Tuesday, 23 February 2010
Appeal
How that is achived by individual artists and animators is what gives the animations they make their individual appeal to certian audenices, for example animations made for young children feature bright colours and cute-looking-child-like characters.
Another way of saying this is to describe appeal is to call it a character's "X-factor". If a character has got the "x-factor" then the audenice will watch the show.
secondary action
For example, when a character is walking, he or she is usually also swinging their arms and doing a facial expression or something verbal (like talking or whistling).
The point of such actions is to empihize the main action that the character is doing. If a secondary action conflicts or becomes more interesting than the main action, then the animation fails.
Facial expressions are generally considered secondary actions, so its best to show changes in expression when a character is stationary or before or after a character moves (not during the movement, otherwise the viewer won't notice the change).
Exaggeration
Exaggeration can be used to empihize an action or an expression, for example, when a character reacts to something.
This is a link to a 1919 Ko-Ko the Clown film "The Tantalizing Fly". In this film, the character was mostly rotoscoped (traced from a live-action film).
http://www.youtube.com/watch?v=M-K67eHDKpc&feature=related
This is a link to a later KoKo the Clown film which wasn't rotoscoped (exaggeration was used widely).
http://www.youtube.com/watch?v=qlaTYay-vx0&feature=related
Arcs
In nature, objects tend to move in arcs or some form of circular motion.
Its well observed when an object is thrown in the air and falls to the ground. The force of the throw makes the object travel forward, while gravity pulls it down to the ground, making it follow an arc.
The only exception to this is when an heavy object is dropped. It hits the ground in a stright path.
In living organisms, body parts; such as arms, legs, eyes, heads, tails, etc; operate in circular motions.
The drawing below demostrates this fact in the human arm.
Only mechanical devices operate in stright lines.
Slow In and Slow Out
For example, a car doesn't go 0-60 in a instant, it takes a bit of time to build up momentum to reach high speed. This is easily seen in the following video of a drag race.
http://www.youtube.com/watch?v=Xdxo8zmVak0
Here's a simple Flash animation showing this principle.
In the screen shot below, you'll see that in the inital frames of the movie, the sucessive images of the car are very close together, simulating the inital build up of momentum. In the later frames, the sucessive images of the car are far apart, simulating the burst of speed.
The principle is also applied to objects slowing down to a stop. Here's a Flash animation of a car stopping naturally.
As seen in the screenshot below, the sucessive images of the car get closer together near the end of the moive, creating the illusion of slowing down.
Sometimes, this principle is ignored for comedic effect. The most famous example of this is when Road Runner stops instantly.Pose-to-Pose Action
The techinque is very easy to implement on a computer in animation applications. The following animation of a moving square was created in Flash.
In the screen shot below, all the frames of the animation are onionskinned to show the square's position on each previous frame. The keyframes are marked with a black dot on the timelime.
In computer animation, a "tween" can be applied to automatically fill in the frames inbetween the keyframes. This was the case for the moving square.
This techinque of animation is useful in creating dramatic or emotional scenes where the staging and timing of motion is important.
However, true artistic expression is limited to the keyframes and the techinque can result in "robotic" style movement.
Stright Ahead Action
In this Flash animation, the square is moving in a awkward way. This kind of motion can only be achived through the stright ahead action method.
In the screen shot below, all the frames were keyframed. they are onionskinned here, showing in detail the square's motion in the video above.
As demostrated by the animation, stright ahead animation allows artistic creation on how a character or object moves, which can result in more natural and fluid-like motion. Its ideal for fast or wild actions scenes.
However, this techinque is very labour intensive and hard to keep the animated object or character in porotion in each sucessive frame drawn (which is evindant in the flipbook animations which were posted back in feburary). Its hard to stage and time, as you can't tell exactly how many frames an action takes to happen.
Follow through and Overlapping
Here's an example I drawn of a man skidding on a wet floor to a ticket booth.
In this example, the character has skid to a stop, but parts of his body continue to move in the same direction as the character was moving before. If this was animated, this continulation of motion would last only a few frames.
An extreme example of this effect can be observed in fight scenes were a character gets knocked out or flune at a distance.
When a character moves, clothing and hair are dragged about. Sometimes this is animated in certian ways for dynamic purposes, demostrated in the anime-styled character below.
Fat or flabby tissue is also subject to this principle.
Staging
When planning an animation, its a good idea to plan it like a live-action film. Don't overload it with lots of action, it'll confuse the viewer (unless you want to).
Anticipation
When most actions occur, some form of anticipation is performed before the action happens. For example, when a character is about to jump, the character bends downwards (like a spring is pressed down to store energy before its made to jump) before conmensing the jump.
Anohter example is when a character is throwing something or hitting something with a bat, the character's arm bends back before the bat or object is swung forward.
Timing
Physical timing is the timing of motions for the purposes of making a scene realistic. For example, when a character is trying to move an object, the object's weight determines how long it takes to move from a still start. If its an heavy object, it'll take a long bit of time to start moving, while if it was a light object, it'll take almost no time at all.
Here's a simple animation of a man pushing a large box demostrating the use of physical timing.
Another example is the timing of sound sources, such as a character's mouth, parallel to a soundtrack.
Theatrical timing is the timing of things for dramatic purposes. For example, the character's entry to a scene can be slow to produce tenson or mystery or fast to suprise the viewer or to make a character appear normal or average or not interesting.
Sunday, 21 February 2010
Squash and Stretch
The most well known demostration of this techinque is the bouncing ball (the example drawn below is not that good (I admit)).
The effect is well observed in real life when you look at objects colliding or been dropped and on to a surface.
The folowing link is to a high speed video clip of a golf ball been hit by the club, clearly showing the squash and stretch principle in the real world.
http://www.youtube.com/watch?v=2Y57pw_iWlk&NR=1
In this drawing of a paino hitting the ground, the squash and stretch principle is applied (notice the bending of some parts of the piano).
The principle can also be applied to the muscles of moving limbs. In living organisms, arms and legs are moved by a pairs of muscles. When an arm or leg bends, one muscle contracts (squashing) while the other relaxes (stretches).
Thursday, 11 February 2010
One Minute Movie - Back to the Future
This is the clocktower scene made by me (the first ever animation I have ever made with ToonBoom)
Here's the scene Marty returns to 1985, finding the Doc alive (thanks to him).
Here's is the scene where the Doc drops Marty off home and leaves for the future
Here is an animation of the final exit scene of our one minute version of the movie by Andrew Fleming (with a little help from me).
Tuesday, 9 February 2010
Sunday, 7 February 2010
Animan - plot ideas
Its simular to what happened in an episode of Transformers.
Realman plans to blow up a newly-built hydroelectric dam to flood Silicon Valley (to stop the production of processors for game-playing computers).
Its a simular plot to an episode of The Simpsons but Realman takes conselation that the Silicon Valley flooding idea is like the plot in a James Bond movie.
Thursday, 4 February 2010
Animan's arch enemy - Realman
He works as a history teacher in Animan's school.
By living near sellafield nuclear plant, he developed special powers (to his annoyance). He vowels to do whatever possible to end the making or distrbution of cartoons and comics.
He's good with disguises. Wears black and a balaclavar when doing warning messages (by video).
He gets ticked off when someone points out that what he's doing is simular to what happened in a cartoon.
Animan ideas
By night, he writes fan fiction. One night, while online, lightning struck him and gave him the ability to imitate the actions of any cartoon character he can think of.
Normally, he wears his school uniform, but as "Animan" he tries to dress up as the characters he thinks off.
His biggest weakness is anything feminine.
flipbook firsts
sun rising quickly
http://www.benettonplay.com/toys/flipbookdeluxe/player.php?id=256209
sail boat
http://www.benettonplay.com/toys/flipbookdeluxe/player.php?id=256202
Piano falling
http://www.benettonplay.com/toys/flipbookdeluxe/player.php?id=256191
feather falling
http://www.benettonplay.com/toys/flipbookdeluxe/player.php?id=256183