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Showing posts from November, 2018

Wisters Weekly

What’s up nerdz? Yeah that’s right I said nerds with a z because I’m hip and cool XD so yeah welcome back to another blog episode of “What will Wister Write?” You don’t know? Neither do I, so let’s do this. This week we learned the cutout puppet arm tutorial which was interesting and had a lot to do with the nose view and library. We also learned the blur effect which I thought was pretty awesome and I can’t wait to use it. This week was mildly frustrating, so I’ve been trying to make my own style that isn’t too detailed to animate but isn’t to simple either, like I wanna make something in a Steven Universe type style I guess and I haven really found any time to sit down and draw, due to other work in school which sucks but whatever I guess. I’m semi excited to see how 3D is gonna be like and how my 11 second will turn out but hey we shall see! Oh yeah, if you hear me say “Whumpus” it’s basically something I’ll say instead of “wow” or “cool” I know, it’s weird. Well that’s all we have ...

Facial Animation stuff nerds!

      This week's article is about facial animation so enjoy i guess! Facial animation is a practice that shows what the character is thinking or what they are processing which is can be made with single rigs and a character design. But the main part of the animation is the execution of the presentation and timing.             The process of making an facial animation utilizes the five senses of a human (touch, smell, hearing, sight, taste, etc.). These senses help get a reaction of the person for example if someone were to hurt their toe, the pain would reflect on their face, showing how it felt for them. A lot of people get confused when it comes to this type of animation such as what face should I make or choose or what face expressions is suitable for the event. A method to use so you don't get lost is the KISS method; Keep It Simple, Silly! Just break it down, start with the first facial expression then see if there are any big changes....

My Summer Camp Stories

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Whats up y'all? It's Dwon, here with another okay blog i guess. This weeks has been good and meh I guess. This week I learned about trajectory and camera angles when an object is moving past things but also this week i had a lot of trouble with flower sack especially with the walking part but oh well, just another project to revise for my portfolio i guess. If there is one thing i want to learn, it would be how to animate bodies during fight scenes and how to keep them in proportion. I am really happy and excited to learn lip syncing this week, its another skill i will need for when i start my youtube channel. But also we have some birthdays this week!!! Today was my baby brother's, he's a year old now, my dads is tomorrow and mine is on friday!! Im excited so i think this week will be awesome! Peace Out Nerd Scouts!

Follow through and Overlapping Action Fools!

Hey  its Dwon, so yall remember when we learned the 12 principles of animation last month? Of course you do because we are all writing blogs on it. So this week we are talking the principle of animation called follow through and overlapping action. This principle is basically physics based off of Newtons Law of Motion: objects at rest want to stay at rest and objects in motion want to stay in motion. Follow through means that separate parts of the body will continue moving even after the character or person has stopped. Overlapping action is the tendency for parts of the body to move at different rates. Without this principle, movement would look very mechanical, overlapping action makes movement more fluid and gives a more natural feel. This principle of animation is vital if you want your character to feel lifelike and like a real person. Without enough of overlapping action, your movements can look very stiff  which can be noticeable through out the animation and thr...