#previously photoshops given me a 'no space for this action' error. but not this time! just killed my whole computer
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arsenicflame · 3 months ago
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had to hold the pillow over her face after asking her to resize something 😓 there is literally 30gb free on the computer she just simply. cannot do things :(
i think the main thing ive learnt trying to make gifs is simply that. my poor little laptop cannot handle it.
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robbiejohnsonyr3ax3021 · 3 years ago
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AX2001 - University - Week 4 Friday Lesson Reflection
In today’s lesson, we were able to have the lesson we were supposed to originally have last week, this lesson being a focus on different disciplines/ animation types including 2D, 3D and stop motion. We were asked to chose which one of the three options we would like to focus on, however I am still struggling to decide which of the three to choose from, as I feel (especially from last year) that each of the three provide valuables skills and lessons that have a knock effect to the other types of animation. So asked my tutor if I could join in with all three to maybe help me make up my mind, he was fine with me joining in on all three and that for me was what most of today’s lesson revolved around.
 2D, Cell Action
The first focus was on 2D animation at first, I was expecting this to be a focus on different techniques to help your animation appear more fluid and boost production time, but I was wrong and caught a little off guard. The focus was on 2D model/ character rigging software called “Cell Action”, a software that has apparently become very common and popular within the animation industry, we had also not touched upon this software at all in the first year, so everything was entirely new to me.
Our tutor ran through the basics of the software, explaining that this software will only work if we create a character in a different software that allows multiple layers for drawing (E.g., “Photoshop” and I think maybe “ToonBoom”). Once we import the character into Cell Action, we need to assign and parent the different anchor points, joints and create groups for various changing body parts and features such as for the eyes and mouth for blinking and dialogue. This process reminded me of a slightly more complex version of rigging 3D models, within a software like Maya, but as our tutor explained once everything is rigged up correctly, the production of creating our animation character should speed up a lot. Overall, this Cell Action seems very interesting and if in some cases its become industry standard, then If I can I would like to give this software a try.
 3D, Modelling Eyeborg
The second focus was on 3D animation and some cases we were treading familiar ground. Our first introduction to Maya during the first year was animating a rig of one our tutor’s characters called “Eyeborg”. However, unlike last year, this time our task was to create our own Eyeborg model from scratch, which covers a variety of different skills needed and techniques required to create any model. Some of what was explained was familiar to me whether it be from the E4 project I did in the first year, or discovery through trial and error from my spare time and during our summer project. But there where some new features and aspects covered, such as using the B key to stretch and adjust proportions of the model’s body, something I was unaware of in the first year.
Although this week nothing in regard to rigging the model was explained, I felt that there was still a lot I could do with this project set to us and will hopefully learn a lot in terms of creating more detailed and complex model, in comparison to the simple cylinder bodies and oval heads I have been creating previously.
 Stop motion, Modelling a character from scratch
The third and final focus/ discipline was for stop motion animation, before starting this discipline, I thought we would be learning how to create and interact with armatures effectively for an animated piece. Turns out that I was once again incorrect and we instead did a group exercise, we were handed an A4 piece of paper with a picture of what looks to be a fish in some robotic space suite. We would need to create this character out of the materials we were given, these materials were Newplast plasticine and tin foil as well as a small copper wire.
We began by creating a ball out of crumpled up tin foil and then created the legs out of two separate pieces of tin foil, the ends of the legs where they would attach to the body were left as an open piece of tin foil in order to easily keep the legs attached to the body. Once we created the shape of the body and legs, we used a small piece of copper wire and wrapped it around the ball body of tin foil, this was to ensure the tin foil would not fall apart as we applied the Newplast plasticine. We applied a think layer of the Newplast around the tin foil body and legs until we could not see the tin foil anymore, once this was done, we covered the Newplast with tin foil, we did this repeatedly three times to create the overall form of the body. During the second layer of Newplast I decided to nip the sides and back of the model, in order to begin creating the characters arms/ hands and the lower half of the fin on its back. After the lesson, I added one more layer of tin foil and Newplast, as we were asked to make the top of the model as flat as possible for next lesson when we begin creating the upper half of the character, so I applied one more layer of both tin foil and Newplast and squashed the top of the body, to get it as flat as possible.
  Overall, I came away from this lesson learning a lot, admittedly I feel like I’m still struggling to decide as Cell Action seems important to learn if this software is becoming industry, I’ve been wanting/ needing to learn more about model making and creating character Riggs and lastly knowing how to build a model with proper materials and not out of just wire and cardboard. But I will try to complete as many of these tasks as I can before next lesson, I can’t guarantee this due to my other module work, but I going to give as much of it a go as possible.
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pleaseload165 · 4 years ago
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Flash After Effects
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Flash over after effect? Or After effects over flash? Just recently I have worked out how to animate sprites in after effects. Previously I would animate my sprite animations in flash then convert it into a video file and add the sound effect on after effects, and any other further effects. Here is something I created a few years back which I made in flash, then converted and edited in after effects.
Subscribe Now:More:light flashes on After Effects is.
Flash Player's end of life is December 31st, 2020. Please see the Flash Player EOL Information page for more details. This document lists the file formats which Adobe After Effects can import and export. You can add support for additional file formats to After Effects by installing a third-party plug-in.
Hello!Today I'll be showing you how to make black flashes in after effects, enjoy!If you have any questions, feel free to ask me in the comments! After months of waiting - It's time to learn how to use STRIKE the right way! Recreating Flash running in Adobe After Effects!Download it here: https://www.
But recently I worked out that sprite animation was possible in after effects. So i created this very short animation.
So this in mind, it got me thinking. What program was better for sprite animation?
In flash, sprite animation is easy because you can add all the images and take the character frames out of the original image then put into the work space. In after effects to get the frames for the animation, you have to key out the background to the sprite sheet, then mask out each picture frame that you want. It’s a slightly different way to flash, however in both pieces in software it is quite tedious and time consuming.
Flash is also very handy for creating animation loops, like walk loops. These are obvious where it comes in handy, but I have not found any way of making an animation loop in after effects for this sort of thing.
After effects however can produce better quality images compared to flash because you don’t have to convert any file, and because the software won’t mess up any of the images. You don’t have to change any of the options to get a better image, whereas in flash to view high quality animations you had to go into the JPEG option and increase the quality.
After effects is also handy with how you can manipulate the objects, as the rotation, scale, position and other aspects are split into their own sets on the timeline, in flash all the manipulation is on one timeline for each object, which means if you wanted to manipulate two different aspects of an image, but at different times, it may get a little more complicated and time consuming in flash, than it would in after effects.
After effects has a much more powerful and flexibly virtual camera. Flash on the other hands has an actionscripited camera that, don’t get me wrong works effectively. However cannot do 3D effect at all, whereas the camera in after effect has to be in 3D to work. This give it an edge because it means you can make more elaborate animation with foregrounds and backgrounds, and also make more than one angle, rather than it just being a platform.
Adding effects is also easier in after effects because you can add proper effects on to any file, whereas in flash you can only add effects onto movie files. After effects has an input motion blur which reacted to the movements of the file and adds the blur in relation to the movements. In flash you have to add them manually. Any blurred camera looks have to be manually done too, but after effects has it built in.
The last thing is that after effect allows you to animate in a 3D environment, this can also be done in flash, but is more complicated and time consuming as part of it has to be scripted to do it properly right. No scripting is involved in after effects.
Flash After Effects
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What's new in Adobe After Effects CC 2021 18.1:
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Bugs Fixed:
Fixed an issue that could cause After Effects to crash when copying layers using Linear Color key.
Fixed an issue with 3D Scene Navigation that caused spring loaded “C” AND “V” keys to not work correctly.
Read the full changelog
Professional multimedia editors are already aware of the importance of their software, as the application they use needs to be both feature-packed and intuitive enough to allow users to easily locate each function with ease. Adobe After Effects is one of the most complex tools one can work with in regards to designing motion graphics or cinematic visual effects.
Time-consuming installation and a few tips
First and foremost, it needs to be mentioned that this software comes with a large installer, therefore it takes a while to download, go through the entire setup and load.
When first launching the software, the Welcome Screen comes in handy to beginners and pros alike, as it displays some tips meant to optimize the manner in which you operate Adobe After Effects.
Import images and take advantage of incorporated presets
When creating a new composition, users can customize it by adding text strings, solid colors, camera, lights, as well as new distinct layers. Alternatively, the composition can be viewed as a flowchart, to ensure smooth manipulation of its components.
The application also supports inserting common images or Photoshop-based ones, and users can apply effects such as stylize, distort, and shatter. All the elements can be combined, adjusted and edited so as to obtain a custom high-quality animation - presets can also be of use when looking for inspiration for a new project.
Includes a standalone animation tool that helps users bring characters to life
The Adobe Character Animator is deployed alongside Adobe After Effects, providing users with a powerful animation tool they can use to bring to life models created with Photoshop or Illustrator.
The great thing about Adobe Character Animator is that it can track facial expressions and motion using a simple webcam, and apply them to two-dimensional characters. Moreover, it can mimic mouth movement and enables users to use audio recording to become the voice of their characters, with worry-free lip-syncing.
Apply an array of effects and set up various parameters
Considering the numerous types of effects and layer actions (such as time-reverse, mask, blend, switch) supported by Adobe After Effects, it is best to experiment with them before applying them to your final creation.
Experts are bound to access the Preferences section when they want to adjust the amount of RAM that can be used by the software, or to configure the video preview and audio hardware settings.
Conclusion
It might burden your computer’s performance, yet you should know that all jobs are finalized in a fair amount of time without running into issues such as errors, crashes or bugs.
Although the interface might seem a bit overwhelming, it is quite professional and there are plenty of Help contents integrated. All in all Adobe After Effects is an efficient and reliable piece of software, which deserves all the credit it has been given over the years.
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Adobe After Effects was reviewed by Elena Opris
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unit8-dda-humphreyhb · 5 years ago
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Unit 8 - Project Evaluation
Context:
The purpose to the animation that I’ve made, is to create a possible insight as to what the second season of ‘Final Space’  may provide as an experience from a fans point of view. My target audience for the animation is from teenagers all the way up to young adults, people who have a interest in animation  as well as  most importantly fans of the show. In terms of how well I understand the specialist area that my project is in, I believe it to be fairly strong as I there is  clear definitive evidence that it fits into the animation side of the design industry. 
However, there is the potential argument of it being an unofficial ‘teaser trailer’ for the next season of an existing show, there are factors which don’t credit it to be a fully fledged fluent animation. But in my opinion that doesn’t define it and the main aspects out weigh the this minor point. In addition the key aspects that capture it as a short animation help provide entry into this category.
Looking forward in expanding on this in the future, I would like to increase my knowledge specifically on different techniques on how to animate characters and the movement they do. This would include learning new design software, as well as new tools that would come with the software and the possibility of plug-ins. To conclude, my overall aim is to keep on developing my skills and knowledge so then I can better myself as creator.
Research:
While initially starting my project I did some in depth research into the three main animations that I wanted to take influence from and had a interest in their story and design styles. This was my main source of secondary research for the  character, background and general projects style, although when it came to creating the character’s body designs, I sourced some reference images from the internet. These helped me form more original appearances in comparison to the season one versions of the characters.
Throughout this project I have conducted secondary research to help my initial designs and sketches done on paper, then later I still used them but took more influence from some reference images for clothing. Once I had got past the stage of character design and creation, I conducted a survey where people could voluntarily fill out and provide me with feed back in the format of Primary research. The main reason why I did it in this way was because it gave me a more realistic point of view, plus from this perspective I could see what a random person/stranger would initially see. 
The combination of research and the whole creative process worked hand in hand throughout my major decisions. This can be seen as an example when I conducted my first primary research survey, and from that was the development of characters and the roles within the animation. Then I conducted a second survey asking for people’s initial thoughts on specific effects showcased in images I displayed. To sum up my thoughts on the effectiveness of my research, I believe my techniques to be useful for the progression and development of my project throughout, especially my method for gathering primary research and utilising it to improve my work. 
Reflecting on what I have learnt from this project and looking forwards to how I will conduct my research for future projects, I will be using similar methods and techniques to help influence and shape the creative design process. I now know it is essential to construct some form of primary research earlier on in projects, as the results will inform any alterations from the feedback I would of received and then at a later date there will be  less major changes needed.
Problem Solving:
Throughout the duration of the project I have come across multiple problems, which have differed from major issues to minor. I then found ways to solve them or even in some cases have had to work around it to create some sort of solution and alternative method to complete tasks. However, though having to deal with these issues is not ideal, it has been of benefit at times. In terms of learning from issues after they’ve been resolved, I would not have learnt how to fix a specific error that I made or that occurred so then in the future I can easily avoid encountering it again at a later date.  
By dealing with these obstacles, it has taught me how to adapt though sometimes my own mistakes. For example I came across an issue when using the puppet tool to animate a characters limbs, hands and fingers everything was working up until I applied pins to the fingers. They became significantly distorted when using other tools like position and rotation to animate the hand as a whole. In terms of tackling the problem that I’ll encounter with future projects, I will be more prepared if it is a reoccurring similar problem and likewise when it’s a new issue that I’ve not dealt with prior to then.  
Planning and production:
I believe that my planning for each stage of the project was fairly well thought through and that allowed me to plan ahead for each week. My time was managed primarily through a time schedule, which I made to help me plot tasks throughout the timetabled amount of weeks provided for the project. These tasks that I laid out gave me small milestones to work towards and from that reduced the work load on each stage of the production, making it more manageable.
In my future projects I would like to have a more adaptable planning scheme, as even though my current one for this project worked and gave me the knowledge of what tasks I needed to complete within the up coming weeks, there was a way to easily change parts if I skipped some tasks or needed to gain some extra time in certain tasks. In addition to this I will strive to apply a new possible aspect to the time scheme design, by adding a progression bar for each stage maybe and then that delivers more information on where I’m at in the project. Apart from these minor factors I would say that my planning overall benefited my workflow, and therefore increased the productivity for the creation process.
Practical Skills:
This project has given me the opportunity to explore new techniques and then lead on to me gaining skills from it. I was able to learn these from source videos on ‘YouTube’ that displayed tutorials on how to conduct a certain effect or use a  tool in a different way to what I had done previously. An example of how I explored a new technique is when I wanted to make the text 3D, I asked for one of my fellow students assistance with it, as they had knowledge on how to perform this effect from previous work they had done. I could then learn how to do it from their instructions and guidance and now because of this I learnt a new skill within Adobe After Effects.
To sum up my experience into looking into new techniques and methods on how to simplify an effect or give a certain one some extra flare, or factors which would enhance the visual experience, I believe that I’ve made steps to improving my understanding of animating and the application of already existing skills to a new format. By doing so I have increased my knowledge on subjects within animation as a whole. With future projects I’ll be aiming to expand my skill set like I did whilst working on and developing this one.
Evaluation:
My belief is that I’ve been quite fluent with the evaluation side of reflecting on each decision, whilst working on the project. I made a survey which not only provided me with a source of primary research, but gave me constructive criticism on which I could base my evaluation and assets designs, background designs, sound and visual effects. I think that reflection on my work has made me acutely aware of any mistakes I made and how to move forward to the next development of it, and this is all done through evaluating the process of the project progression at different points.
Presentation:
My blog is organised and has clear structure, it is ordered showing a clear progression of my development that I did to assets made in Photoshop and then imported to After Effects, to be implemented into the animation. I also showed the process that I went through to make the characters initially and then the development process to a completed version. Furthermore I displayed references to sources that were used for influences that I had used for character design, this method provided a nice interesting and informative flow to my blog.
In some posts there could have been a bit more clarity with showcasing my thought process. By doing this it would have expanded the possibility of the reader understanding my actions in a more in-depth way. However, in my opinion there were very few posts that contained these traits, so accordingly the presentation still is of a high quality in terms of showcasing initial content, reflection, development and then the final version. So to conclude, I believe that my project as a whole reaches the expectations that I originally had when starting it and has exceeded in some areas, although I acknowledge it may have slightly fallen short in others. I would deem the project a complete success and most importantly a huge and important learning point for me to have expanded my creative knowledge, as well as my skills set and general understanding of the software I have used.
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