Monday, 22 January 2018

Stop Motion: lesson one, bouncy ball

Week 15
Today in our introductory to stop-motion, we animated a ball bouncing; using plasticine, an animation rig, and the programme Dragonframe.




Our object was to make the ball appear to be bouncing, in one spot (straight line). We used pre made rounded balls (made from plasticine) and also a oval, rugby shaped one. To give the effect of squash and stretch. This helps emphasise the bounce.
We attached the ball to a rig, and then stabilised it with pins stabbed into a board. (roughly it took 7 to stabilises the weight at different angles,). However we still occurred some problems, such as; at low pointing angles, the ball would slide off the rig, when positioning the ball at some angels, the rig would form back into anther position, from a previous shot. which made it a little more temperamental. To solve this, we had to hold the rig whilst also taking the photo, so the positioning  would not move. Which sometimes our fingers and tips were accidently caught in the frame- however this could be solved later in post-production; by using photo shop to rid of the fingers and rig (which I am yet to try).

First we took a 'clean' shot of the scene (so later in Photoshop or/and after effects we can use this as our background when wiping away the visual of the rig and any other anomalies).
and check the exposure of the frame, which was editable in the cinematography section of Dragonframe.

My first try was quickly done, only taking a few minutes.

#Test one


In this test, I feel there is a clear bounce, however this could have been further empathised. I feel that the bounce lacks elasticity, kinetic energy that it should have shown a stronger pull force from gravity. I could have achieved this by having less shots for the ball going down, so it was quicker paced. Also, I feel I needed to exaggerate more the squash and stretch.

#test two


I should have saved and exported this animation at a lower speed rate, or doubled the amount of frames, as it plays too quickly. I feel this animation was unsuccessful in the reasons that 1. it plays to fast, 2. the pace between falling and rising is even, which It shouldn't be. The fall should be quicker than the ball rising. To change this I should have added more frames to show empathise of the force of gravity. However What I did like about this animation, I further exaggerated the squash and stretch by creating a third model, one that is further stretched out that makes the illusion of a bounce. However this too, could have been improved by smoothing out the  plasticine. 
I also feel I should have repeated the action a few more times to give it a true loop and bounce. 

If I were to do this again, I would create a drawn out plan physically on paper and try to draw a diagram to follow on Dragonframe, which exact positioning of where I want the ball to be. (As, despite using the onion skin layer, and looking back at presivous frames, it was hard to remember presicoulsy where the ball was before hand to mirrior the action.

I also experimented with adding a character, getting squished by the ball.
#Test three


For this I used three different models, the first- the character, the second a smaller squished looking version and then lastly a completely flattered version. Once again, I feel I should have further empathised  the bounces, making them more exaggerated, longer and adding more bounces.
I would like to try this once again, this time with a plan and with a different model.

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