Animation
The Basic Skills
Traditional Animators
They had to be extremely talentedHad to draw and paint every single frameHad basic animation philosophies that they had to develop and followTraditional character animation books and characters are still great references today
Talent PoolAnimation:Master software embraces the concept of a talent poolA:M can’t supply all the talent for youIt can help you use the talent already in the pool, or put your talent into the library for future use.By storing your reusable actions in the library and then drawing from the “talent pool” you’ve created, you can get a head start by speeding the process and increasing the number of stories you can tell
Talent Pool Definition
The concept of reusing facial expressions, gestures, locomotion and other activities of characters for other characters you will create later. This speeds up the animation process.
Keys to AnimatingWhen animation first begun, a single person produced thousands of drawings necessary to make a cartoon.
When they did this, they used a technique called “Straight ahead animation” where every frame was a minor adjustment on the previous frame.
“Straight Ahead Animation”
Although the process was simple to understand, it didn’t have any real timing and it was very difficult to know how much time a simple move would make and ensure that every move would flow evenly into the next move.
In order to watch examples, watch some pre-1930 cartoons.
“Keyframe” Animation
Requires the animator to time the movement first
Draw the frames that are the extremes of the motion, then fill in the in-between frames that make the movement smooth
As it developed, animators adjusted the in-between frames to produce a visual impression of acceleration and deceleration simply by changing the spacing.
“Keyframe” Animation
Some master animators created their own distinctive animation styles by exaggerating the acceleration and deceleration and carrying it into the keyframesFor example, a character’s head may turn so quickly that it snaps back, and probably distorts the shapeAs you develop into an animator, your own style will emerge when you become proficient at certain moves making your original character distinct and recognizable
The 10 Animation Ingredients
Pose to Pose
Anticipation & Overshoot
Follow Through
Exaggeration
Timing
Balance & Weight
Secondary Action
Attitude
Staging
Squash & Stretch
All of these were identified by the “Nine Old Men” of Disney and they were canonized because of their knowledge
Pose to PoseTerm that is taken from a traditional animator’s technique of drawing key poses for the actionEach action then morphs into the next actionFor computer animation the concept is the sameFor example, an actor is posed holding a ball on the first keyframeHe lifts the ball on the subsequent keyReaches back on the nextSteps forward with his arm ahead throwing the ball on the last keyframe
Anticipation & OvershootIf a viewer is watching another part of the screen, it takes about a fifth of a second (or 6 frames) after a new object moves before the viewer can refocus on that movement.In other words, the viewer essentially misses the beginning of the movementTherefore, you the animator should make a preliminary movement before the main movement to attract the viewer’s attentionThat’s called “anticipation”These are the clues that your character gives the viewer that something is about to happen
Anticipation & OvershootSome examples of anticipation would be:Drawing back a character’s foot before a big kick…by the time the viewer is watching, the leg will begin it’s swingOr, the character’s eyes may follow a pestering bee before a swatThe camera pans to a flower the character is going to sniffA baseball player winds up for a hitFor emphasis, the movement should overshootFor example, an arm stretching too far while pointing a finger, then snapping back
Follow ThroughThese are subtle movements caused by the physics of nature in our everyday life:A character’s hair waving after turning his headA rabbit’s ears bouncingCoat tails swingingBug antennas bobbingCigarette smoke swirlingThe rebound of a baseball player’s bat after the hitJiggling of a fat belly
Exaggeration
Character animation is the art of exaggerationExaggerating the character’s movements, expressions, and reactions is funny and a proven device that keeps the audience entertainedWhen clueing the audience that an actor is heavy, it always pays to overdo itIf you don’t meet the viewer’s expectation of weight, it hurts the story, but if you exaggerate it, it only makes it funnyMost animation characters are not supposed to be real…and that’s their charm
Exaggeration
For example:A happy character’s smile is much to big
for their headSilly characters bob high in the air when
they walkWhen characters tumble, their arms flail
wildly
TimingAnimation movement is divided into tenths of secondsMost natural movement occurs over two tenths of a secondThat’s 6 frames at 30 frames per second
Computer animation is described by keyframesThe animator establishes the keyframes and the computer calculates and performs the in-between framesSpacing of key poses determines the amount of time the action will takeVarying the spacing varies the speed, which in turn signals emotion: lethargic, excited, nervous, relaxed, etc.
KF Spacing Impression
1234567891011
Tremendous force
Hit by a frying pan
Twitch
Dodging the frying pan
Crisp order “move it!”
Friendly request “Hurry”
Caught attention
Casual look
Close scrutiny
Thoughtful considerationStretching
Ease
An animator’s term for simulating acceleration and deceleration of movement
For beginners, the computer automatically supplies its own ease to most movement
However, knowledgeable animators can control just how much ease they want by adding extra keyframes
HoldsWhen a character is not moving at all, it is called a “hold”Holds are an important part of timing…so much so that they have evolved their own rules 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 ( or 15 frames) After a character stands up quickly, the pose is held for a third
of a second (or 10 frames) before the next movement
Holds
An important note to remember about holds:
Avoid having all parts of a character start or stop at the same time
Balance & WeightWe recognize it if someone loses their balance and is about to fall overAnimation if funny when it violates these balance expectations, BUT, other than a storyline gag, characters MUST remain balanced!If a character appears off-balanced, yet never falls down, the narrative is ruined because you have confused the viewer’s senses
Balance & WeightBecause of our expectations of what happens when something is out of balance, balance hints of upcoming actionIf the character leans forward and points, he certainly should stretch his other arm behind him to even things outExaggerate weight shifts to accentuate it
Balance & WeightWeight is related to balanceTraditional animators stress weight above all other technical concernsHow much an object weighs is dictated by how much effort is required to move, stop, push, pull, or change its directionHeavy characters should show a distinct shifting of balance and squashing of their legs as they step, moving slow and deliberately.Thrown objects need to travel along a realistic arc
Secondary ActionIt supports the main actionLittle details that show personalityExamples: Evil-doer twirling his mustache Bookworm taking of her glasses and rubbing her eyes
These little mannerisms add personality to a characterAs you become an experienced animator, these secondary actions will improveIt is a good way of measuring an animator’s skill
AttitudeCharacters express their feelings and emotion through body language: Quizzical characters shrug their shoulders Angry characters thrust out their chest Surprised characters throw up their hands
More importantly, though, are the natural positions that a character assumes while listening to a conversation, or the heroic stance of a leaderIn every scene, every character needs an appropriate pose or they will appear out of place
Staging
Staging includes photography direction, choreography, and set dressing
It should convey the mood even before the characters arrive
There are many staging tricks already built up in moviemaking iconology
These include:
SCENE
Staging includes the scene’s ingredients
For example:Something scary should be filled with
symbols of a spooky situation…an old house, bones, the wind howling
DEPTHThe subject of any camera shot should stand out from the background, otherwise the audience can’t follow the continuity while they decide what is the important thing in the scene
Centering the shot on the subject is the most important visual clue, including centering of the subject’s depth in the scene
DEPTHTraditional animation has a lack of depth clues so gimmicks such as blurred backgrounds, isolation, and color desaturation were used to provide emphasisComputer rendering has the advantage that shading and perspective show depth to the audienceHowever, if a shot becomes jumbled, use depth-of-field (blurring of objects in front of and behind the subject) and lighting to emphasize depth
ASYMMETRY
When you animate, make sure both arms or legs are not doing exactly the same thing (or the mirror image of the same thing)
Make sure that all movements are in flowing arcs – this makes the character appear natural rather than robotic
EMOTIONThere are already several established symbols of emotion in the scene: Rear views for dreaming Center on the shadows for suspense Shadows fall onto main character during drama A desperately searching character frequently has
his face obscured as he looks around Support the staging. For example, leaf bare trees
at night signal terror Painted backgrounds can be used as establishing
shots, such as a castle in the distance
EMOTION
Effects, such as rain, fire, and fog convey strong pre-conceived feelingsInstead of animating a character, prolong a feeling of activity by moving the cameraOff-screen sound effects are the easiest scene builderSad or quiet scenes are long, with slow camera pans and trucks, and slow moving charactersHappy or excited scenes are short with fast cuts and quicker moves of the camera and charactersA down shot should be used when there are interesting or important things to identify
EXPRESSIONS
Rules of thumb:Change the expression before a fast moveA character looks down when frowning, up
when smilingWhen the character is talking, minimize
other facial expressions before or after the dialog
GROUP MOVEMENT
When more than one character is walking together, modify each ones pace slightly.Also have the spacing between characters change slightly – pull apart, close in again, pass another, or fall behindThis gives life to the group
ANIMALS
Animals are common in animation and they have their own secrets Hair clues the audience to an animal’s personality
Smooth fur is feminine Mussed hair gives an irritable look
Tails show mood: Happy dogs wag their tails Scared dogs put their tails between their legs
Ears show an animals attitude: Quizzical, angry, or alert
Neck and chest also show attitude From belligerent chest jutting to friendly leg rubbing
Squash & StretchEven though actors don’t squash or stretch when they move, it has become a staple in traditional animation because it exaggerates weightWeight is considered the most important aspect of realistic movement
Squash & Stretch
Balls squash as they hit the ground, stretch as they reboundRubber balls squash more than cannonballsThe fact that you can tell if a ball is a rubber ball or a cannonball by a simple animated bounce, demonstrates how influential squash and stretch can beA little bit goes a long way…unless your goal is to animate like the great Tex Avery, don’t overdo squash and stretch
Source:
The Art of Animation:Master
By Martin D. Hash
Created by:Stacy Walker, Roach Middle School, Frisco, Texas 2006 ©