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 2: Chorus Line
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Image courtesy Dan Roberts
Approx. time to complete: 20 Minutes
This exercise is a quick one! It is comprised of an introduction to the basic concepts of Populating, Lighting, Actions, and Rendering.
Turn to page 21 in The Art of Animation:Master and begin...
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Additional Information
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Immediately following Exercise 2 is a discussion about Animation.
This discussion begins on page 27 and ends on page 36.
Topics discussed:
Talent Pool
Keys to Animating
The 10 Animation Ingredients (updated for computers)
-Pose to Pose
-Anticipation and Overshoot
-Follow through
-Exaggeration
-Timing
-Balance and Weight
-Secondary Action
-Attitude
-Staging
-Squash and Stretch
Before we delve deeper, check out the excellent presentation on The History of Animation by Hash Inc's very own Ken Baer!
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Anticipation and Overshoot
If the viewer is watching another part of the screen, it takes about a fifth of a second (6 frames) after a new object moves before the viewer can refocus on that movement. Essentially, the viewer misses the beginning of the movement, so you, as the animator, should make a preliminary movement before the main movement (called "anticipation") to attract the viewer's attention. An example of anticipation is drawing back a character's foot before a big kick; by the time the viewer is watching, the leg will begin its swing. Movement that is important to the narrative especially requires anticipation, however if the viewer is expecting the next action then the anticipating movement can be shortened.
For emphasis of important action (action critical to the narrative), the movement should "overshoot". An example of overshoot is an arm stretching too far while pointing a finger, then snapping back.
Follow Through (Secondary Action)
We see the results of dynamics all around us in our everyday life. Secondary action due to dynamics is called "follow through" in animator parlance. For example, a character's hair whipping around when it turns its head quickly is follow through. A rabbit's ears, coat tails, hat plumes, cigarette smoke, etc., all require follow through. These parts of the character specifically cannot use the same keyframes as the rest of the character – they must be delayed several frames depending on the amount of follow through required.
Balance and Weight
As humans, we immediately recognize if someone loses their balance and is about to fall over. We intuitively know what is "balanced". One of the things that makes animation funny is when it violates these balance expectations BUT, other than a storyline gag, characters MUST remain balanced! If a character appears off-balance, yet never falls down, the narrative is ruined because you have confused the viewer's senses. Because of our expectations of what happens when something is out of balance, balance hints of upcoming action. If a character's pelvis is shifted to the right, then its shoulders surely must be shifted to the left to maintain balance. If the character leans forward and points, he certainly should stretch his other arm behind him to even things up. You should exaggerate weight shifts to accentuate it.
A "balance" line is an imaginary vertical line that bisects the character between the two furthest spaced points of support. If the mass of the character is not evenly distributed on both sides of the line – the character appears unbalanced.
Traditional animators stress weight above all other aspects. Does the movement look as if it's controlled by gravity? Is there appropriate follow through animation? Ease certainly contributes to the feeling of weight, but weight must be considered for each keyframe whether anything is moving or not.
Holds
The character must be balanced before holding.
A "look" off screen needs a half second of hold (15 frames) before cutting to what the character sees.
Allow two thirds of a second (20 frames) for each word of a title card for reading time.
The "freeze" position at the end of a fast throw is held for half a second (15 frames).
After a character stands up quickly, the pose is held for a third of a second (10 frames) before the next movement.
Avoid having all parts of a character start or stop at the same time.
Further Reading
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For an exhausting explanation on the topic of timing, read:
"Timing for Animation" by Harold Whitaker and John Halas
(FOCAL PRESS LTD. ISBN 0 240 50871 8).
"How To Draw Animation" by Christopher Hart
(WATSON-GUPTILL PUB. ISBM 0 8230 2365 6)