Note: Users of A:M 2006 (Yeti CD) please read information at this link for more on troubleshooting a problem with the Knight's knees. Read about it ]HERE.
The Art of Animation Master Part I: Animation
ANYONE CAN ANIMATE
1 - You're the Director
2 - A Chorus Line
3 - Move It
4 - It's a Pitch
5 - Take a Walk
6 - The Door's Stuck
7 - Can You Say That?
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The Art of Animation:Master
Exercise 4: It's a Pitch
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Approx. time to complete: 1 Hour
Exercise 4 is the first really in depth look into animation. Exercise 2: Chorus Line certainly had animation in it... but now it's your turn to take charge.
One of the best examples of basic character animation fundamentals is of throwing a ball. Sounds simple right?
NOTE: While the manual seems to imply that you animate/render from a front view rendering from the side or at an angle (Bird's eye view) is recommended. Using the concept of Silhouetting is important to reading the action of your character. If you can see the shapes... you can sell the action.
Let's see how well you fare.
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Part 1 Web/Online ( 18.1MB )
Part 2 Web/Online ( 26.2MB )
Download Zip ( 43.7MB )
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Rig Tip for Knight in "It's a Pitch"
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Knight uses a rig called AM2001. By default that has something termed "autobalance" ON. In actual practice this is not a helpful feature and you will find it much easier to pose Knight (and any other AM2001 rigged character like Rabbit or Shaggy) by turning it OFF.
After you have the character in a Choreography, select the character and press ALT-3 to open the Properties window if it is not open already>
Scroll down to UserProperties>Rig and set "Balance" and "Balance Rigid" to 0%.
Remember to do this for any AM2001 rigged character.
See a screen capture of the settings in post #409
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------------------------ ADDITIONAL INFORMATION ------------------------------
REUSABILITY
Did you know, the foundation of Animation:Master is 'reusability'?
Understanding and exploiting that knowledge will be a great time saver.
As you go through the exercises note places where this principle can be used to best advantage; in actions that cycle, multiple models with similar actions, multiple scenes using similar actions.
TECHNICALITIES OF REUSABILITY
Technicalities of reusable actions and things to consider to minimize effort and maximize results include:
Understand the Action Window. This is almost always the best place to create cyclic actions. Use an Action window to create reuseable actions and consider the Choreography window to create actions that are heavily modified.
Understand Frame Rate. Know that there are important reasons why frame rate may need to be adjusted due to the medium the final animation will be displayed in (Film, TV, etc) and even different parts of the world. Unlike humans, computers start counting with the number 0. That difference may have to be factored in to your project to ensure results meet your expectations.
Understand SMPTE (Time code). Generally, video uses frame reference in the form of minutes, seconds, and frames. Animation:Master is built around the use of SMPTE time code. Knowing how to use, communicate, and reference SMPTE in your project will really pay off. In TAOA:M, 00:03:15 is shown to represent 3 seconds, frame 15. Using SMPTE can help understand the difference between frame time and viewing time.
Understand and use Skeletons. Knowing the suggested hierarchical layout and bone naming convention is vital to the concept of reusability. Animation:Master currently uses the "2001 skeleton/rig" as it's standard. This is important to know as there are many other skeletons created for characters in A:M and actions created for one skeleton will rarely work with other skeletons. It's certainly possible to create your own skeleton or use commercial or tailor made skeletons but weigh the effects on reusability when you make the decision on what to use as the skeleton in your model.
Understand the basics of constraints. There is a lot to know about constraints. For now, understand that they are highly useful to defining the relationship of one object to another. Examples include: Constraining feet to a floor, Camera to a character, Eyes to a moving object. Invisible objects, called "Nulls", are often useful and should be considered where appropriate.
Other information and resources:
The Reusable Motion Forum area
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Note to Users of Animation:Master 2006 (Yeti CD)
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A problem with the Knight's knees has been reported.
It appears the Knight on the Yeti CD has a flaw in constraints.
For more on the problem and a copy of a Knight that does not have the problem see the following link:
Knight's knees constraint problem on the 2006 (Yeti) CD.
Thanks to RingerT, David and Mark for troubleshooting.
