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Design for Animation, Narrative Structures and Film Language

WEEK 7: Narrative structure and Character Role

This week, we learned about how to edit films and what elements should be considered.

Editing: editing is an important thing if the director wants to make the film work. The definition of the editing is: Primary means of building a chain of shots and scenes into a complete film.

I also learned that each edit ends one shot and begins another. In live-action films, this usually takes place after the film has been completed. In an orthodox, narrative animation editors usually work closely with the director and the story supervisor from the point where the storyboards are ostensibly complete.

What editing can achieve:

•To place one shot next to another

•To create a narrative progression

•To end a scene and begin another

•To provide additional detail (e.g. cut to a close-up)

•To indicate narrative effect (e.g. cut to a reaction shot)

•To provide the best possible view of action for the viewer at all times

•The moment of the edit is called the ‘shot transition’

Also, there are 3 golden rules when I try to edit a film:

•Editing should remain invisible to the eye, only the effect is to be experienced – the best cut is the one you do not see

•The storyteller should never let the audience get ahead of them – less is more

•The audience has to be a participant, not just a spectator

What I noticed most is how the Principles of Traditional Animation Applied to 3D Computer Animation.

Squash and Stretch – defining the rigidity and mass of an object by distorting its shape during an action
Timing and Motion – spacing actions to define the weight and size of objects and the personality of characters
Anticipation – the preparation for an action
Staging – presenting an idea so that it is unmistakably clear
Follow Through and Overlapping Action – the termination of an action and establishing its relationship to the next action
Straight Ahead Action and Pose-to-Pose Action – The two contrasting approaches to the creation of movement
Slow In and Out – the spacing of the in-between frames to achieve subtlety of timing and movement
Arcs – the visual path of action for natural movement
Exaggeration – Accentuating the essence of an idea via the design and the action
Secondary Action – the action of an object resulting from another action
Appeal – creating a design or an action that the audience enjoys watching
Personality in character animation is the goal of all of the above.

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