At current I have two idea's for the FMP which are:
*animation
*podcast
For the research on the animation I was told that I could animate on the drawing software FireAlpaca which I already use for drawing anyway.
However I wasn't too sure how to animate using the program so I turned to the internet and found found a couple of tutorials on YouTube and now know the basics of animating on FireAlpaca.
The YouTube video's I used to research animation on FireAlpaca were:
The first video I watched:
https://www.youtube.com/watch?v=U89bA7jomvM&t=260s
This video was long and gave more instructional steps which was nice but it did drag on a bit this video would be good for someone who is looking for a more detailed tutorial but as for me I like short simple video's so that i know the basics and can learn the rest myself.
The second video I watched:
https://www.youtube.com/watch?v=mpN5QD9aM4g
Out of the two I researched I found this one to be the most useful as it showed a more in depth tutorial and showed you how to finalise it as a video and gave a step by step approach which was highly useful to someone who hasn't done an animation on this program before.
As for the research on the podcasts, the only podcast which i have watched are the ones on YouTube on the channel simplypodlogical which was made by a channel who gets many questions on serious topics and decided to talk about them on a channel dedicated to making podcast's talking about them.
I myself find the topics interesting as their input on it makes it entertaining and they explain their view's on it in a good way that makes sense to listen to.
One that I watched was about relationships which I don't usually find myself watching however the topics they covered was good and they explained their view well
https://www.youtube.com/watch?v=WywN547im8s
Other than that I haven't looked too much into podcast's as I still don't know whether that is a possibility due the college being closed so the option I feel that has the highest possibility of happening is the animation as i can do that at home.
As I feel that animation is something I can do and something that I am interested in, I decided to have more of a look into animation as a whole:
Most animations normally have 24 Frames per second it can change depending on what their goal is.
The definition I found for animation was: The technique of photographing successive drawings or positions of puppets or models to create an illusion of movement when the film is shown as a sequence.
An animation can be stop motion or a 2D drawing.
In a lot of anime the main animation is for the main characters and usually the background characters aren't moving and they are just an image.
there are the first two animations i tried one being my first attempt and the second animation i tried to relate it to a song but i did struggle getting it to link to the song though.
the song in the background of this animation is called
i dont want you back - by AJ Mitchell
There are 12 basic principles of animation which are:
Squash and stretch
The purpose of squash and stretch is to give a sense of weight and flexibility to drawn objects. Taken to an extreme, a figure stretched or squashed to an exaggerated degree can have a comical effect. In realistic animation, however, the most important aspect of this principle is that an object's volume does not change when squashed or stretched.
i had my own attempt at making this on firealpaca and this was the result
Anticipation
Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend the knees first; a golfer making a swing has to swing the club back first.
Staging
This principle is akin to staging, as it is known in theatre and film.Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression, or a mood. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, or the angle and position of the camera.
Straight ahead action and pose to pose
These are two different approaches to the drawing process. Straight ahead action scenes are animated frame by frame from beginning to end, while ''pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later."Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used.
In computer animation
Computer animation removes the problems of proportion related to "straight ahead action" drawing; however, "pose to pose" is still used for computer animation, because of the advantages it brings in composition. The use of computers facilitates this method and can fill in the missing sequences in between poses automatically.
Follow through and overlapping action
follow through and overlapping action is a general heading for two closely related techniques which help to render movement more realistically, and help to give the impression that characters follow the laws of psychics, including the principle of inertia. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts. Again, exaggerated use of the technique can produce a comical effect, while more realistic animation must time the actions exactly, to produce a convincing result.
Slow in and slow out
The movement of objects in the real world, such as the human body, animals, vehicles, etc. needs time to accelerate and slow down. For this reason, more pictures are drawn near the beginning and end of an action, creating a slow in and slow out effect in order to achieve more realistic movements. This concept emphasises the object's extreme poses. Inversely, fewer pictures are drawn within the middle of the animation to emphasise faster action. This principle applies to characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration.
Arc
Most natural action tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism. This technique can be applied to a moving limb by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.
As an object's speed or momentum increases, arcs tend to flatten out in moving ahead and broaden in turns. In baseball, a fastball would tend to move in a straighter line than other pitches; while a figure skater moving at top speed would be unable to turn as sharply as a slower skater, and would need to cover more ground to complete the turn.
An object in motion that moves out of its natural arc for no apparent reason will appear erratic rather than fluid. For example, when animating a pointing finger, the animator should be certain that in all drawings in between the two extreme poses, the fingertip follows a logical arc from one extreme to the next. Traditional animators tend to draw the arc in lightly on the paper for reference, to be erased later.
Secondary action
the secondary action is when you have the main action for example a person walking the secondary action would be adding the arms swinging or the person whistling to convey an emotion. adding the secondary action can give the animation a more convincing animation.
Timing
Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. On a purely physical level, correct timing makes objects appear to obey the laws of physics. For instance, an object's weight determines how it reacts to an impetus, like a push; as a lightweight object will react faster than a heavily weighted one. Timing is critical for establishing a character's mood, emotion, and reaction. It can also be a device to communicate aspects of a character's personality.
FMP DRAFT IDEA, AND PRATICING THE SORT OF FORMAT I WANT IT TO BE LIKE.
as for the idea i have for the FMP i am planning on doing a music video for the song Mansion by the artist NF and this is my rough first draft of what i would like it to be like. it is not perfect but this is the style i want to go with for the video
reflection on my first animation draft for the FMP
this first animations has some idea's which i would like to add into my final video which are some of the scenes of the eyes opening and closing as i feel it could be rather effective in certain parts of the song as well as as doors scene as that idea really work with the song as that is a way to interpret memories being inside a door,
things i would like to change is the sketchy art style but as this was only a draft i wasn't concerned about the lines being perfect. as the video was repeated i would add more diverse scenes as they are quite similar to eachother.
FMP DRAFT IDEA, AND PRATICING THE SORT OF FORMAT I WANT IT TO BE LIKE.
as for the idea i have for the FMP i am planning on doing a music video for the song Mansion by the artist NF and this is my rough first draft of what i would like it to be like. it is not perfect but this is the style i want to go with for the video
reflection on my first animation draft for the FMP
this first animations has some idea's which i would like to add into my final video which are some of the scenes of the eyes opening and closing as i feel it could be rather effective in certain parts of the song as well as as doors scene as that idea really work with the song as that is a way to interpret memories being inside a door,
things i would like to change is the sketchy art style but as this was only a draft i wasn't concerned about the lines being perfect. as the video was repeated i would add more diverse scenes as they are quite similar to eachother.

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