Sunday, September 28, 2014

real quick

just wanted to say that I love the fact that all of us pretty much did our blog on the last day with just hours to spare. xD

♫Posting wrap up, posting wrap up♫

Finally got around to finishing this weeks blog posts, Thank (insert name of deity here). This past week has been nothing but fun for me simply because we are finally animating. I loved learning more about the physics of objects, that will really come in handy for the next few coming months. I really want to get into animating some more complicated scenes or shorts though. And just because I'm looking at the specifications sheet right now  something that frustrated me this week? Trig.... I HATE Trig. Something that made me happy? I got a fresh sketchpad. Finally to wrap things up enjoy the animation styles of Hasbro and their show of the principles of animation..take from it what you will.
  WINTER WRAP UP { WARNING } Brony content ahead /)

Cloudy with a chance of EXAGGERATION!

  Just as the title suggests in the film ,cloudy with a chance of meatballs, one of the biggest influences from the principles of animation was exaggeration. Though some of these other mentioned principles were subtle and difficult to pick up on, if you were simply watching the movie for enjoyment rather than for detail. first an foremost as previously stated exaggeration, A couple of scenes in particular stood out to me such as Flint's electrocution near the beginning. In a real life scenario compared to animation electrocution would simply cause someone to convulse and fall over, but in the animated world flint's bones were visible and his body twitched and flailed like a rag doll.
 Next on my list is Timing, this one was easy just because of its example i have prepared. throughout the movie there were timing portions in which the machine would scan -wait- and the spit out the food. For "Slow in/out" I would say the food falling from the sky in general should suffice as an example. Staging was depicted later in the movie when the machine was absorbing the clouds at a dangerous rate, if someone had not seen the movie up to that point that scene could have easily summed up what was going on. one of the more comical uses of the principles of animation was the heavy use of "squash and stretch" in the jello castle scene. the movement of the characters, and the very walls of the castle is a good example of this element. Lastly to wrap things up a little anticipation. The scene where flint is about to kiss the weather girl shows anticipation using both of the characters reactions and movements as the example.
 Holy crap was this on slightly annoying. i couldn't write as fast as examples were displayed, but hopefully i gave a sufficient amount of information with each of the principles I shared.

Box"Trolls" Stop-motion never says die!

  I was ,as a writer, disappointed with the literal introduction to the article. It was representative of story telling in its most basic form, and just shy of "once apon a time". The article covers an interview with Travis Knight, the current C.E.O of the production team that brought Coraline, Paranormin, and soon to be The box trolls. In the interview Travis is asked a wide array of questions about the technical and artistic points of the stop-motion film. In the shortest version of a summery possible, his work is tedious.
  I used a play on words in the title of this blog because I truly believe that this so called "21'st Century stop-motion film" is no different from those before it. I'm not saying that I dislike the concept or animation style itself, but in a sense Travis and his team are "trolling" (pun intended) his audience. It is true that past experience with one team will help and they will surely work well together, BUT I still found myself thinking that Box trolls will be no different than Coraline or Paranormin.
 In the end I can talk all the crap I want but inevitably I will enjoy the film just as well. Hopefully Travis and friends will prove me wrong, all I can do is hope.

Thursday, September 18, 2014

Follow up


In one of my recent reviews I mentioned that i was in a marine corp. group, this is a picture of Pvt.Kelly at a marine corp. base in Quantico Va.

p.s.
   yes, i did the most pull-ups. :)
https://www.youtube.com/watch?v=KtsF2twnTq4 I found this going through YouTube. Kind of funny that we just went over this today, but hey review is GOOD FOR THE SOUL. Although there are a lot of tests and projects, I still really enjoy the class. And to tie it all up as simply as physically possible, ME WANT ANIMATE NOW!

Michael Moore, The best from the worst!

  This last article was difficult for me to stomach given my personal discrepancies about Michael Moore, but regardless I sucked it up and read on! Though this piece described tactics for film and or documentaries I still think almost everything said is also true of animation. Some factors jumped out more so at me than others though. Laughter being the biggest and most obvious choice for a discussion topic simply because people love to laugh. without some form of humor in any movie, skit, project, or animation, things would get dull very quickly and the audience would loose interest. Even in horror films there is the occasional scene in which the characters may enjoy a moment of peace, and even crack jokes! Humor isn't the only factor to a good story though.

  Another item discussed in Moore's tolerable list of do's and don'ts was the factor of writing about something you personally understand or have experienced. for example, those of you who don't know me very well have no idea that I gave a year of my life to a military Marine corp. based group. I bleed, sweat, and wept creating memories that will stay with me forever. I have and will use the ideas influenced from my experiences with the group in later projects.

  The last thing i agree with in the article is Moore's idea of "don't tell me what i already know".
stupid humor or story lines make the audience in turn feel stupid. In other words dumbing things down to much or explaining something obvious can be insulting to the audience. People want to feel smart, respected, or even appreciated by the animator. Not to mention the coming up with the deduction of "who done it" or just where the story is going can give the audience a rewarded feeling. Just remember, at the same time that you don't want things to be to simple, they can't be to complex either. Just keep some of these thing in mind before doing a project or coming up with a story line!

Hullabaloo! The rebirth of 2D?

  Growing up I'm sure all of us have seen a Disney movie at some point. Not the newer ones which are advancing their techniques and shifting over to the 3 dimensional side of animating, but a good old fashion 2D movie. Original Disney veterans such as James Lopez, and Rick Farmilo, are working to bring a satisfying steam punk wonderland to fill the 2D hole in our hearts. These animators have collectively a very colorful background, working on such projects as ; The Lion King, Pocahontas, Beauty and the Beast, and many more. The time that these men and women have put into their work has really helped them to prove what brilliance and life, maybe sometimes even familiarity a well 2D film, short, or series can bring to the metaphorical table.

  After reading this weeks provided article I couldn't be more excited for the next big 2D project since the late 90's! Titled  "Hullabaloo" this project will be, as previously mentioned, 2D feature. Each frame will be meticulously drawn out by hand before being transferred over to the computer. Not only does this heart-filled project have the traditional animating methods behind its creation but a unique story line containing something the animation industry normally leaves out. Female protagonists "Veronica Daring, and Jules". Living in a steam punk era these two savy inventors will band together in order to help locate veronica's father!  I love the idea of a steam punk generated world. For those of you who don't know "steam punk" is a period of time in which people are technologically advanced but are still in the time period previous to your current time. For example, energy rifles and pistols are depicted in a Victorian style era in the promotional video for this project.

 To sum it all up with my own personal thought, I cant wait to see something like this. Weather it makes it as a major motion picture, a short, or a television series I could care less! This incredible step twoards a reborn age of 2D animations with better story lines will be one I'm glad I could live to see!

Saturday, September 13, 2014

New film techniques promoted in next gen. gaming?

 Lately, as I'm sure many of you know, a new generation of video games, movies, and consoles is paving the way for specialized jobs in film and animation fields. One of the most recently promised games "The Order 1886" due to be released in 2015 is boasting their new techniques involving camera work, animation, and story line. Along with many other companies and games being produced and due in 2015, their means of producing is something similar to the way modern movies are made. There are many notable changes you may notice even today in the world of gaming. http://time.com/2896528/cinematography-the-order-1886/ This article and video inform its watchers as to just how some of this is done. One way that stood out to me was the use of cinematic lenses on the cameras in games. For example a certain angled lens can help to provide the illusion of fear like in silent hill. The camera would be positioned overhead the gamer giving them a sense of uneasiness and unfamiliarity.
  Silent hill was produced in the early 2000's but these new games will use specialized lenses to give the same feel of the uncomfortable angles without actually putting the player in that position. Movies themselves have become as described by the article somewhat of its own genre or art form.
 This impressive new take on gaming is really interesting to me and quite frankly I cant wait until 2015 rolls around.As if promising whats to come the popularly advertised game destiny released for xbox and ps3 recently. Gaming has taken a huge leap forward and while I am excited for whats to come based on this article, I am still a little worried. Games are good and so are movies, but if I try to play a game that feels more like I'm watching a movie it could grow tiresome and boring quickly.

Wednesday, September 10, 2014

Weekly comment

  I learned a lot so far this week. Between learning the in's and out's of animate pro is difficult enough, but with quizzes and historical information as well it gets a little difficult to keep track of it all. I cant wait until we are animating full length videos with audio! I'm really looking forward to that. I have been trying to be more organized this week because of the overwhelming amount of projects i have both in and out of Boces. Though i do find a little bit of satisfaction every time I finish a project. By the way, this (https://www.youtube.com/watch?v=Eokwbr-RQbQ) might help with the flip book project!

Tuesday, September 9, 2014

To those of you in my class.

I think it would be a good idea to trade email addresses in order to keep in touch outside of class. Its just one of those simple little things that can really make a difference. For those of you interested mine is gagetkelly@gmail.com, I would appreciate if you could comment yours below. Thanks!

By the way, just as an example this would be a good way to communicate design ideas for our class shirts!

Monday, September 8, 2014

Article review for animation blog

  This article contained a surprising amount of usefull information. I have always assumed when presenting any type of lengthy work to someone that they should be entertained in the first few minuets but this article revealed that an aspiring animator has less than 30 seconds! That could prove to be challenging, but anything difficult is, in my opinion, worth fighting for.

 Another topic this article touched upon was the simplicity of your work. Quality can always be nice especially when making a video or animation, but over exerting yourself can in the end only be counter productive. I understand that even I myself want to give everything I've got for all of my projects but going above and beyond can and often times will be to much. This doesn't mean that you or I shouldn't try just because the task is to difficult, I'm just saying to know your limits. As far as introductions and credits I agree with the articles take on keeping it short and simple. Put simply no one likes sitting through that, no matter how "pretty" you make it.

  Next the article hits on the amount of work you should be willing to show. According to the recruiters that made the article "Recruiters would rather see 2-3 really strong performance shots than everything you've done in school."  In other words, they are busy people and showing them your best work all the way to simple exercises can be an easy way to quickly get turned down.

  Following this the article talks about creativity which is a basic necessity for art in general. Be creative, expand ideas past formerly known boundaries and give them new life. Contradictory to what I stated earlier THIS would be the time to go above and beyond.

  Oddly enough the article also recommends acting classes to learn ways in which you can have the character you are trying to create come to life. Which makes complete sense to me, although I myself will not participate in such classes observing those who do can help animators get more lifelike emotions, expressions, and movements.

  The article also discusses a rather important topic. The topic of having appropriate content for its audience. For instance, I really enjoy humorous and comedic animations, but my sense of humor can be different from the person I am presenting the animation to. I wouldn't involve vulgar humor in a project that i was going to submit to a teacher. So think before you share certain clips with certain audiences.

 All in all I thoroughly enjoyed the articles informativeness, even though i don't agree with all of its points. I learned to recognize my limits, to pay attention to the audience, and arguably most important to be as creative and (for lack of a better word) fresh with my work as I can be.

  This article can prove extremely useful to those whom are interested in a career animating. If that is the case for the current reader i recommend taking the advice this article has to offer, maybe one day it could really help you out!


- See more at: http://blog.animationmentor.com/6-tips-from-recruiters-who-look-at-your-animation-demo-reel/#sthash.CXfc70G3.dpuf

Sunday, September 7, 2014

character design

a rough sketch of my possible character design for the project later this week!
(Sorry for the shadow)

Saturday, September 6, 2014

Getting used to frequent posting

Just trying to get used to the format of this site. I think blogging will prove to be fun and based on the purpose of the assignment may even aid to relieve stress, similar to a journal. I can't wait to see what next week has in store! Finally we get to start animating!!

Friday, September 5, 2014

first post from Gage!

badger, badger, badger, badger, mushroom, mushroom, SNNNAAAAAAKKKKEEEE!!