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