Sunday, 8 January 2012

#037 GAD BA2 - P1: Principles of Animation Demonstrated

So my next point is to find and demonstrate the principles in action, for this I will use my own knowledge of games I have previously have played/current play to research and present the principles.

1: Squash & Stretch
Definition: Squash & stretch plays the role of giving a drawn object its sense of weight and flexibility.


Squash & stretch gives the illusion of weight and volume to a character/object as it moves. My first example is from the game "UFC Undisputed 2010". It shows one of the most effective use of the squash & stretch principle in games, which is the movement of muscle groups and skin. Muscles tense and relax, clearly seen in the game with practically every character movement. From the leg muscles used in a kick to the arm muscles used in a punch, even the creases in the skin and depressions in movement are shown for a more realistic imitation.



For my bad example I've chosen a clip from the game "WWE Smackdown vs Raw". Although at the time it was released it was seen as a high quality game, in comparison to the modern games the animation and graphics don't even come close in complexity and quality. The squash and stretch in the limbs of the characters is very poor and the details of the separate muscle groups used for each movement is not even present.



2: Anticipation
Definition: Anticipation is used to prepare the audience for an action which is about to happen with the purpose to make the action look more realistic.

Anticipation is something that in my opinion can either make a game, or break a game. The example I've chosen is from one of my favourite non-fps game Assassin's Creed (the original). Throughout the game your character will complete a series of "finisher moves", these are special moves that can only be seen when striking the finishing blow. When a finisher move is about to be used the game time is slowed down, building up the anticipation for the final strike that the player knows is coming next.


Like I said before, anticipation can either make or break a game, if there is too much too often it can ruin the game play experience. An example of this would be in the game "Enter The Matrix", where practically half the game play is in slow motion. For the first hour or so it is enjoyable, you almost feel as if you are replaying scenes from the movie, however after the initial hour the game-play soon turns dry; It is almost as if you are waiting on the game to hurry up and complete the action you've instructed your character to do.



3: Staging
Definition: Staging is used to draw the attention of the audience and direct it to something that is about to happen or is already happening.

Staging relies mainly on camera angles and lighting, which is why it can be used to directly draw the attention of an audience to something that is going on. At the same time, staging also can be applied to the camera angle that focuses on the character itself. My good example comes from the game "Battlefield 3", where the camera angle is fixed allowing for easy navigation and sense of direction.


My bad example focuses on the game series "Grand Theft Auto", in the positioning and re-activeness of the camera that focuses on the main character. Throughout the game it is constantly changing, which tends to throw off any sense of direction that the player has. While the trigger-lock function retains some sense of direction while in conflict, the movement of the camera is still very distracting.



4: Straight Ahead/ Pose to Pose
Definition: Straight Ahead/Pose to Pose is the movement of an object or subject from point A to point B. "Straight Ahead" is when the frames are drawn out/created one by one, while "Pose to Pose" is when the first few and last few key frames are drawn and the rest are left to complete at a later time.


For the good example, I have chosen the game "Assassin's Creed". When switching between weapons you can clearly see the movements sheathing the current weapon if any is equipped and drawing another/a weapon. The animation is smooth but fairly quick, yet still noticeable.


The game I chose for a bad example is called "Soldier of Fortune", an old generation first person shooter. When changing between weapons the change is instant, with no animation between the weapon change. Simply put, there is a Point A, a Point B, and no in between ground.







5: Follow Through & Overlapping Action
Definition: Follow Through & Overlapping Actions are another principle to give the animation a more realistic effect. "Follow Through" means that parts of the object (a body and its arms for example) will continue to move when the main mass has stopped its movement. "Overlapping Action" is when those parts of the object are moving at alternate speeds to the main mass of the object.

Follow Through & Overlapping Actions are another principle to give the animation a more realistic effect. "Follow Through" means that parts of the object (a body and its arms for example) will continue to move when the main mass has stopped its movement. "Overlapping Action" is when those parts of the object are moving at alternate speeds to the main mass of the object.

The movements in Assassin's Creed demonstrates both Follow Through and Overlapping Actions very well. The way the characters body moves before and after jumps, rolls, active movements all have a degree of realistic body movements such as arms and upper body continuing to move after the main body has stopped, as well as moving at alternate speeds to the main body.


A bad example of the Follow Through and Overlapping principles would be Super Mario. The character's movements are very rigid, with very little if not no follow through or overlapping at all. It is almost as if it is one solid object reacting with another, there is no smooth transition between the movements and when jumping or landing.



6: Slow in & Slow out
Definition: Slow in & Slow out is the acceleration and deceleration of an object while travelling from point A to point B. An object will accelerate from point A to reach a constant speed and then will decelerate on its approach to point B.

One of the simplest examples for this principle can be found in any good car racing game, my example is from the game "Gran Turismo 5". When the player holds down the acceleration button, the car smoothly transitions between gears to reach its top speed over a period of time. When the player released the acceleration and/or applies the breaks, the car will decelerate smoothly to a stand still; getting from point A to point B in a slow in and slow out manner.


My bad example is along the same lines as the acceleration and deceleration found in Gran Turismo 5, however it is of a much poorer quality. The game in question is called "Grand Theft Auto 2", for the PlayStation 1 console. The acceleration and deceleration in GTA 2 is VERY sudden and very unrealistic; within less than a second your car/truck reaches its top speed and can stop literally where it is at the time that you apply the breaks.



7: Arcs
Definition: Arcs being the most natural movement provide realistic physics to the moving object (trajectory and movement).

For arcs I chose a video that demonstrated the effects of gravity on projectiles, in this case, an Rocket Propelled Grenade from a long distance. From the moment the 2nd stage rocket of the RPG kicks in the RPG begins to arc down towards the ground due to the effects of gravity.


Carrying on with the trend of RPG's, I've chosen my bad example from the game "Alliance of Valiant Arms (AVA)". In AVA the RPG's shoot in a straight line infinitely, there is no arc or curvature in their projection path/



8: Secondary Action
Definition: A secondary action is used in combination with a primary action more viability to give a more realistic animation as well as a more lifelike movement.

One of the best examples of a secondary action in games is the idle movements of characters while they are not being controlled by the player. The game I have chosen as an example is called "The Sims 3", a strategic life simulation computer game. Secondary actions include breathing, facial expressions, re-positioning of stance and sometimes even involuntary primary actions.


My bad example is from the game "Runescape", a massively multiplayer online role-playing game. When idle the characters have no secondary actions at all, they just remain in the exact position they were left in by the player.



9: Timing
Definition: Timing is essentially used to ensure the animation is flows smoothly. Physical timing works along with physics to make an object look as if it abides by the laws of physics (making the movements more viable), on a theatrical side, timing helps present the characters personality such as their mood, emotion and reaction.

Timing in character response to the players input as well as reaction to what is happening around it is essential in making the physics of the game look realistic. One of the more fast paced FPS games called "Painkiller" has a very quick reaction to actions made by the player and on to the player, allowing a more authentic animation, thus being more realistic.



The game "Guild Wars" is my bad example, as the reactions of characters in combat are delayed by a considerate amount. Arguably it is not improved if the players computer is not fast enough, however even with a high end computer the delay in reactions is noticeable when you look for it.



10: Exaggeration
Definition: While exaggeration is not required, it can liven up an animation to create a comical effect.


11: Solid Drawing
Definition: Solid Drawing is taking into account the 3D space of the Object, giving it weight and volume. Animators needed to be very skilled artists to maintain the balance of their drawings.


12: Appeal
Definition: The animation needs to appeal to an audience, it is essentially the charisma of the character animation in comparison to an actor.

There are many different types of audiences that a game can be targeted at as well as many different genres of games. An appealing game for some will not be as appealing for others, so I have chosen an example that was at one point appealing to me. My example is from the campaign mode of the game "Battlefield: Bad Company 2", in particular the characters in your squad. In the campaign each character each has its own style of animation and response to situations within the game. The player is more deeply immersed into the game, as the characters they interact with have their own personality, greatly increasing game appeal.


For my bad example, I've chosen the game "Call of Duty 4: Modern Warfare". While fans constantly argue that is is the best FPS game available, it lacks the appeal of a good storyline. Whether it is from oversupplying the Call of Duty franchise with constant new games on a regular basis or just from lack of imagination, the campaign mode is very short and not particularly interesting. It seems to be just a footnote at the end of the game, added in because its the generic thing to do. The characters have little to no personality, which could easily of been created via the animation route.

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