animationskillsalexilieva
animationskillsalexilieva
Animation skills
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animationskillsalexilieva 2 years ago
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Yuri Norstein
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animationskillsalexilieva 2 years ago
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animationskillsalexilieva 2 years ago
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animationskillsalexilieva 2 years ago
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animationskillsalexilieva 2 years ago
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animationskillsalexilieva 2 years ago
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Walt Disney
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animationskillsalexilieva 2 years ago
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Timing
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animationskillsalexilieva 2 years ago
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Oskar Fischinger
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animationskillsalexilieva 2 years ago
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Secondary action
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animationskillsalexilieva 2 years ago
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Jan Svankmajer
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animationskillsalexilieva 2 years ago
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Ark
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animationskillsalexilieva 2 years ago
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Max & Dave Fleischer
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animationskillsalexilieva 2 years ago
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Slow in and Slow out
This principle refers to the way pretty much all movement starts slowly, build speed and finishes slowly
This is one of the most important principles to achieving lifelike motion without slow out, things feel mechanical
That's because robots are one of the only things that actually move their parts at a constant speed
To use this principle in 2D animation, you take your extreme poses draw a single in-between and then draw in between those
Then only in between the drawings closest to the extremes
With 3D animation and motion graphics
Adding slow in and slow out as a matter of changing the motion curves from linear to spline by adjusting the bezier handles
As time progresses the object starts slow, gets fast, and then slowly
For example you wouldn't add a slow out to a bouncing ball as it's colliding with the ground
But you would add it as it's bouncing back up
You wouldn't add it to a bullet coming out of a gun
But you would add it as the gun comes up due to whiplash
Using this principle can allow you to only have to draw one in between if the motion is quick enough
Draw one is between and then add another frame on either end with the drawing slightly skewed in the correct direction and then it's done
Sometimes you don't even have to add the one in between
This kind of motion can be achieved in 3D with very extreme curves
Many people starting out with animation get impatient and draw the next frame very far away from the beginning
It's very unrealistic for a character to go from completely still to super fast so adding a few drawings to ease into it will fix the problem
A good way to fix a choppy animation is to analyse the space between the drawings
They should be evenly spaced with drawings closer together at the action and at the end of the action and drawings farther apart in the middle
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animationskillsalexilieva 2 years ago
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Len Lye
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animationskillsalexilieva 2 years ago
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Through and聽Overlapping Action
This is a technique of having body parts and appendages dragged behind the rest of the body and continue to move when the body stops
Follow through and overlapping actions are often associated with another technique called drag
Follow through refers to the way parts of the body continue to move after the body is stopped
Overlapping actions describes the offset between the timing of the main body and its other parts
Drag describes the technique of delaying the movement of the body parts in relation to the main body
All three of the these are basically describing different aspects of the same thing
Follow through and overlapping action add a great deal of realism to a character
Basically when the main body moves, the tip of the appendage should be the last to catch up. And when the body stops, the tip should follow through the farthest before settling back
This is true of not just appendages, but the whole body as well
When coming to a stop often the body will follow through and then come back
Just as the character needs to anticipate his jump he also needs to follow through his land
Sometimes the extra skin on the character can be treated as a separate entity with Drag and follow through
Similar to squash and stretch
The amount of drag that you give something says something about its mass
It's usually easier to add the appendages after the animation of the main body is finished
When adding hair for example
Use the previous frame as an indicator of where the hair should be stretches towards
Since it has drag it should be dragging from where wasn't the last frame
In addition, make sure to let the hair follow through when the body comes to a stop
Arms are a good place to insert follow through and overlapping action
Have the elbows lead the arms actions, the elbow comes first followed by the forearm, and then the hand
This is true even when walking, the forearms drag slightly behind the elbows and the hands slightly behind the forearms
Overlapping action helps break up an animation to make it more interesting
If we offset the movement of the arms and legs
The animation appears more graceful
If a character is standing up from the ground we could offset the top half from the bottom half to make it look less easy and more realistic
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animationskillsalexilieva 2 years ago
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Lotte Reiniger
Lotte Reiniger was born in the聽Charlottenburg聽district of Berlin on 2 June 1899.
She worked included:
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screenplays
story boards
music
opera films
poet
ink
watercolour
She designed costumes and set for the theatre and opera, staged puppet shows and shadow plays illustration books, newspapers and magazines.
Reiniger worked mostly with silhouette films in which paper and cardboard cut-outs that are moved to create a stop motion animation.
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animationskillsalexilieva 2 years ago
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Straight Ahead and Pose to Pose
This term describes two methods used to animate drawings
The first method straight ahead is where you draw the first drawing and then you draw the second drawing and then the third drawing and so on ( It's basically animating as you go)
The second method post a pose is where you draw the beginning and end of each main pose and go back later to fill in the drawing in between
There are benefits to both methods
Pose to pose is generally better for most actions because it gives you the most control. You have a good idea of what the action is going to look like very early in the process. So instead of worrying if the character is going to end up in the right place.
You decide where they end up from the beginning and work backwards
Using straight ahead animation can lead to the character changing size or being on a different level from beginning to end
Pose to pose can save you a lot of work
If you were to animate a whole sequence straight ahead and then realize that one pose is off. You would have to change several drawings to fix that one pose
But with pose to pose you do the main pose to see if it feels right and you can catch problems early on
Straight ahead animation on the other hand is good for animation that is unpredictable
Some examples of this include:
fire
water particles
clouds of dust
explosions
The reason why straight ahead works well is because there are laws of physics that work at a constant rate and it's hard to predict how it will work post a pose
So where animating fire for example you just go with the flow based on what you know about fire and let the fire kind of create itself
If we were to look at the beginning and end we wouldn't even know how in between it
However, you can still use pose to pose to make the general shapes and fill it in between to make it smoother.
Another example of unpredictable animation is overlapping action
Let's say that a character has floppy ears
You could draw the figure with his ears for each pose adjust draw the in-betweens accordingly
But another method is to animate the figure using post to pose without the ears and then going through and adding the years using straight ahead
This is good because you can focused on the figures movements without the distraction of having to do his ears without the distraction of his body's movement
This also applies to hair, tails and other appendages
When you work pose to pose, there's some vocabulary that goes into it
There are main poses called keys
Secondary pose called extremes
And further broken-down poses called breakdowns
Make the key first- perfect them
Then the farthest the character will go in each direction using extremes and then decide how you want the extremes to connect using extremes.
At this point you can start in-btweening
Working with this sort of hierarchy will give you the most control as opposed to doing your post to pose, straight ahead
This is like pose with in pose to pose
Because you are perfecting the poses at each level before moving down to the next level
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