Sunday, 13 April 2014

Post 5
Conventions of a Digital Animation


Task 1: Explain the standards and conventions used to produce digital media outcomes



There are numerous amounts of standard and conventions we use to ensure a proper outcome for out digital animation. We used things such as the Resolution, using the resolution we can increase and then decrease it to create a specific illusion best suited for our animation. Here in the screenshot above indicates the resolution in which the rendered outcome images resulted in, we decided to keep the final resolution to 1920 by 1080 (1920x1080) as this was what the HD pre-set initially sets itself as concluding that my animation with display with HD.

Another example of the conventions that we use in Blender is the 12 Principles of Animation. The 12 principles of animation helps us define our character to help the little aspects of our animation. For example Appeal, Appeal is another aspect that can help you make and create your animation and also make the viewer understand or feel that it is real or alive. This is the main point to all animations. If your animation is lacking the right textures and the right layers to make it look real or alive this will effect the overall digital media outcome.



The last example that I will discuss will be the Straight ahead pose to pose principle. This is basically just the simple Walk Cycle that you divide up into key frames, if we animate this function correctly then we can see our animation come to life with the basic aspect of the human characteristics of walking. The simple Straight Ahead term means exactly what it sounds like, the basic forward motion in which a normal ever day thing will be viewed as only this time it is with an animation. In other words it is a way of viewing the animation the precise way that each individual frame. And as for Pose to Pose, this clearly means that you can upload a background image helping your or guiding to create different poses to create a simple but descriptive Walk Cycle, in Blender the application allows you to add in all the in between frames later hence you can skip frames for a more quicker and efficient process of animating. In the photo above taken from the web address below we can see a clear example of certain or significant poses only being bought out stating that the frames in between can be missed out.


Another basic example of the many conventions used to produce our digital media outcome is the file-type of imagery in which we can display our animation. Using characteristics such as the file-type for example on my animation I had used the PNG (Portable Network Graphics) image file-type as this concludes your animation with the perfect quality rather and much more control within the overall context of my animation. PNG has been known to be best suited for rendering out an image as it supports 24 bit colour RGB, in addition the format of this file is ideal for screenshot software, this allows pixel for pixel creations of your animation. I think this was better then using other file-types like JPEG (Joint Photographic Experts Group) as in most cases designers would use it for a test run of your animation and also the JPEG format sort of decreases the animations potential in quality and control meaning that basically what your initial piece of work or animation was before you choose your file-type, will then be further downgraded as the outcome of the JPEG file lowers the condition and the potential HD of the file. JPEG has known to be specifically used for photography purposes hence the Acronym meaning. However since we are rendering our animation JPEG is not the best suited for this job.

Task 2: Discuss the positive and negative implications of adhering to digital media standards and conventions when developing digital media outcomes


Positives
  1. I was able to control the type of file my animation
  2. It allowed me to focus on a certain aspect and work towards a specific measurement or goal of what my animation should look like
  3. The conventions allowed me to record and keep track of how much of a layer of any convention was placed upon my animation
  4. I was able to bring my animation to life using the basic 'Walk Cycle' setting the right frames and the right positions best suited for my animation
  5. Found it easy to counterpoint an exact measurement or scale from a certain characteristic

Negatives
  1. Appeal was not considered within the many conventions given
  2. You cannot give the animation a personal feel of it, for example the appeal of my character is not exactly what I had hoped for. My certain mesh had a kind of mythical look to it as the implications of the techniques did not quire for this specific doing. 
  3. Sometimes your chosen file cant work everywhere hence you have to make sure of this
Task 3: Evaluate how the application of standards and conventions affect the quality of digital media outcomes
 
This is the most significant part of the final reproduction of my animation. The outcome of your animation sets the bar, meaning if it was really well done people would relate to it more and understand it clearly. If you were to get a low quality viewing of the animation it would be hard for the audiences/viewers to create a relationship between them and the animation. The different applications of each of the Standards and Conventions affects the quality and the outcome of the final viewing, so if you apply the right resolution that is best suited with a smooth speed and movement rendering out the animation will create high quality images hence resulting in your animation being in the highest resolution standard available.
 
Task 4: Discuss the relationship between standards and conventions, in relation to the requirements of digital media outcomes
 
The relationship between standards and conventions is that it offers a better quality animation. Meaning because the standard resolution is able to edit and set a resolution of what our animation will come out as this will help the conventions work behind the scenes on the more mathematic terminology. These can all help the viewer or the stakeholders of the animation understand the certain characteristics clearly and undergo a relationship between the two.