Research
In animation there are what’s known as the twelve principles
of animation. These are the building blocks of all animation and the more
accurately an animator can portray these principles, the better their animation
will be.
Not every principle has to be used in every scene of an
animation but they do need to be kept in mind when animation so that should a
situation arise where they can be implemented, they can be. These principles
are predominantly used in 2D animation but are still very important in 3D
animation so I will be sure to study and learn to use as many of these
principles as I can.
Squash and Stretch
Squash and
stretch is the process of elongating the dimensions of your objects to better
show the speed, momentum, weight and mass of whatever has been animated.
One of the most important things to consider when using this
technique is that the overall volume of the animation focus must stay
consistent. If the volume changes whilst animating then the object will look
distorted and ruin the look of the animation.
Anticipation
This is the action a character or object takes before doing
the main action to give the audience enough time to process what’s happening.
This can be a person pulling their arm back for a punch or a superhero
crouching slightly before flying away.
Anticipation is what allows the audience to be aware of what
action is coming next. It’s a very subtle change but without it, motions look
weak and lifeless and often makes the brain think the motion came from nowhere.
This can sometimes be used to completely misdirect the viewer and all the
anticipation gets focused on one area and then the animator makes an action
appear in another location.
Staging
Staging is the presentation of an idea so that there is no
mistake as to what the focus and objective is. This principle is very broad as
it applies to so many different areas of animation. It can apply to the camera
angle and position, the acting in a scene, timing and setting as well as many
more.
The camera is a good way to control the staging of a scene.
Any action should take place in either the centre or following the rule of
thirds. Another example is that if a character is looking in a direction, there
should be more screen space in the direction their facing except in a few
situations where they are no longer the
main focus of the shot.
Straight Ahead and Pose to Pose
These terms
refer to the two main methods of animation. Straight ahead is when you animate
each frame sequentially until you finish, in layman’s terms it’s animating as
you go. Pose to pose is when you draw the first and last frame of a sequence
and add in key frames in the centre of the two, then again and again until the
animation is complete.
Pose to
pose is usually preferred for most actions as you can get a good idea of how
the animation will look from very early in the animation process. This allows
you to alleviate the worry of whether or not the character is going to end up
in the right place, whether you have enough frames and being sure that there is
no misplaced frames. A problem with straight ahead is that if you finish your
animation and notice a large mistake, you would have to go back and alter a lot
of frames to fix the issue.
There are three key vocabularies to use in pose to pose that
are ‘keys’, ‘extremes’ and ‘breakdowns’. They keys come first and are the start
and end frames which should be made and perfected first. Extremes are then used
to decide the further the action will move in each direction. Finally,
breakdown poses are put in between the extremes to connect them. Once all this
is done, the inbetweening can begin.
Straight
ahead works well for any motions that are unpredictable or motions that are
more organic. Some examples of animations that work well though straight ahead
are fire, smoke and water. Another good method that uses straight ahead is for
overlapping action. The main body of the animation could be made with pose to
pose and once complete, you could go back and animation things like hair, tails
or clothes with straight ahead to give it a more organic look.
Follow
Through, Overlapping Action and Drag
These
aspects add a high level of realism to an animation. When the main body of an
animation moves, the tips of any appendages should be the last thing to catch
up with the motion as well as continuing slightly after catching up before
resetting to the same position as the main body.
Similarly to squash and stretch, the amount an object drags
and follow through an action does tells a lot about its weight. Even if it were
just a line being animated, if it were to snap forward and back it would be
akin to an antenna whereas if it were to fall behind and flick over forward
after the main body stops would be more similar to a feather.
Slow In and Slow Out
This refers to the way that nearly all actions start off
slow, build momentum and speed and then slow down again as the action finishes.
There are very few times when things move at a constant speed and usually it’s
because the action is performed by something mechanical like a robot.
A good way to ensure the animation looks smooth is to create
the keys at either end of the animation as well as one extreme in the middle of
these two. Breakdowns would then be added only towards the outer realms of the
sequence until you’re happy with the animation.
Slow in and slow out shouldn’t be used for every motion
however as it is just unrealistic or non-feasible to do so. A bouncing ball
wouldn’t slow out as it drops but would when it bounces up and a bullet
wouldn’t slow in when fired from a gun but the gun itself would slow in and
slow out after firing from the recoil.
A good way to fix a choppy animation is to analyse the
distance between frames. Each frame should be consistent, with motions closer
together at the beginning and end of each action, and motions farther apart in
the middle.
Need imagery, screen grabs and vids etc
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