My notes are basically phrases that summarize an idea, generally short and concise.
Here we go!
Cameron Fielding - Understanding reference
Cameron Fielding - Using reference from iAnimate on Vimeo.
- On analyzing your reference: What motion describes physicality?
- What should you copy? (from your reference)
- Never just assume you know what it looks like.
- What to look in your reference: Honesty, not subtlety.
- "It's the quality of the artist interpretation that makes art, not the subject itself"
- The pose is king. Motion is secondary to the gesture.
- Forget about movement, what pictures do I need to understand this movement? Which are my "first impression" images?
- Where do you start?
- Capture your first impression images (to summarize the feeling of the shot).
- Think like a technician (forget about art).
- Changes of direction (for characters, focus on one part of the body)
- Ins, Outs (just before and just after a change in direction)
- Weight shifts (not the passing position)
- Think like an artist
- Motion is secondary to the gesture.
- Leave your first impression poses and add the more appealing ones.
- Smart playback script (I believe is this one, but not sure...)
- How to embellish a shot? Depends on your style.
- Acting: Capture the subtext
- Action: Capture the physicality.
Brett Pascal - Practical Cameras
Brett Pascal - Camera work and staging from iAnimate on Vimeo.
- What is a camera?
- Shutter
- Iris - How much light reaches the sensor
- Lens - Changes what's in view
- + Length (mm), + Zoom
- Jump cuts: Background does not change but position of character does.
- 180 Degree Rule - Hard to break but breakable.
- Rule of thirds: relationship on the screen.
- He mentioned that it is possible to have two characters in the same third, to give the feeling that one is over the other.
- Cutting cameras: cuts needs motivation.
- Fading cameras: implies passing of time.
- Most used lenses: 18, 21, 28, 35, 50, 85, 120, 210
- Reference material: DIY Film Lab, Film Riot (Youtube channels)
- Cameras DO NOT pivot from center of gravity, they pivot from where they are held.
Camera Rotation Pivot |
Richard Lico - Destiny
Richard Lico - In games animation workflow from iAnimate on Vimeo.
- On Run cycles: Key essential changes
- Spline should be only to make it look good
- Hips get more motion than the head.
- Do not let the IK animate by itself. Add the kick!
Add the kick to your run cycle! |
Ted Ty -Difference between 2D and 3D
I didn't take any notes on this one because I didn't want to miss anything of what Ted was saying.Ted Ty - Genuine acting from iAnimate on Vimeo.
There are also a couple of videos with the iAnimate panel. Here are the links:
Part 1
Part 2
Part 3
Part 4
Enjoy!
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