he's pretending to speak to one of hsi dummies. Although we can't hear and use of voice the character is moving his hands up and down as if they were talking, This works because although it's about a serious subject the animator had a sense of humour to keep the audience entertained.
Personality:
When it comes to anything produced by Aardman personality is often interlocked with the appeal. Again the entire animation is full of personality due to the many characters the one man is portraying.
Tekken 2 arcade intro, Namco:
Although when people look back at this animation they are quick to dismiss it due to it's age, This intro was very well designed and uses a lot of animation fundamentals that modern animations still use to this day.
Straight ahead action and pose to pose action:
The entire animation showcases most of the characters within the game. The use of close ups and different camera angles on one character is commonly used throughout.
Arcs:
Although the technology was young when it came to game design the use of motion paths etc were well selected. The use of a character jumping through an exploding window was rather groundbreaking for game design in the late 90's
Tom and Jerry
Solid drawing:
The drawing and art style in the old tom and jerry cartoons have always been flawless. Very fluent and very impressive.
Squash and stretch:
Many objects and characters resize and stretch out if they're being interracted with. This all adds to the art style and cartoony look.
The following are bad examples of the same fundamentals..
Mortal kombat defenders of the realm
Anticipation:
Actions take place either too slowly that lead to an anticlimactic finish or actions are too fast so there is no build up leaving the viewer feeling let down.
Timing and motion:
Due to the animations being oddly timed in places objects tend to not look as heavy as they should be etc. for example a character can pick up a heavy crate without there being any feeling of weight.
Staging:
A lot of the time actions take place without having any meaning characters will do actions that don't relate to what they are saying etc.
Follow through and overlapping action:
If an action carries on whilst another one begins it seems unrelated and pointless. The only time actions are overlapped animation wise is in a poorly drawn fight scene.
Slow in and out:
There is very little use of slow in and out. dramatic scenes like flashbacks that should be using this feature go without which makes the whole thing worse than it should be.
Exaggeration:
Nearly every motion is exaggerated pointlessley. The over the top speed that most of the actions take isn't helped by this fact. If the animations werent as over the top as they are the frames required would be much less.
Appeal:
The poses and overall character appeal mostly comes from drawing and animating errors the mostions that the audience find funny is not the scenes within the show but the bad drawing from the artists.
Personality:
Characters don't have a likeable personality at all. There isnt one characteristic a character has that seporates them from another character.
Straight ahead action and pose to pose action:
The close ups from the front again are rarely used and when they are used the artists cannot draw good looking faces from the front.
Arcs:
As stated before the lack of frames for significant animations fail to show most principles of animation. When a character jumps forward there isn't much room for arcs. If they're there you can't really see them.
Solid drawing:
The drawing in the entire series is poor
Squash and stretch:
If objects squash and stretch it's by accident and due to the lack of ability the artists had.



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