|
ANIMATION
The key to being a good animator is being a good observer.
The more action you take in, the better. There is movement
going on around you all the time, so make sure that you study
as much of it as possible. Pay close attention to the subtle
differences in the way that people do things. Walking is a
great example, compare for instance, the movement of an elderly
person to that of a youngster.
When animating, always remember that the way your characters
move, tells the audience an awful lot about their personalities.
Often movement (body language) can communicate a lot more
than the spoken word.
Sketching out actions can often be helpful when planning
movement. The following is a rough sketch showing the first
six frames of a basic walk cycle.
There are a couple of "rules", which you should
be aware of when animating. The following is a list of them,
together with a brief explanation:
Easing in and out: Bear in mind that when something
moves, it cannot instantaneously go from standing still,
to travelling at 100 miles-per-hour. This is due to the
fact, that it will take time to accelerate. Acceleration
doesn't just apply to things that move quickly, but is present
in all forms of movement. It is essential that this is recreated
in order to produce believable animation.
Acceleration can be achieved by increasing the size of
movement, frame-by-frame at the beginning of an action.
This is referred to as easing in. Decreasing the size of
movement between each frame creates easing out (slowing
down).
Squash and Stretch: This technique is difficult to
use in 3D animation, but it is an essential part of two-dimensional
work. Put simply, the animator thinks of his character as
a bouncing ball. In a walk cycle, for example, the character
will be seen to squash as its foot comes in to contact with
the ground.
A good example of the technique being used in three-dimensional
work can be seen in Chicken Run, when one of the chickens
is catapulted into a fence.
Action-Reaction: You may remember your science teacher
telling you, "for every action there is an equal and
opposite reaction." When it comes to animation the
action and resulting reaction may not be equal, but the
idea is essentially the same. If a character throws a ball,
for example, its initial movement will be backwards, before
bursting into the forward throwing motion.
Timing: This is essential when attempting to create
believable movement. It is important to establish how long
an action will take, and then workout how many frames you
have in which to achieve it.
Animation is a time consuming process, which has the potential
to drive a man insane. The results, however, can be extremely
satisfying. As an animator, even the impossible can be achieved.
Dope sheets are a very
useful tool for analysing action.
|