Thursday, April 17, 2008

Principles of traditional Animation




1. SQUASH AND STRETCH

This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it's broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.

2. ANTICIPATION

This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.

3. STAGING

A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.

4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION


Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.

5. FOLLOW THROUGH AND OVERLAPPING ACTION


When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.

6. SLOW-OUT AND SLOW-IN


As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

7. ARCS

All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

8. SECONDARY ACTION

This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.

9. TIMING

Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.

10. EXAGGERATION


Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It¹s like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated

11. SOLID DRAWING

The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.

12. APPEAL

A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience¹s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.

Thursday, April 10, 2008

Software Comparison: Flash Vs Toon Boom

There is a huge number of drawing / animation / media related software packages out there which will assist us in the creation of our final animatic. Each program has its pros and cons and various methods of achieving the same goal.

An animatic is the stage between storyboarding and the final piece of film. It’s basically an advanced storyboard with additional content which gives the viewer the sense of such things as mood and timing via the inclusion of music, basic camera movements etc

‘Flash’ and ‘Toon Boom Studio’ are both packages which focus more on the animation side. I personally, have used Flash more than Toon Boom and I find it a lot easier to use. The main reason for this being that I’m not a very skilled artist and Flash’s drawing tools are superior to the ones found in Toon Boom. For people like me it’s a lot easier to experiment with the different shape and adjustment tools available in Flash and end up with a worthwhile character or image. It would be much more difficult in Toon Boom where the drawing tools are limited. Flash is also very user friendly as far as the animation is concerned too with the ability to ‘tween’ motion and shapes. ‘Tweening’ (short for ‘In-betweening’) is the process through which the frames between two key frames are created in order to create a sense of fluid movement from one key frame to the next. Flash has automatic tweening tools which cuts down on a lot of frames needed to be drawn. Toon Boom doesn’t have anything like that and so each frame must be input and adjusted individually.

Toon Boom is better in other ways of course. For example, items / sprites can be attached to a virtual ‘peg’ which can me moved around in 3 dimensions to give a much greater sense of depth than Flash.

Thursday, March 13, 2008

Specific Characters

Characters

Kage


Name: Kage

Name Meaning: Shadow

Age: 4 (28 In Cat Years)

Personality: Good guy. Dark sense of humour.


Shinu


Name: Shinu. This isn't the name of one specific character however, it is the name given to the race of Zombificated Neko's who roam the streets of New York. They are many.

Name Meaning: Death / To Die

Age: Unknown / Various

Personality: Basically non existant. Is a slave to the underworld and Akuma's bidding.

Only Living Boy In New York

As a huge fan of music, An idea and desire I have is to take a song, convert the lyrics into a literal format and then recreate it visually, ie - into an animation.

One such song I specifically had in mind that would work now that I have designed a few characters is 'The Only Living Boy in New York' by Simon & Garfunkel. Here are the lyrics:


Tom, get your plane right on time.
I know your part'll go fine.
Fly down to mexico.
Da-n-da-da-n-da-n-da-da and here I am,
The only living boy in new york.
I get the news I need on the weather report.
I can gather all the news I need on the weather report.
Hey, Ive got nothing to do today but smile.
Da-n-da-da-n-da-da-n-da-da here I am
The only living boy in new york

Half of the time were gone but we dont know where,
And we dont know here.

Tom, get your plane right on time.
I know youve been eager to fly now.
Hey let your honesty shine, shine, shine
Da-n-da-da-n-da-da-n-da-da
Like it shines on me
The only living boy in new york,
The only living boy in new york.


Now, I don't think the song was about how he was actually the only living boy in new york, it was obviously metaphorical. I would however, make it literal and have Tom being the only one left alive in the city where everyone else has become undead (zombies). This would enable me to fit in the Neko character 'Shinu' shown below. Though in this case he wouldn't be a single character, a 'Shinu' would be 'One of them'.

The only thing against this working is the fact that none of the characters I created are boys (male human), as the song suggests, so I could change it to 'The only living Neko in new york' and replace the protagonist with one of those characters, or I could create a human character and include him.

Whatever one I decided to do, I'd try to follow the lyrics word for word, line for line as much as possible. Literally.

Wednesday, March 5, 2008

Character Ideas

Ok. Well. I'm a fan of all things Japanese. They've got it right when it comes to animation and the likes, it's not just for kids, it's for everyone. Plus they have samurai and that rocks. As I'm learning their language I thought I may as well put it vaguely to some slight use and so I came up with these wee characters. Ps - I can't draw. At all:

Nekos


As I can't draw all that well I used Flash to create the basic shape which vaguely resembles a cat's head (Neko is the Japanese word for Cat) and used it as a template. I addied bit's and pieces, changed the colour etc to finish with a variety of character possibilities. My favourites are Kage (Shadow), Shinu (Death) and Yuurei (Ghost). Now to find a story and / or environment to place them in.

Monday, February 25, 2008

Story Idea

Ok. Some of the other guys have posted a bunch of story ideas. I haven't really took the time to think up any of my own yet but there are plenty stories in my head that have been passed onto me via books or other people. Here's one i remember being told when I was really wee and i loved it.

The Umbrella

Starts off, 2 characters come out of a building into the pouring rain.

They aren't happy, but at least they have an umbrella.

A little old man comes up to them and has a favour to ask of them. Hesitantly he asks if he could borrow 2 pounds in exchange for his umbrella. His reason being he is too old for this weather, he would really rather get a taxi but he left his wallet at home (he was only out for a walk) he will give the couple the umbrella for 2 pounds, he also says he paid 15 pounds for it.

After some thinking through and questioning the couple decide to help him out and they give him a 2 pound coin. The little man very pleased hand the silky umbrella over to them.

'Thank you very much' the man says to them.

The couple see the man cross the road and turn around the corner into the next street. They think 'why didn't he just call a taxi from here?'

They both cross the road and headed in the same direction, curious.

Just as they turn the corner they see the little man enter a building further down so they keep going and they peek in the window.

Looking in the window, they saw the little man hand the 2 pound coin over to a barman while gesturing with his finger 'one'. A few seconds later the barman comes back with what is clearly a pint of guinness.

The little man downs the pint in one, which is a feat in iteslf cosidering the size of him.

He then gets off his bar stool and heads for the door.

On his way out, while walking past the coat stand he reaches out and takes an umbrella hanging there as if it was his.

Then leaves.

Thursday, February 14, 2008

Week 2 A.P.A

Think of an alternate story for 'The Red Ballooon'

Ok. My take on the red balloon story would be a tale of revenge.
In this world, people have balloons for heads. Blue balloons to be exact, everyone that is, apart from Pascal, who has a red balloon for a head. Pascal gets picked on by a couple of Bullies at school for being a different colour to everyone else. One day he decides he has had enough of the bullying and comes up with a plan.


-Pascal aquires some chloroform and some red paint through the school Janitor, he has noticed the bullying and decides to help Pascal out with his plan.

-Bullies find themselves waking up painted red.

-Bullies get laughed at by everyone else, they end up chasing Pascal who runs. Running and running, something eventually happens which leads to the popping of the bully's balloon heads. No more bullies.

Tuesday, February 12, 2008

Blogs

More often than not, blogs are used as a means for Emo kids to communicate with the outside world and to let them know all about their problems and the difficult choices they face in life. Choices such as 'Black eye shadow or dark blue eye shadow?' and 'Should I cut my right wrist or my left wrist?'

BUT NO LONGER!

This blog will be full of weird, wacky and wonderful things. Things that can't be described. Things that will blow your mind and the minds of all those around you. Things that will make you cry from sheer happiness. THINGS...Jesus it's like 3 in the morning whit am I uptae.

Gamertag. Yasssss.