Thursday, April 21, 2016
Processing
Thursday, September 3, 2015
AE vs Program (Bouncing Ball Edition)
- Choosing a project parameters.
- In AE you pick a resolution or dimension of the project as well as the color settings and many other details. AE has most common settings stored as presets.
- In my Java project I am limited in formats and can only set the window dimensions and scale of my animation. [I chose default dimensions and scale of -1 to 1 in x and y directions]
- Creating objects.
- In AE you can create a new layer that can easily become any shape or color with a mask or effect, in this case a bouncing ball. Layers can have as many parameters as you can imagine customizing.
- Make the thing bounce.
- In AE there are countless ways to give a layer motion. The simplest way is to keyframe the desired motion and loop it with an expression [loopOut(“cycle”,0)]. In this case there is not a lot of physical accuracy to the motion. The movement looks fake to the eye. To remedy this, we use motion blur and make the key frames ease in or ease out so that the ball slows as it reaches its maximum height and speeds up as it approaches the ground. These effects work very well but it does not give the editor a world space to work in. What I mean by that is that there is not a gravity or velocity that the editor can easily alter. This feature can be found in presets like CC Particle World. This preset creates a 3D world space in which the editor can manipulate particles. But for the simple purpose of the bouncing ball motion blur and eased keyframes will do the trick.
- Some very quick math (truly just arithmetic) gives us updated velocities and positions for our balls for any given timestep. The physics is very simple and thus easy to manipulate. By changing the value of ay to .005 instead of -.005 I can make the balls look like they are floating in a room like helium balloons.

For Loop that updates velocities and positions and
if statements that make balls bounce off of walls. - Rendering/Making animation appear
- Add to render queue. Open rendered file. Hit play.
- I took the For Loop that iterates through our array of balls and put it inside an infinite While Loop (Learn more about loops HERE). This way the balls will bounce continuously until gravity eventually pulls them to rest. I draw the three circles at the three initial positions. After every update of velocity and position I redraw the white background of the movie frame. If I did not redraw the background then there would be a trail following each ball as it bounced around the screen. After this I draw the three circles a their updated positions and show or pause the image for fifty milliseconds. This way the white background does not flash and give the animation a glitchy look. This is definitely more steps then hitting render!

Updates inside of infinite While Loop with drawing logic.
Animation frame rate is one frame per 50 milliseconds.
Monday, February 14, 2011
Expressions
Saturday, January 22, 2011
How To Do It

Welcome everyone!. The following project structure is intended to provide you with a methodology to be both specific and help you track the progress and meet your milestones. Since individual projects vary widely some points might not apply. However, you can use it as a roadmap to define/clarify your deliverables and go back to it frequently and methodically.
It has four distinct phases:
DISCOVERY
This phase helps you understand the big picture and the opportunity to achieve the main goals of your project; to take an idea from conception to completion in the most effective manner.
Brainstorming, sketch models, scenarios, analysis and feasibility assessments.
Define the requirements, scope, timeline, budget (your time and resources) and benchmarks for the project.
Requirements of Analysis:
- Prioritize and validate requirements based on quality(1) and strategic factors
- Determine success criteria and metrics
- Define a preliminary list of production requirements.
Synthesis:
- Produce a final document with the discovery result.
- Develop a high-level implementation plan. (storyboard)
- Present a timeline and a budget estimate.
DESIGN
During this phase, create the look and feel of the solution (style). Develop the story requirements, the creative components, the technical design and infrastructure that supports the project.
Creative Design:
- Storyline
- Script
- Storyboard
- Art Direction
- Audio Design
- Production Design
Technical Design:
- Software requirements
- Set/backgrounds/location/plates
- Lighting diagrams
- Special efx design
- Models, textures
PRE-PRODUCTION
Develop and integrate all the creative, technical and information components.
Creative Production:
- Story
- Character Design
- Prototypes
- Graphics, 3D video/audio production needs
- Technical integration
Technical Production:
- Green Screen
- Lighting
- 3D camera
- Sound
- System testing
- Problem resolution
Demonstrate the solution after all final specifications and testing results.
Live environment:
- Rendering
- Audience Test performance and feedback
- Implement promotion/communication strategies
Showtime!
That's all folks!
1-Quality: the true nature of things, the peculiar and essential character
All Illustrations custom made by Rich Powell







