Character Animation
Evaluation
1. Physics of Motion in relation to character movement
2. Interaction with objects
3. Expression of weight and volume on the character
4. Expression of intentions or feelings
5. Use of anatomically correct animation
6. Deviation from real or expressive movements
7. Lighting and camera angles
In this evaluation essay I will be addressing each of these
points individually and then justifying them in a collective summary at the
end.
To begin with, the movements of my character at the
beginning of the animation fit within the boundaries of realistic movement and
so follow the physics of possible movement for living things, it has been done
in this way because the first half of the animation connotes a serious feel and
so the character must move realistically and not exaggeratedly. However in the
second half of the animation when the screen fades in to reveal my character
running away from a large boulder, his movements are comically unrealistic and
although are physically possible are not a realistic because the scene connotes
comedy toward the character and the situation he is now in.
My character successfully interacts with an object in the
first scene of the video where he makes a hat grow from thin air in his hand
and places it on his head. This object subsequently later interacts with the
second object of the animation, the large boulder, as it is flattened under the
boulders weight after falling from the wizard’s head whilst he comically runs
to escape the boulder.
The expression of weight and volume on my character is
subtle, like with an average sized human being, and can only really be see
during the walk cycle at the start of the animation. The characters weight is
portrayed by the amount that his legs bend during each step, in this case they
seem to bend a little bit exaggeratedly for his apparent size. However the
movement can be an indicator of his volume as heavier characters tend to larger
and lighter characters tend to be small or skinny (or both), so this indicated
that despite his proportions he is a heavier character.
During the animation the character expresses two emotions
and two intentions. The first emotion is in a wink to the camera, which
connotes friendliness and a happy emotive state. The first intention is when
the wizard is casting a spell, this is a dramatic intention and the movements
are slightly exaggerated to show that he intends to cast this spell. The second
emotion and intention come in the same piece of movement, while he is running
from the large boulder his exaggerated movements and his action of running
connote the emotion of fear and the intention of attempting to escape the
boulder before it crushes him like it does his hat.
Anatomically I believe my character animates correctly. His
joints are in the correct places and they bend in the correct directions, so he
moves normally e.g. when he moves his arms the elbows bend in the right
direction, same for the knees. His head can roll around the shoulders. His
shoulders and hips bend properly etc.
Despite my character having anatomically correct movement
such as walking, putting the hat on his head and casting the spell, he is not
limited to realistic movements and actions. The characters run cycle is
comically exaggerated and although the movements are anatomically possible for
the skeleton they are not logical for any living creature to do, this was to add
another level of visual comedy to the scene on top of the already comical
situation of the character running to escape the large boulder rolling after
him.
The lighting used in the scene was simply an area light
appropriately placed above the scene to illuminate the character and his
actions. A single light was used because the scenery surrounding the character
was an empty white space, aside from a horizon line, and if spot lights would
have been used the character would have been washed out with brightness,
because of the empty bright scene surrounding the character, a single are light
that illuminated everything equally was all that was needed.
To conclude, my character animation uses simple scenery and
lighting to put full focus on the actions of the character, which at the start
are realistic and set up a serious scene as he walks toward the camera and
casts his magic circle, the wink is a part of this serious scene to give the
character a personality instead of appearing robotic and to stop it being too
serious and boring (seriously boring). The movements of the character and the
events of the whole animation create two contrasting scenes, the first a
serious build up to the second, which is a comical conclusion. I believe that
the two together create an enjoyable animation.