Posts

Design Proposal

Image
I chose to make the chandelier as I like the thematic challenge of the chaos behind it. I also want to do a more challenging design, as I have not done something of such as that for quite a while. The set will be a small room with walls close to the end of the swing of the chandelier. This will add to the precarious nature of the scene, as the expensive item comes close to crashing. The room will be dimly lit with no natural light, allowing the moving light sources the chance to add to the theme of the scene, with inconsistency prevailing, causing a great deal of fear. I would like to make a stained glass window to peer through, to obscure the swinging at first, to make different colored lighting come through the windows, and to frame the full swing with a centered shot before going to more chaotic frightening angles.  

Responses to Animation Shorts

Image
 1. At 0:05 in Spellbound, they use framing, then open the frame until it is gone. This gives the feeling of dropping the audience into the world with the characters. 2. At 0:35, there is a low angle shot after she writes in her book, because it makes her feel powerful, and so they use the shot to convey that emotion 3.  At 0:55 the camera moves fast and jolty, moving from one problem to the other, creating a sense of overwhelming 1: At 1:12, all the shoes line up orderly in a pattern, to show the enemy's organization, which gives a sense of control 2:  At 2:12, once he makes a new shoe, he feels comfortable again and there is a shot from below him looking up, showing that he feels in power at this moment 3: At 1:09, the camera moves from the other shopkeep's legs, to hand, to face, moving up the character, and revealing him as a threat to the small shoemaker . 1. At the very beginning, there is a ticking noise, and then a fade in onto the gears of a clock. This shows the...

Responding to Animated Short Films

Image
  Ah spellbound, my favorite of the three short films. I'm pretty sure I'm allowed to just list the stuff I noted and tack on some explanation, so: Early in the film, there is a pan across a trophy case. This gives a feeling of calmness while allowing the audience to soak in the visuals, allowing a juxtaposition against the drawer full of ribbons labeled "you tried". Later, when the protagonist is sliding down and then crashing off of a railing, the camera follows rather smoothly, followed by an abrupt jolt that gives the audience a sense of impact. Later, the book forces itself open as the protagonist fights against it, subtly knocking back the camera as well. This adds weight to the visuals. As the blobby villains congeal into a larger monster, the camera turns to follow the transformation, becoming more ominous.  Further shots of this monster show informal balance and leading lines, making it clear the the monster is much too viscous to fight. The small shoemaker, ...

Emotions From Camera Movements

 Crane Down: An entrance movement, like being plopped down into the world, and becoming part of the scene or setting. Crane Up: A shot that makes the character smaller, and less consequential, signifying a large obstacle to overcome or a feeling of helplessness High to Low Angle: Shows a feeling of authority and power, makes the character feel imposing Handheld  Camera: When used properly and shakily, makes a feeling of danger and uneasiness, makes audience unsure and uncomfortable Quick Pan: Reveals a new thing, quickly changing the context or danger of the scene Quick Push In: For a character being shaken or shocked, a reaction shot for surprise Slow Dolly In: Shares in the emotions of the character, making the viewer feel what the character feels Slow Dolly Out: Also shared with audience, with a feeling of being lost or unsure Dolly Across: Reveals a change in a situation, giving a new emotion to the scene Smooth Glidecam Across: Feels confrontational or epic, shows the sce...

Resolution Blog Post

Image
 

How are movements used?

  Movements in cameras are used in films to convey emotion, such as ground up to convey stability and authority.  These are some of the camera movements. Crane down camera movement makes the audience feel as if they're being dropped into the scene and experiencing it just like the characters do. Crane up movement makes you feel like the character is tiny compared to the obstacle. Crane high to low angle makes a character look more menacing or larger. Slow dolly motion allows people to connect with the character on an intimate level while dollying out makes the character look more emotionally lost or abandoned. Dolly across represents action or faceing off against opponents, or reveals something that changes how the audience sees the opponent. Glidecam 360 reveal shots show a sort of calm before the storm feeling for a character. A Zolly shot or a zoom and dolly shot makes the character seem as if they're having an out of body experience

Resolution Post Attempt 2

Image
 

Pendulum animation

https://youtu.be/uXLP3dhGx3Q

Ball Bounce

 https://youtu.be/rNGLnApjGyk Interpolation allows the user to make more accurate animations to real life using the easing tool, which can change the rate of decent of an object.

Penny Animation

 https://youtu.be/s6Ed363sb4s Interpolation mode allows people to make animations ease into each other, or to have the animation feel more realistic.

ball animation

  Ball animation

End of the Year

My favorite part of class this year was probably the food project, where I chose to make tortilla chips with guacamole, queso, and salsa. Everything was pretty easy to figure out, and the only thing I had a slight difficulty with is making all of those small pieces in the salsa and making those marks that are normally on regular tortilla chips. But other than that, the food project was very fun and easy. I have learned the most about reconstructing objects with edit mode and modifiers. For example, changing the layout of the vertices and moving edges, and other stuff like that. I wouldn't say there was really anything we did in this course that I didn't like to some degree. I found everything we did in this course to be quite enjoyable. It sucks that we couldn't really say a proper goodbye, but still it was fun while it lasted. :)

End of Year Blog Post

My favorite part of the class was creating the food scene. Throughout the year, I learned a lot about how to use Blender. I didn't enjoy working with Tinkercad as much, because despite being much simpler than Blender and projects having straightforward instructions, it appeared to have some bugs that occasionally made it a struggle to work with, like pieces disappearing in new lessons and workplanes getting stuck in odd positions.  

Year End Blog Post

My favorite part of this year's class was definitely using the 3d printers. I have learned the most about using Blender to create various 3d environments and models. My least favorite part of the class was the brief art unit that was far too focused on the golden ratio. This was a fun class. Thank you.

Year End Summary Blog

My favorite part of class this year was the donut modeling scene, as it was really fun and interesting to see what is possible with a laptop and a couple of YouTube videos. I learned the most about texturing and image mapping onto objects to make them look realistic. One thing I didnt like so much was the food model scene.

Tinkercad 5/23

Image

TinkerCad 5/11

Image
Today I learned two things: Firstly, that the copy and paste tools work magnificently when creating fractals. Secondly, that if my computer has difficulties running Blender without overheating, trying to create complicated structures in TinkerCad will result in similar issues. No more fractals for me, apparently. Hopefully, it will eventually be possible for me to get a computer resilient enough to handle complex structures. Until that time, I will most likely be limited in the complexity of what I can make. I believe I will still be able to complete assignments, however, as long as they don't involve an exponentially increasing number of vertices.

Tinkercad 5/9

Image

TinkerCad Progress

Image
I can only hope that this sculpture is acceptable in terms of work I certainly had to learn a lot about holes in order to get this to work properly. For example, it's possible to "Stack" the hole function by grouping a hole with a non-hole and then turning the entire group into a hole. Using this it's possible to make an "Anti-hole", which will delete every part of the shape except the parts in a certain region, instead of only deleting parts that are in that region. Anti-holes were crucial to making this sculpture.

character model

Image