Monday 19 May 2014

Post 5 - Conventions of a Digital Animation

Task One: Achieved
Explain the standards and conventions used to produce digital media outcomes.

The standards and conventions that I used to produce my digital media outcome include things like the folder I used in order save my rendered images, the resolution of my rendered model and the image type file that I used to render my mesh.The standards and conventions are the properties of the whole design, these properties can be either that we are designing a 3D model, it can go through the 12 principles of animation.

To produce my digital media outcome some of the principles I used included the "Straight ahead and pose to pose" principle and the "Appeal" principle. The "Straight ahead and pose to pose" principle uses two different methods to create the movement of a character in an animation, in my case I used the pose to pose method. "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later. 

Difference between Straight ahead action and Pose to pose:
  • "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences.
  • "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance.



This image above shows the resolution in which my rendered images come out. I kept the resolution to 1920x1080 as that is what the HD preset sets it as to make my animation come out with high definition quality. This also shows the specified "frame rates per second" which in my case was 24 fps (frames per second). Frame rates basically are the link between the timing of the animation and the timing of the real world, this means if the animation is running in 24fps, it changes frame-run at 24 frames per second in real life. I used 24fps as that is the standard animation value. 



This screenshot displays the location of which I saved my rendered images to make my final digital outcome and also, It shows that I saved it to a location where I could access it without delay and confusion. Furthermore the standards that we use go to the type of image we save in such as PNGs and JPEGs, when I rendered my animation I rendered it in a PNG form because it gives it a nicer quality and it supports transparency. The .PNG image type has 'lossless' compression basically meaning no information is lost during the compression of the file into a smaller size, allowing your image to be left with the original quality it initially had. In contrast with the .JPEG image type, the file has 'lossy' compression meaning it gets rid of irrelevant information to compress the file to a very small size, in other words it means the file loses its quality.



This image displays the file-type I used in order to produce my digital media outcome. I used the PNG image file because it displays better resolution and thus better quality (as i mentioned above). Also if you export the animation as a video straight away the video ends up as being corrupt, but i chose to export it has an image (PNG) because it allows me to have a better control of the entire animation.

Task Two: Achieved
Discuss the positive and negative implications of adhering to digital media outcome and conventions when developing digital media outcomes.

In my case when using "pose to pose" then a positive would be, me having the ability to freely move my character into different positions for each key frames without me losing the shape and volume of my character. Also the blender automatically moved the mesh into the next key frame without me having to do anything this is very useful because it saved me time. However a negative would be the mesh moving into the next key frame in a different way then what I had originally intended and as a result I had to position my mesh in such a way during the intervals, so that the animation would run smoothly. For example, during the walk cycle animation process, having an image at the background is really helpful all you just need to do is move the arms and legs into position where the background image shows where it suppose to go. The image in between the walk cycle background is called 'post to pose' by positioning my character into place it made it easier for blender to make the animation.

Task Three: Excellence
Evaluate how the application of standards and conventions affect the quality of digital media outcomes.

The application of standards and conventions affects the quality of digital media outcomes as they determine the level of standard of which the audience views the animation. If applied correctly, positive implications could include things such as the audience creating a connection with your character. Applying standards such as High Def resolutions, frames that flow at a nice rate and rendering out your animation in quality images allows your animation to be viewed at a very high standard. Applying conventions such as principles of the 12 principles of animation not only affects the quality of your animation, but the outcome of the connection with the audience.


Task Four: Excellence
Discuss the relationship between standards and conventions, in relation to the requirements of digital media outcomes.

The relationship between standards and conventions are is that they are essential in order to create a well and organized animation, without using the standards and conventions the overall design becomes disappointing. Standards and Conventions complement each other, they both work together to create an overall better design, for example when animating a digital design, the frame rate is 24fps in 1920 x 1080 HD, with this the animation can use conventions like 'secondary animation' which allows a character to move multiple limbs as well and using the standards will create a product which looks smooth. During rendering the animation is captured frame by frame which is then saved in separate images, by using conventions such as slow in and slow out, the 24 fps is able to snap the setting in whatever frame we animated in so it looks as it was in a video file (after effects) as it was in Blender.