There is a practical task at the end of the chapter which I will do in another blog post later this week.
The Twelve Basic Principles of Animation
- 'The purpose of animation is to serve the story - to capture images of life, and in the process communicate to others, even if it just means giving them a thrill ride'.
- Animators at Walt Disney Studio wanted animation to feel real and allow audience to respond to character and story.
- They developed a set of animation guidelines which are still used to this day, though modified for computer animation.
Squash and stretch
- This is the most important principle.
- Bouncing ball is an example: as it hits ground it squashes, but its volume must stay the same, and it therefore stretches.
- Squashing and stretching give weight to objects.
- Isn't limited to balls and tummies, and collision with floors or objects is not required.
- These movements happen in facial expressions, and any other kind of motion.
- Bodies have weight and respond to gravity, they must retain their volume.
Anticipation
- Iron Man crouches and places hand on ground, and you know he's about to spring into action; this is an example of anticipation.
- It helps audience clue in that something will happen next.
- Anything which invites audience to watch what happens next is anticipation.
- If there's no anticipation, it can surprise the audience, if nothing happens, it's an anticlimax.
- Understanding this can help move story forward, set up comedic effects, or startle audience.
Staging
- Art of communcating idea clearly through imagery, be it personality, a clue, a mood, foreshadowing, etc.
- Is done with how character, objects and surroundings are presentated.
- Don't have anything unnecessary in scenes, or it will lose focus.
- Not real life, it's life through a filter; it is emotion, conflict, resolution.
- With computer animation, you have control over everything in scene and character, expressions, gestures; use this to your advantage.
- Staging can also be set in postproduction, with lighting and colour adjustments.
Straight-Ahead Action and Pose to Pose
- Styles of drawing your animation
- Straight-Ahead is animating frame by frame, it's good for dynamic action and spontaneity
- It can be bad because when hand-drawn, proportions and volume are lost, and you may end up at a dead end.
- Pose to pose let's animator carefully plan animation, draw key poses, then fill in movement between.
- Computer animation makes pose to pose natural, computer fills in movement between key poses.
- Motion capture and dynamic simulations are straight-ahead action.
Follow through and Overlapping Action
- When things like hair, clothing and loose flesh continue moving after character stops, it's called follow through.
- Could also be when characters move and things must catch up, or the expressive reaction of character to their action.
- Overlapping action is when things move at different rates, ie head turning whilst arm is moving
Slow In and Slow Out
- Action never stops instantly, or it's too robotic.
- Action starts slowly, speeds up, then ends slowly.
- Leave out slow in and slow out for surprise or comedy gags.
- Graph editor is good for creating this motion.
Arcs
- People, creatures and sometimes objects move in an arc.
- Try waving arm / hand, you can trace the arc it moves in.
Secondary Action
- Hair, clothes and background leaves are secondary actions to main character.
- They can be good for setting the stage.
- Can also show personality, such as how a character moving their arms while walking.
- If it distracts from main action, you need to eliminate or rethink it.
Timing
- Physical action is making sure the right actions occur at the right pace, in consistence to laws of physics.
- Cruise ship going to take longer to get under way than small yacht.
- Story timing is each shot, scene, and act; a part of both acting and storytelling.
Exaggeration
- Taking reality and making it more extreme.
- Realistic action and visuals fall flat when illustrated.
- Can be used for comedy, superheores, portraying mood, etc.
- Body, head shape, expressions, action, aspects of setting, storyline, anything can be exaggerated.
Solid Drawing
- Important to know where each muscle is placed before can be bulged out.
- Reference real life.
- Even if just interested in 3D art, take drawing classes and learn proportion, composition, perspective.
- Characters need to appeal to audience.
- If not sympathetic, villains can look cool.
- Has to do with features you give them, clothing, facial expressions, the way they act towards others.
- Symmetry is considered beutiful by people.
- Features that parallel the young (large head to body, large eyes, get more sympathy).
- For less sympathy, go opposite, with small beady eyes and narrow head.
- Must be believable, must be clear, audience must care about characters.
Keyframing
- Images that make up motion picture when sequenced are called frames.
- Typical framerates are 24 to 30 fps
- In 3D animation, computer renders each frame based on models, lighting, background etc and how you direct their movement.
- With keyframing, you define start, middle and ending positions and attributes of objects.
- Example of Susuan throwing a ball: start frame is when ball is in cocked hand, ending keyframe is when arm is stretched forward.
- Computer figures out frames that go between the key poses.
- New keyframes would need to be added to show the balls arc.
Animating with Graphs
- When you place keyframe, this will become a point on an animation graph.
- For the x axis of the graph you have the timeline, for y axis, the numeric value of object's attributes and position are shown.
- Computer interpolates between frames, and animation graph is where you see the values of the interpolation, drawn as lines of curves.
- There are three main types of interpolation.
- Stepped interpolation don't change until next keyframe, resulting in instant change from one to next.
- Linear interpolation connects keyframes by lines, giving smoother but still jerky movement.
- Curved interpolation connects points by curves, movement can be eased in and out to change speed.
- Manipulating curves on graphs is good for more exact animation, but should be used in conjunction with 3D view animation.
Motion Capture
- Motion capture lets a performer drive the animation of a character.
- Actor wears suit covered in lots of markers, sometimes on face for facial animation.
- Multiple cameras film them acting, then translate it into 3D space using markers.
- Rig must match up with actor well enough to give accurate data.
- Problems such as interacting limbs, body and face different from actors, and plain errors in capture.
- Animators must clean this up as well as exaggerate or enhance some poses, making it a collaboration between actors and animators.
Facial Animation
- There are six universal expressions: happiness, surprise, disgust, fear, sadness, and anger.
- Study expressions and get them right to avoid the uncanny valley, where expressions are close but not quite realistic, making the audience feel revulsion.
- Rig should involve deformation, skeleton rig with the jaw, good underlying topology.
- Use facial rig to create expressions called morph targets, which use sliders to move between two morphs.
- For talking, the sound of speech can be broken into phonemes.
- The shapes of jaw, tongue and mouth must make for phonemes can be called visemes.
- Problem with visemes is that they blend together during speech.
- Using sliders for morph targets and keying blended viseme in, can achieve more realistic speech.
- Important for mouth animation to sync to recorded speech.
- As well as speech track, you will have each sound plotted out to each frame.
Automation
- Lots of motion in animation can be automated.
- You can link any kinds of characteristics of objects to each other.
- The position of a switch can determine if light in the scene is on.
- As a cart moves forward, the wheels can turn at a rate which matches distance travelled to circumference of the wheel, making the wheel turn in time.
- Can also add animation without keyframing with dynamics and scripting.
Fence-Post Errors
- When filming at 24fps, a frame is captured over 1/24th of a second.
- In computer animation a rendered image only represents a point in time with 1/24th of a second between each frame.
- Can create fence-post errors, like when time is no longer moving forward so computer does not add motion blur where it needs to.
- Usually up to animator to correct such problems.
- Frames should be thought of as periods of time, not points in time.
Animation Workflow
- First few steps of a good workflow happen away from the computer.
- Should have a script by this point, may have a storyboard.
- During brainstorming, gather reference videos and pictures.
- Act out the motions yourself and get a feel for how it should go.
- A good animator is an actor who uses computer for their performance.
- Draw quick thumbnail sketches of ideas for poses, emphasis on quick as they are disposable.
- Brainstorming means quantity, not quality.
- Draw a pose, if it doesn't work, throw it out.
- These are key poses, and you need to consider timing of poses.
- Can arrange poses on exposure sheet (or 'dope sheet').
- Exposure sheet is used to write instructions for each frame, which gives a rough idea of timing.
- Once complete, get back to computer, take rigged model, and keyframe all poses.
- Work with heavy things first: legs, torso
- Work your way from main parts and big motions to tiny motions and facial expressions.
- Once all key poses are present, do a preview render whilst in stepped mode.
- Look at the timing and refine the pose positions.
- Character moves into poses at the same time, looking robotic.
- Could create more poses, the traditional method, gives more visual control and may save time with organization.
- Other method is modify poses using animation graph, to offset parts of the model.
- Don't render each section as you progress, refine whole shot then do another test render.
- Though most work is on refinement, if others can't see what's wrong, then it's fine.
- Some production houses have high quantity output, not quality; though something isn't good enough for you, it can be good enough for them.
- Most animating will be done with low poly versions of characters, as 3D modellers aren't finished; tweaks could be deleted and redone when final version is imported.
- Don't lose sight of the art, even if computers can do stuff for you, you may want to do it yourself; the computer has no heart or even a brain.
Hi Dom
ReplyDeleteLots of evidence of research and work. You said you were putting a draft proposal together, would really like to see that so we can nail any issues well in advance