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Animation PrincipleIllusion of movement- 1.

Quality of sequenceo �Not about


drawings moving, it�s about drawing movement�o How it moves > what moves- 2.
Quality of the imagesImage vs. sequence: Sequence \ ImagesGoodPoorGood- Pixar-
Disney- High budget Hollywood- Dragon Ball (zoom in on frames) Poor- Speed racer-
70�s and 80�s- common in Anime- South Park- Berserk 3-DSouth Park: Vector
animation, Flash was used, started as vector editing software. Production value-
Star statuso Actors/actresseso Directorso Composers* Not everyone will care-
Advertisement- Big locationso Londono Pariso Egypto Looks expensive - Large crowds
o Realistico Illusion of grandeur- CGI/visual effectso Star Warso Avataro Pixar *
Coco- Brand recognitiono Build up good reputation* Marvel* Disney* Dreamworks* Not
DC* Studio Ghiblio Maintain reputation* DC* Christopher Nolan batman trilogy*
Consistently bad movies after that* Marvel* Avengers: Age of Ultron* Iron man 3*
Dedicated fans* Many more good movies than bad* Can�t be bad for too longo Story*
Most important* Bad story = bad movie (even with breath-taking visuals, unless
experimental) * Good story = : D* Bad everything, good story = good indie movieo
Camera movement* Impossible camerawork * Through mirror etc.* Innovative camerawork
o Aerial shotProduction value in Animation- Graphicso Image- Motion designo
Sequence- Limited budget � tricks; illusion of animationo Tricky Tricks: * Animate
on 3* Few frames per second* Stop images * Common in anime* Move camera instead*
Pull cels* Reuse resourses* Repetition* Repeating animation* Sectioning* Reuse part
of character* Cel banking * Store resourses in library* Lip-syncing* No movement
beside lips* Common in anime* Special effects* Illusion of animation* Short shot
length* Camera movement* Illusion of it not just being a still image, or limited
animation* Pan* ZoomValue: to communicate- Convincingo Balance* Reality*
Understandable physics* Too much = not artistic* Unreality* Doesn�t have to be
believable* Too much = unbelievableo Timing* Emotions associated with the actionso
Posing* Characterizationo Body mechanics* Come to lifeo Attention to detail12 Basic
principles of Animation- Developed by Disney, 1981o �the illusion of Life� by Frank
Thomas and Ollie Johnson* Squash and stretch* Change the shape of object*
Consistent volumeo Volume control* Stretch � thinner* Squash � thicker*
Exaggerationo Not about realityo Convincing and interesting* Example: o Bouncing
ball* Fall to ground � stretch* Hits ground � apply squash* Bounce back � stretch*
In middle of air � back to round shape* Don�t overdo* Anticipation* Realityo
Exaggeration* Emphasize power of actiono Punch* Audience anticipates actiono Hold
attentiono Multiple anticipatory actions* Example: o Tom and Jerryo Most older
Disney shorts* Staging* Placement of character in frame* Use of light and shadow*
Angle and position of camera * Basic cinematographyo Rule of thirdso Control of
where audience looks* Straight ahead action pose to pose* Straight aheado 1st, then
2nd, then 3rdo Frame by frameo good for unpredictable animations (follows obvious
laws of physics) * fire* explosions* ears, hair, clothes etc. * good to use pose to
pose without floppy ears, then straight ahead* Pose to poseo Draw key poses* Define
first and last frame* Add breakdown* Somewhere in the middleo Depending on pacing*
Add inbetweenso Extremes* Follow through and overlapping action* When stop, tie
will fly forward* When dancing, skirt with follow through the movement* Physics*
Slow in and slow out* Speed and acceleration* Arc* Secondary action* Timing*
Exaggeration* Solid drawing* Appealo Sources: * Alan Becker on youtube* �illusion
of life�o Called �The Bible of animation�- Purposeo Illusion of characters adhering
to the basic laws of physics- Physicso Create the illusion of believable physics*
Bouncing ball* If done wrong, it will be noticedo Exaggerate the laws of physicso
The two have to belanced to make it convincing - �Principles of animation physics�
by Alejandro Garcia, 2012o Timing, spacing and scale* Speed* Spacing change with
acceleration* (slow in, slow out) o Law of inertia* Character will move with
constant velocity* Unless acted on by an unbalanced forceo Bus suddenly stops* Hair
will follow througho Momentum and force* Character has momentum depending on* Speed
* Weight* Direction of motion* Force * Strongero Convincing reaction* Weakero
Smaller reactiono Centre of gravity* Average location of an object�s weight* In
humanso Somewhere in the torso* Can shift centre of gravity* Can be outside of
object* Important for reality * If you throw hammer in air* Centre of gravity* Will
not rotate around the middle of handle* Will be somewhere in the head of hammero
Weight gain and loss* Character accelerates* Weight effectively varieso Working
with or against gravity* Lose weight* Bend down* Fall down* Gain weight* Rise up*
Jumpo Action/reaction* Newton�s law* Action: * Fist exerts force on jaw* Reaction: *
Jaw exerts force on fist* You cannot touch without being touchedo Compulsory #1-
Written testo 12 principles of animation* �The illusion of life� by Frank Thomas
and Ollie Johnston* page 27-119* (page 7) * �Animation from pencils to pixels� by
Tony White* detailed* Chapter 8* �Principles of animation physics� Alejandro Garcia
Weekly assignment- drawing practiceo fold A4 into 4 partso tear ito 12 pieces* draw
12 frame animation* flipbook* 2 staples* smooth edge outward* easy to flipo not
exactly alignedo slightly scewedAnimation 1 Week 2 27 August 2018

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