Sunday, April 7, 2019

Compostition

1.  What is the Gestalt Theory? Gestalt Theory is derived from the German school of psychology also named Gestalt Psychology. It is concerned with how the brain organizes thoughts and processes to solve problems. This theory proposes that the brain is naturally inclined to group items and to see and to describe them as single items. The brain also looks for things that connect objects or shapes to each based upon related elements. We attempt to group items together to form new shapes that are the sum of these individual parts.

Four basic principles explain how we do this.
1. Emergence- This is when the brain forms an object from a pattern.
2. Reification- This happens when our brain creates shape from negative space.
3. Multistability- This occurs when the interpretation of an ambiguous image jumps back and forth. For example: Rubin's Vase.
4. Invariance- This is the ability of the brain to recognize an object, even if it is viewed from different conditions.  

The following is an example of Multistability.


2.  What is the Golden Ratio? A mathematical formula using the Fibonacci Sequence that can be used in designing to create perfectly aesthetically pleasing compositions. For example Da Vinci's masterpiece Mona Lisa.










Sunday, March 17, 2019

Camera Movement Terms

Pan: A steady horizontal movement across the screen.

Truck (move): See Dolly.

Zoom: Stationary camera that uses the zoom lens to diminish or enlarge the image in the frame.

Dolly (move): A camera on wheels and is also known as Truck or Track. A Steadicam is used sometimes to achieved shots such as "camera in, pull back to reveal, truck with, or push in."

Tilt: A steady vertical movement across the screen.

Crane: Similar to a tilt but has greater range of movement.

Steadicam: A piece of equipment used to help steady a handheld camera. It is attached to a shock absorbing arm supported by a harness worn by the camera operator.

Tracking or Follow Shot: A camera movement call that is an indication for a camera to follow the action. It is called this because the tracks are put on uneven terrain so the shot is possible to do.

Saturday, March 9, 2019

Film Terms

B-roll- Mainly used in television news, the purpose of the B roll is similar to the purpose of the cutaway. This secondary footage disguises the elimination of unwanted content. For example: stammering, uncomfortable pauses, or unintentional movement by the principles or extras.

Cutaway- A type of pick-up shot that is used as a buffer between shots in order to add interest or information or to help with the editing process. These shots are taken from different angles than the original shoot and are then edited into the final cut.

Keyframe- Captures the main actions of a movement- usually the beginning, middle, and the end. Animation storyboards are always depicted as key frames.

Pick-up- Also called an insert and in television news called reax, which stands for reaction shot. These relatively minor shots are recorded after the fact to supplement previously shot footage.

Reshoot- When a scene has to be done all over again. Usually due to a mistake or in my experience when there is a scene where the actor breaks character or does something that makes everyone laugh, especially if it the sound guy.

Reverse shot- A transposition of a camera move, which provides a point off view that is 180 degrees apart from the original shot.

Stock [footage]- Also known as archive, file, or library. Sometimes cheaper than shooting new footage, stock footage consists of previously recorded and often archived shots of common events used to add interest or information or used to disguise the elimination of unwanted content.

'tweener- Slang for "in-betweener." The 'tweenr is the animator who draws the transitional frames "in between" the key frames.

Sunday, March 3, 2019

Organization

Define Frame, Scene, Sequence, Shot.
Frame- Also known as a panel. This is a single illustration of a specific shot.

Scene- In live action, a scene is a series of shots that constitutes a continuous action depicting an incident or situation. In animation, a scene is defined by a change of location and/or time. In other words, a new scene is required every time the background (or scenery) changes- even if the action is taking place in the same room.

Sequence- In live action, this is simply a set of related actions or events, such as a chase sequence, which may take place within a scene but does not necessarily become the scene. For example, a scene in which the bank robbers make their getaway after a botched heist may result in several sequences: a gun fight, car chase, foot chase, fistfight, and arrest or evasion. In animation, a sequence is the equivalent of a live action scene.

Shot- This is the portion of the scene that is visible to the camera, as framed by it's lens. In animation, shot and scene are sometimes synonymous.

How do you number insert shots on storyboards?
 You add letters of course! (Starting with A and so on.) If you add a shot between 4 and 5 it would be labeled 4A. If you need to add more it would go 4B, 4C, 4D and so on. 

Aspect Ratio

List the four most commonly used aspect ratios and explain what medium they are best suited for.

1.33:1 (4:3) Used to be the standard format for televisions. It was adapted from the ratio of film stock in the "Silent Era."

1.78.1 (16:9) The standard format for HD displays used in modern televisions and computer monitors.

1.85.1 The widescreen format that has been the predominant film ratio since the mid-1950's. It is still being used today.

2.39.1 This is typically used for the big budget blockbusters. This ratio has been the standard anamorphic widescreen format since the early 1970's.

Image result for aspect ratio film examples

Specialization

The four different areas of specialization for storyboards

1. Essential
- Understand composition
- Know perspective
     - Camera level and eye level
     - Camera angle and linear perspective
     - Focal length and atmospheric perspective
- Using line to describe form
- Using simple gestures to quickly communicate a figure's action

2. Animation
- Master anatomy and life drawing
- Know the principles of motion and exaggeration
- Understand how timing greatly affects a character's performance

3. Advertising
- Grasp color theory and rendering
- Understand graphic design and the relationship between text and images

4. Visual Effects
- Understand light, shadow, and the element of value
- Master composite shots (live action and effects elements combined)
- Know the principles of motion and timing

Sunday, February 24, 2019

Assignment 6.2

What are the three elements that all panels on the storyboard must include?
Framing height, angle, and movement.

What are the 5 fundamental elements included in all scripts? Define each of them.

1. Slugline- This tells the relative location of the camera (meaning whether it is Interior or Exterior location), the actual physical location of the scene, and the relative time of day. It is always in all capital letters. (Example: INT. JEFF'S TACO TRUCK-DAY)

2. Action- A brief explanation of what is seen happening.

3. Character- The person who is in the scene and is talking.

4. Dialogue- Whatever the character is saying.

5. Wryly-  A suggestion of what direction the actor should take.

Assignment 6.1

THE FOUR TYPES OF STORYBOARDS

Editorial also known as Shooting- These are used for live action productions and are mainly focused on the camera position, angle, and movement. These are used for complex sequences, action scenes, and stunt choreography.

Animation- These are focused on the timing and layout of the story. It requires several storyboards for a single shot.

Comp or Presentation- These are used for advertisements. Because their goal is to sell you a product or a concept the boards tend to be colorful and illustrative.

Previsualization also called Previz boards- These are a hybrid of live action shooting and animation storyboards. They focus on camera placement and also include performance, motion, and timing elements.

Sunday, February 17, 2019

Assignment 5.3

Rules of animation

1.  Timing- Timing is important in animation because it can be used to set the mood and exaggerate creating the right moment to make things happen. An example of this is dramatic pauses or fast paced battle scenes.

2. Squash & Stretch- Squash and Stretch is important when trying to make your animation realistic. You use this rule when you need to change the shape of your drawing when you are trying to make something bounce or walk.

3. Exaggeration- Exaggeration is putting emphasis on a certain part of the animation and can change the mood quickly.

4. Anticipation- Anticipation is used to direct the viewer's attention to part of the screen and can sometimes occur naturally. Can use facial expressions, sound, or movements to help your audience know what is coming next.

5. Overlap- Overlap is when one action overlaps another. This can make your animation flow and have a natural rhythm.

Assignment 5.2

1.  Describe how the Laws of Physics affect animation.  
These laws determine how things look and move in real life. If you follow these rules you can make your project look more believable.

2.  List the 8 laws of physics mentioned in the chapter.  For each one, describe a scenario/animation that might illustrate it. (for example: Damping Force - a basketball only bounces twice in a field of grass).  Try to be creative and create a scene that is not already offered in the book. 
Mass- An example of mass is if you drop a pin and a feather at the same time the pin will hit the ground first because even though it is smaller it has more mass than the feather. 

Gravity- An example of gravity is that at summer camp there was this big float called the Blob that we used to launch people into the air and then landing in the lake. One time I was at the end of it and the chubby kid probably weighing twice as me jumped on it sending me flying high into the air and falling down into the lake.

Weight- An example of weight is how much harder it is to fight or move quickly in water compared to doing it on dry land.

Directional Force- An example of this is in the movie "The Hitman's Bodyguard" Samuel L Jackson's character jumps off the roof of a building trying to land in the dumpster but instead hits every level of the scaffolding besides the dumpster before actually landing in it screaming his signature curse word.

Arc- An example is when you throw a grenade it makes a curved arc effect.

Damping Force- An example of damping force is how high a tennis ball bounces on the court compared it bouncing on a field full of grass.

Acceleration and Deceleration- An example acceleration and deceleration is an airplane going into the air slows down compared to the Marvel comic book character named the Sentry who doesn't slow down.

Resistance- An example of resistance is a car trying to go up a steep mountain road compared to driving on a flat road. 

Assignment 5.1

1. Stop-frame Animation (stop motion animation)
Stop-frame is basically a bunch of images being played at a rapid speed creating the illusion of movement. 
Here is an example of Stop-frame animation using Legos. https://www.youtube.com/watch?v=u8rKDReS2lc&t=46s

2. Cel Animation (celluloid animation)
Cel animation is the process of stacking clear sheets of celluloid and drawing your animation on the many sheets you have stacked.
Here is an example of Cel animation. https://www.youtube.com/watch?v=NncHA9iZeh0

3. Rotoscope Animation
Rotoscope animation is basically taking film or real life photographs and tracing over them and making them into an animation.
Here is an example of Rotoscope animation by one of my favorite Youtubers. https://www.youtube.com/watch?v=vxR-oKkwJLI (Fair warning the beginning shows gore)

Sunday, February 10, 2019

Assignment 4.1

  1. Explain what an Animatic is and why it is beneficial.  Also post a link to a working animatic (there are plenty on YouTube).                                                                                                   An antimatic is an animated storyboard that helps sets the pace of your project. It is beneficial because sometimes a static storyboard cannot help show the rest of the team you are working with the timing, action, and camera moves. Here is an animatic to the song Candy Store from the Broadway musical Heathers. https://www.youtube.com/watch?v=-jviZGERpqg                     
  2. List three ways you can digitize your artwork.  Give a few tips to consider when utilizing each of these techniques.                                                                                                                  Scan- check the color, levels, size, and crop settings on your scanner so you have less to do in photoshop.                                                                                                                                Photograph- if you go this route check the white balance on your camera, try to use RAW if it is possible, frame tightly around the artwork, avoid distortion by using a standard lens, avoid using the flash on the camera, and do not use digital zoom.                                                    Nonphoto Blue Removal- Use blue pencils to draw the rough scene of the picture, photocopy it, the nonblue lines will disappear, and then the black lines will be the only lines remaining.      
  3. Give me the two different types of testing that should be done prior to delivering a product to your client.  How can each type of testing be accomplished?  Again, give me complete thoughts.                                                                                                                            Audience Testing- Test out your product on people from your target market and receive feedback from them.                                                                                                         Technical Testing- Making sure that your product actually works and that it runs perfectly. 

Sunday, February 3, 2019

Assignment 3.1

1. List the 4 steps in the design process and explain what occurs during each phase.  
Step 1 Preparation- Prepare by establishing a brief for your project and do research on visual, technical, and sketching ideas.
Step 2 Development- Develop your project by developing ideas, brainstorming, creating mood boards, and begin planning. Respond to the client's brief by negotiating with them and pitching ideas. Design the project by storyboarding, sourcing materials and images, and generating assets. The final step in development is to use your designs and create a working prototype.
Step 3 Testing- Test by evaluation, technical checking, and audience testing. Then add the final touches.
Step 4 Delivery- Deliver your project and provide the required formats. Then get paid for all your hard work. 
2.  What is a Brief?  What should it include?
A brief is basically what your client gives you that is a summary or list of requirements that need for the project. It can come in the form of a document, an email, or a speech/conversation. It should contain information about the target audience, color schemes, fonts, logos, and the message or whatever the clients wants to convey.
3.  What are the two categories of research? Describe each.
Visual Research- Looking and taking notes of stuff that has already been done and seeing what works or doesn't work for you. Research material can come from magazines, movies, TV, books, artists and so on. 
Technical Research- Looking to see if what you are trying to is physically possible for you to do, learning new software, identifying and addressing any technical problems.
4.  Explain what a storyboard is, what it should include, and why it is important.  Give me good insight, not just one or two sentences. 
Storyboarding is comic strips with frames and text and is an essential tool in making films and animations. It was originally created and used in the field of animation as a way to show off ideas so everybody is on the same page of visualizing the project before money and time was spent on the animation. 

Assignment 3.2


Sunday, January 27, 2019

Assignment 2.1

1.  Why is it important to have rules in design?
It's important to have rules so you can use them as a guideline to help you stay on task and get you point across. Rules are also necessary to help those new to the field of design. A better knowledge of the rules gives better grasp on how to use/break them.
2.  In the Author's opinion, what makes a great designer?
The thing that makes a great designer is "talent" but not what the masses or the dictionary says what talent is. The author believes talent is the culmination of five words- personality, confidence, support, inspiration, and hard work. Talent isn't something we are naturally born with but is something achieved by hard work and practice.
3.  In your opinion, what makes a great designer?
I agree with the author 100%. Talent is what makes a great designer. But I also believe that behind every great designer or artist is someone who has supported or inspired them to push beyond their limits and become better at their field.
4.  Why is sketching important?
It can help you see things in a different way and give you inspiration. It can also help you get the vision of an idea better than trying to explain it with words.
5.  How should you begin a drawing?
First by getting the appropriate paper and tools. The most basic and widely used tool is a pencil. When I was kid in school I would just take my pencil and start drawing in class without any training or explanation of how to draw. It comes like second nature to us.  
6.  Explain the Cartesian plane (Cartesian system)
It's the three dimensions of 3 Dimensional space which are represented by the letters X, Y, and Z. X is left to right, Y is top to bottom, and Z is near and far. This is the template for perspective.   
7.  Explain foreshortening
It is a technique that is used to create the optical illusion of how if the object or person is far away they then appear to be small and if the object or person is near then they appear to be large.
8.  Explain depth of field
Commonly used in the field of photography, depth of field is the effect/technique of how things in the back are blurry and out of focus compared to how things in the front that are clear and are in more focus.