Download as pdf or txt
Download as pdf or txt
You are on page 1of 14

− What is Animation?

− Animation Techniques
o Stop Motion.
o Traditional
o Computer animation
▪ 2d animation
▪ 3d animation
− The 12 Principles of Animation
− The 5 Fundamentals of Game Animation
− Common Animation and Art Styles
− Animation Process
− Frame Restriction
− Skills for Descent Animator

What is Animation?
• Augusto
Perceive movement, on video, of something that shouldn’t be able to, which the origin is human
(someone manipulating something to make it move).

• Chat GPT
Animation is the process of creating the illusion of motion and change by rapidly displaying a
sequence of static images that minimally differ from each other. It is a technique used to create the
illusion of movement and is commonly used in films, television shows, video games, and other forms
of media.

There are many different types of animation techniques, including traditional hand-drawn
animation, computer-generated animation, stop-motion animation, and more. In traditional hand-
drawn animation, artists create a series of drawings that are then photographed one by one to
create the illusion of movement. In computer-generated animation, artists use software to create
digital models and animations.

Animation can be used for a wide range of purposes, from entertainment to education, advertising,
and scientific visualization. It allows creators to tell stories, convey ideas, and express emotions in a
way that is visually compelling and engaging.

• Other sources. Google, YouTube, Reddit, etc.


Animation is a sequence of similar images that when changed in a quick susception gives the illusion
of movement. This happens because of a malfunction in the brain that tend to merge different
object in one. Ganging the images will trick the brain to interpret as one object moving, such Illusion
is best active in 8 to 24 or more FPS (Frames Per Second, measure of how many images will be
changed each second). The more FPS an animation has, the smoother it will be, 24 being the
industry stander.

Animation Techniques
Animation techniques is varied, ranging from traditional animation to real photos of people
mimicking stop motion.

1. Stop Motion.
• Augusto
Manipulating physical objects and photographing them to create animation.

• Chat GPT
Stop motion is a type of animation technique where objects or figures are moved in small
increments between individually photographed frames, creating the illusion of movement
when the frames are played in sequence. Each frame captures a slight change in position or
expression of the objects, which, when played together, creates the illusion of motion.
Stop motion animation can be done using a variety of materials, including clay, puppets,
toys, and even everyday objects. The process involves taking a photograph of the object or
figure in a certain position, making a small change, and then taking another photograph.
This process is repeated until the desired movement is achieved.
Stop motion animation has been used in a variety of media, including feature films,
television shows, commercials, and music videos. It allows animators to create unique and
visually interesting animations, as well as giving them the ability to work with physical
objects and materials that can add texture and depth to the animation.
Some examples of popular stop motion animations include "Wallace and Gromit," "The
Nightmare Before Christmas," "Coraline," and "Isle of Dogs."

• Other sources. Google, YouTube, Reddit, etc.


Stop Motion is an animation technique that uses photos of physical objects. The ideal frame rate for
stop motion is 8 to 12 FPS. For better results, the photo should be taken in a controlled
environment, with lighting specific to the animation (avoid taking then near outside lighting) and the
camera should not be touched (leave it in a stable platform can use remote control to photograph
the object or have a timer to take the pictures automatically).

The types of stop motion are:

Clay motion: When clay is used to sculpt the objects. Chicken Run, Wallace & Gromit and Pingu are
examples of clay motion animation
Cut-out: For this, you must draw each part of the objects separately, cut then then assembling it. For
example, a head may be faceless, several eyes and mouth for different expression should be drawn,
assemble the head, take the picture then replace the eyes or mouth to animate the character. South
Park is an example of stop motion cut-out animation in its firsts seasons, now it is digital.

Pixilation: Using photo of actor instead of object. Pixilation animation is like puppet animation, to
make. Her Morning Elegance / Oren Lavie is an example of pixalation animation

Puppet: It uses figurines with skeletal structures inside for manipulation, even things like scarfs or
hair has somethings like wire to maintain the pose for the photos. Like cut-out animation, for a
varied range of expressions and facial movement, several heads or part of them will be needed, toda
with 3d printer this become easier. Corpse Bride, Kubo and the Two Strings are examples of puppet
animation.

2. Traditional
• Augusto
The first type of animation. Is animation done by hand on paper, scanning to PC afterwards.

• Chat GPT
Traditional animation, also known as cel animation or hand-drawn animation, is a technique in
which each frame of an animation is drawn by hand on paper or clear acetate sheets. The frames are
then photographed one at a time onto a strip of film, creating the illusion of movement when the
film is played back at normal speed.

Traditional animation has a long history, dating back to the early 1900s with the works of pioneers
such as Winsor McCay and Walt Disney. It has been used to create many classic animated films,
including Snow White and the Seven Dwarfs, The Little Mermaid, and The Lion King.

The process of traditional animation involves a team of artists, including animators, inbetweeners,
and background artists. The animators draw the key poses or frames for each character, while the
inbetweeners fill in the frames in between to create the illusion of smooth movement. Background
artists create the settings and environments for the animation.

While digital animation has largely replaced traditional animation in recent years, there are still
many artists and studios who continue to use traditional animation techniques, both for nostalgic
reasons and because of the unique look and feel that traditional animation can create.

• Other sources. Google, YouTube, Reddit, etc.


Traditional animation, or cel animation, is the first type of animation in history, if you count
rupestrian paintings or tools like praxinoscope, and the second in cinema. The animator draws in
cels, transparent plastic, then placed over background and photographed in sequence. Each cel
features one drawing with an outline on one side of the plastic and the color is filled in on the other.

Rotoscoping: Is a technique that involves tracing live action photos to have realistic movement but
stylized characters.

3. Computer animation
It can do everything that traditional or even stop motion can, but digitally.

• 2d animation
− Augusto
It creates two-dimensional drawing in the pc, simulating traditional/cel animation, but with some
techniques of cut-out and 3d animation

− Chat GPT
Digital 2D animation, also known as computer 2D animation or vector-based animation, is a type of
animation that involves creating two-dimensional images and animations using digital tools such as
drawing tablets, software, and computer graphics.

In digital 2D animation, artists use specialized software to create images, either by drawing them by
hand or by importing pre-existing artwork into the software. These images are then manipulated
and sequenced to create the illusion of movement.

One of the primary advantages of digital 2D animation is that it allows artists to work faster and
more efficiently compared to traditional 2D animation techniques such as hand-drawing each frame.
Digital 2D animation also allows for greater flexibility and control over the animation, allowing artists
to easily make changes and adjustments as needed.

Popular software used for digital 2D animation includes Adobe Animate (formerly Flash), Toon Boom
Harmony, TVPaint, and others. These programs offer a wide range of features and tools, including
vector-based drawing tools, animation timelines, and motion tweens, that allow artists to create
complex and dynamic animations.

Digital 2D animation is used in a variety of industries, including film, television, video games,
advertising, and education. It has become increasingly popular in recent years due to the rise of
digital technologies and the availability of powerful animation software.

− Other sources. Google, YouTube, Reddit, etc.


All traditional and cut-out animation is 2D, but the term “2D animation” is used more often, to
describe 2D animation done digitally.

Frame-by-Frame: Emulate traditional animation, drawing each frame individually.

Cut-Out/Puppet: A mixture of cut-out, puppet and 3d techniques. To make it, draw the separated
parts and assemble them, after this the character/object will be rigged (a process like the skeletal
base in puppet for a stop motion animation). Like 3D animation, this skeleton will be posed,
choosing the initial and final frame, the in-between frames being calculated automatically.

Motion graphics animation: This type of animation involves creating animated graphics that are
integrated with live-action footage, such as title sequences or explainer videos. Motion graphics
animation often uses typography, shapes, and vector illustrations to create visually engaging
animations.

Vector-based: This type of animation involves creating images and characters using vector-based
software, such as Adobe Illustrator, and then animating them using motion paths, keyframes, and
other animation tools. Vector-based animation allows for precise control over lines and shapes, and
it's commonly used for explainer videos, logos, and other types of motion graphics.
Pixel Art: Is a technique used to create animations using pixel art, which is a digital art form where
images are created and edited at the pixel level. It is a popular animation style for video games due
to its nostalgic appeal and ability to create simple yet expressive characters and environments. The
animation is typically created using a pixel art software that provides tools to create and edit
individual pixels, such as Photoshop, Aseprite, or Pyxel Edit.

• 3d animation
− Augusto
Like 3d animation simulates stop motion on pc. With the right materials (a thing to give the digital
object color and texture) and animation, it can simulate 2d animation or real life.

− Chat GPT
Digital 3D animation is a type of animation that involves creating three-dimensional digital models
and environments using specialized software, and then animating them to create the illusion of
movement and depth.

In digital 3D animation, artists use specialized software to create and manipulate 3D models, which
are composed of polygons and other digital elements. These models can be manipulated in a virtual
space to create movement and animation, as well as to control lighting, camera angles, and other
visual effects.

Popular software used for digital 3D animation include Autodesk Maya, Cinema 4D, Blender, and
others. These programs offer a wide range of tools and features for creating and animating 3D
models, including mesh modeling, texturing, rigging, and animation timelines.

Digital 3D animation is widely used in the entertainment industry, particularly in film, television, and
video games. It has become increasingly popular in recent years due to advances in technology and
the availability of powerful software that allows for greater control and flexibility in the creation of
3D animation.

One of the primary advantages of digital 3D animation is that it allows for the creation of complex
and realistic 3D environments, characters, and visual effects that would be difficult or impossible to
achieve with traditional 2D animation techniques. It also allows for greater control over camera
movements, lighting, and other elements of the animation, allowing for more dynamic and visually
stunning results.

− Other sources. Google, YouTube, Reddit, etc.


Recently, the most common technique of animation for its ease of use and good results. 3D
animation is made in specialized software that made and distort digital puppets and objects. These
objects are made of faces (a flat surface made of 3 or more edges), edges (a line with a vertex in
each end) and vertexes (the smallest point in a 3d object). By adding and repositioning these three, a
process known as modeling, you can make any object.

To animated, a rigg must be created. Here's a brief overview of the rigging process:

• Skeleton creation: The first step in rigging is to create a digital skeleton for the 3D object.
The skeleton is made up of a series of interconnected bones, which define the shape and
movement of the object. The number and placement of bones will depend on the
complexity and movement requirements of the object.
• Joint assignment: Once the skeleton is created, the next step is to assign each bone to a
specific joint or area of the 3D object. This allows the bones to move and bend in a way that
mimics the movement of a real-life skeleton.
• Weight painting: After the joints and bones are assigned, the next step is to create weight
maps that determine how much each bone influences the deformation of the 3D object.
Weight painting involves assigning a percentage value to each bone that determines how
much it affects the nearby vertices of the 3D object.
• Controller setup: The final step in rigging is to set up controllers that allow animators to
manipulate the 3D object. Controllers can include sliders, buttons, and other user interface
elements that make it easy to control the movement and deformation of the 3D object.

Rigging is a crucial step in the 3D animation pipeline, as it enables animators to create realistic and
expressive movements for their 3D characters and objects.

For coloring, an object must pass to a process known as texturization. Texturing is an important step
in the 3D modeling and rendering process because it can significantly enhance the visual appeal of
the final product. By adding depth and detail to surfaces, textures can create the illusion of different
materials and lighting conditions, making a 3D model look more realistic.

There are many techniques for texturizing 3D models, including:

• UV mapping: This is a technique used to map 2D texture images onto 3D models. The
texture is wrapped around the model based on its 3D coordinates, and the mapping is
adjusted to avoid distortion.
• Procedural texturing: This involves generating textures algorithmically based on predefined
rules and parameters, rather than using pre-existing images.
• Image-based texturing: This involves applying pre-existing images or photographs to a 3D
model to create realistic surfaces.
• Hand-painting: This involves painting textures by hand using specialized software, such as
Photoshop or Substance Painter, to create highly detailed and customized textures.

The choice of texturing technique depends on the specific needs of the project and the desired
outcome. Ultimately, texturing is an important aspect of 3D modeling and can greatly enhance the
realism and visual appeal of 3D models.

3D animation can emulate Stop Motion to live action, but one thing it does, almost exclusively, is
Procedural Animation.

• Procedural Animation: Procedural Animation is a technique used in video game


development to generate animations automatically using algorithms and rules rather than
traditional keyframe animation. It allows game developers to create complex and realistic
animations quickly and efficiently.

Unlike traditional animation, where each frame of an animation is handcrafted by an


animator, procedural animation uses mathematical equations and algorithms to simulate
the movement of objects and characters. This can range from simple animations like waving
grass to more complex animations such as walking, running, and jumping.

Procedural animation can be used to generate animations that respond to changes in the
game environment, such as wind affecting the movement of leaves or objects reacting to
player interactions. It can also be used to create variations in animation, making the game
world feel more dynamic and less repetitive.

Motion Capture: This technique involves recording the movement of real actors or objects and
translating that data into a digital animation. It is often used for creating realistic character
animations in games.

Particle Animation: This technique involves creating animations using small particles, which can be
used to create effects like fire, smoke, or explosions. It is commonly used for creating environmental
effects and special effects in games.

Physics-Based Animation: This technique involves using physics simulations to generate realistic
animations for objects and characters. It is often used for creating realistic movement and
interactions between objects in games.

Key animation: In key animation, the animator creates a series of keyframes that define the major
poses or positions of the character or object throughout the animation sequence. The software then
interpolates the frames between the keyframes to create the illusion of smooth motion. The
animator will often create additional breakdown and in-between frames to further refine the
animation and add more detail to the movement. These frames help to create a more fluid and
natural-looking animation.

The 12 Principles of Animation


Created by Ollie Johnston e Frank Thomas and detailed in 1981 book "The Illusion of Life: Disney
Animation", this set of rules is essential for an engaging animation, regardless of technique.

1. Squash and Stretch: It is the principle of exaggerating the movements and shape of a
character or object to give the animation a greater sense of weight, flexibility, and life-like
movement. The basic idea behind Squash and Stretch is that when an object moves, it tends
to compress and stretch as it changes shape. By exaggerating these movements in an
animated character or object, animators can create the illusion of weight and momentum,
and add a sense of fluidity and expressiveness to the animation.
2. Anticipation: It is the principle of adding a small, preparatory movement before the main
action to make it appear more natural and believable. Anticipation serves to communicate
to the viewer that an action is about to occur, and to make the movement that follows
appear more realistic and weightier. For example, a character about to jump would crouch
down and bend their knees before springing into the air. This preparatory movement makes
the jump appear more natural and believable, as it mimics the way a person would naturally
move when preparing to jump.
i. Anticipation in games: Something to keep in mind is, in video games the actions
should be done at the instant the button is pressed, so the time for anticipation
regarding player character is small to none. To remediate this a prolongate Follow
Through can be made.
3. Staging: This principle refers to the way in which an animation is presented and arranged on
screen to communicate its message and meaning effectively. Staging involves the careful
consideration of elements such as camera angles, lighting, and composition to ensure that
the animation is presented in a clear and impactful way. By using effective staging
techniques, animators can guide the audience's attention to key elements of the animation,
highlight important actions or emotions, and create a sense of visual harmony and balance.
Effective staging can also be used to create a sense of mood or atmosphere in an animation.
4. Straight Ahead Action and Pose to Pose: "Straight Ahead Action" and "Pose to Pose" are two
different approaches to animating
i. "Straight Ahead Action" is a technique in which the animator draws each frame of
the animation in sequence, from beginning to end. This approach allows for a more
spontaneous and free-flowing animation style, as the animator is able to follow the
action and make changes as they go along. This technique is often used for creating
fast-paced action sequences, such as chases or fights, as it allows the animator to
quickly create the necessary movements without getting bogged down in the
details.
ii. "Pose to Pose" is a different approach that involves planning out the key poses or
movements in an animation before filling in the in-between frames. This allows the
animator to focus on the overall composition and timing of the animation, and to
ensure that the character's movements are smooth and consistent. This approach is
often used for more complex animations, such as character interactions or
emotional scenes, as it allows the animator to carefully plan out each movement
and expression in advance.
5. Follow Through and Overlapping Action:
i. "Follow Through" is the principle of allowing parts of a character or object to
continue moving after the main movement has stopped. This creates a more natural
and realistic motion, as different parts of the body or object react differently to the
momentum of the movement. For example, the hair of a character may continue to
sway after they come to a stop, or the tail of an animal may continue to move back
and forth after it has jumped.
ii. "Overlapping Action" is the principle of having different parts of a character or
object move at different rates, creating a sense of depth and dimensionality. This
can be used to show how different parts of the body react to the motion, or to
create interesting visual effects. For example, a character's arms may swing back and
forth at a different rate than their body as they walk, or the feathers on a bird's
wings may overlap as they flap.
6. Slow In and Slow Out:
i. "Slow In" refers to the principle of gradually increasing the speed of an object or
character as they begin a movement. This creates a sense of anticipation and
buildup and helps to convey the force and energy behind the motion. For example,
when a character starts to run, they may begin with a slow and deliberate stride
before picking up speed and moving more quickly.
ii. "Slow Out" is the opposite principle and refers to gradually decreasing the speed of
an object or character as they come to a stop or finish a movement. This helps to
convey the weight and momentum of the object and creates a more realistic and
believable sense of movement. For example, a character jumping off a ledge may
slow down and bend their knees as they land, before coming to a complete stop.
7. Arcs: This principle is related to the path of movement in an animation and refers to the idea
that most natural movements occur along curved or arced paths rather than straight lines.
When animating characters or objects, it's important to create fluid and natural movements
that look realistic and believable. One way to achieve this is by incorporating arcs into the
animation. For example, when a character raises their arm, the movement should follow a
smooth, curved path rather than a straight line. Similarly, when a character turns their head
or moves their body, the motion should follow a natural arc rather than a sudden and jerky
movement.
8. Secondary Action: This principle refers to the idea that an animation should have more than
one action happening at a time, with one main action and one or more supporting or
secondary actions. The main action is the primary movement or gesture that the character is
performing, while the secondary actions are additional movements that complement or
enhance the main action. These secondary actions can include things like facial expressions,
hand gestures, or movements of clothing or hair. When creating an animation, it's important
to consider how secondary actions can be used to enhance the main action and bring more
life to the characters and scenes. By incorporating secondary actions in a thoughtful and
deliberate way, animators can create more engaging and dynamic animations that captivate
and entertain their audiences.
9. Timing: Timing refers to the speed and spacing of the movements in an animation. The
timing of an animation can be used to convey a wide range of emotions, moods, and actions.
For example, fast timing can be used to create a sense of urgency, excitement, or
nervousness, while slow timing can be used to convey calmness, thoughtfulness, or
hesitation. Timing is closely related to the principle of "Slow In" and "Slow Out," which refers
to the idea that the speed of movement should be gradually increased or decreased over
time to create a more natural and believable sense of motion.
10. Exaggeration: This principle refers to the idea that an animation should exaggerate certain
actions or movements in order to create a more dramatic, entertaining, or comedic effect.
Exaggeration can be used in many ways in animation. For example, it can be used to make a
character's expressions more dramatic or to emphasize the impact of a physical action.
Exaggeration can also be used to create caricatures or stylized versions of characters or
objects. When using exaggeration in animation, it's important to strike a balance between
the exaggerated elements and the overall sense of realism and believability in the
animation.
11. Solid Drawing: This principle refers to the importance of creating a sense of three-
dimensionality in an animation through the use of solid, well-drawn forms. Solid drawing is
an essential skill for animators, as it allows them to create characters, objects, and
environments that feel believable and real. Solid drawing involves the use of basic principles
of perspective, proportion, and weight to create forms that appear to occupy real space.
Solid drawing can be used to create a sense of depth and dimensionality in an animation.
12. Appeal: This principle refers to the idea that a character should be visually appealing and
charismatic in order to captivate and engage the audience. Appeal is important in animation
because it helps to create a connection between the character and the audience. Characters
with strong appeal are more likely to be remembered and loved by viewers, and they can
help to bring an animation to life.

The 5 Fundamentals of Game Animation


These fundamentals explained by Jonathan Cooper in his book "GAME ANIM: VIDEO GAME
ANIMATION EXPLAINED" are complements and emphasize to the 12 Principles of Animation.
Thought the 12 are essential for game animation as every other, some things need to be tuned to
this media. The 5 Fundamentals of Game Animation are:

1. Feel: A mix of gameplay and animation, “feel” is mostly about timing. A heavy character will,
“feel” deferent to control than a fast character and the player will act accordingly. It is a
critical aspect of game design, as the feel of the animation can affect the player's
engagement and enjoyment of the game. To create a specific feel in game animation,
animators must consider several factors, including the timing, motion, and staging of the
animation. “Feel” will be break if there's inconsistency between gameplay and animation.
2. Fluidity: Refers to the smooth transition between two animations. For example, an idle to
shooting animation, without fluidity, the character will snap from standing to shooting. To
active fluidity in this case a third animation transitioning idle to shooting must be made.
Fluidity also can be demanding, and it will increase resource needed for the game. An “easy”
way for fluidity, is to use Procedural Animation mixed with the other animations the blend
them effectively.
3. Readability: Like staging principle, readability reinforce the importance of having a clear
animation, the player must know what is happening on the screen in all angles the character
will be seen. To active this, key poses should have a strong silhouette and to use multiple
axis. For 2D games having the character slightly off the angle can improve readability
(instead of having the character on side view, he will be in ¾)
4. Context: Knowing when, where on who the animation will be used, can help distinguish
characters or save resources. For example, a common idle animation for a mob character
may be just a couple of frames of beathing, while the main character will have aspect of his
personality slip in it to make him more distinct. If the mobs will only be found in a snow,
desert or raining region can also affect the animation.
5. Elegance: Is how much recourses will be expended in animation. What is necessary
animating and what can be changed. For example, if picking and inspecting objects will be
added, standardizing the shape of them can save time since only one animation is needed or
even no animation at all like Resident Evil. Cutting or reducing animations is not the point of
Elegance, is knowing what is important and what is the focus.

Common Animation and Art Styles


Both animation and art style varied from studio and project, but there is a tendency for triple A
studios to work with realistic 3D graphics or 3D in general. To active a better result a mix of motion
capture, key animation, procedural and physic-based animation.

Indie studios gravitate to 2D animation, especially pixel art animation. Removing an internal
dimension reduces the complexity of the animation, in addition, 2D is more forgiving than 3D. A
good art direction, for pixel art, can make it on par of hand drawing, also mixing with 3D techniques
such as lighting and using normal maps can make the art stand out.

Olwboy
(https://media2.giphy.com/media/v1.Y2lkPTc5MGI3NjExOWZiMGNhNDM0YzQxMzI0MTM3M2MwN
mZhODlkZGUyZGVmYjJlMjRlMiZjdD1n/8zKiljb3SFxWPmoiYW/giphy.gif) see animation
The Last Night (The Last Night - Xbox One Reveal Trailer (2021) | OFFICIAL 4K HD) trailer
Animation Process
The animation process

1. The Idea: First a concept is needed, what will be animated, why will be animated. This
should include the art and animation style.
2. Refining the Idea: This fine-tuning should refine details about the animation. The character
design may be good, but it is good for animation? Can details be left out to be easier to
animate? Can details be added for better engagement for the viewers?
3. Animation Planning: This stage involves planning the animation sequences and defining the
keyframes that will be used to create the animation. This may involve creating a rough
animation using simple shapes or wireframes to plan out the movement and timing of the
animation.
a. Before animating, is common practice (in animation studio) to record the audio first,
dialogs, music, sound effects, etc, for better reference. This may be transferred to an
exposure sheet to plan and organize the timing and animation sequences.
Exposure sheets are typically used in 2D hand-drawn animation, where they allow
animators to plan out the timing and movement of each frame of the animation.
They are created using specialized software or drawn by hand on paper.
4. Production: This stage is the actual animation using the keyframes and sequences defined in
the planning stage to fill the inbetweens.
5. Animation Integration: The final stage involves integrating the animation into the game
engine and testing it to ensure that it works correctly within the game environment. This
may involve tweaking the animation to improve performance or ensure that it works
correctly with other game elements.
a. In an animation movie this stage will be the final editing, assembling the animation,
VFX, soundtrack, etc.

Like many creative projects, all steps of animation can be summarized in the Double Diamond Model
popularized by the British Design Council in 2005.
• Discover refers to the step in which you seek insights into the problem at hand.
• Define aims to achieve a focus, based on the findings.
• Develop focuses on possible solutions and testing them.
• Deliver presents and launches the final solution.

The diamond shap how many fe represents the designer's mind, where in the Discover and Develop
stage, it expands to let more ideas emerge and in the Define and Deliver stage, it closes, selecting
the best ideas from the previous stage.

Although it seems linear, you can skip ahead and return to any step if necessary.

Frame Restriction
Frame restriction is when an action is limited by a fix quantity of frames. Not to be confused with
frame rate, that dictates how many frames will be in a second. Frame restriction cares only about
time, so if an action need to be complete in 1 and a half seconds and the frame rate is 12, the frame
restriction for that action is 18 frames. If the frame rate is 24, the frame restriction will be 36.

More common when animating cut-scenes and cinematics, because the animation needs to sink
with the sounds (when using Exposure sheets, for example), but it can be used for gameplay
animation to evoke certain feelings.

For example, if the player is controlling a heavy character their movement will be slow, while an
agile character would be the opposite, also when the gameplay is very important, the actions the
player and enemies timing may be tested in engine first and later the animators need to fit an
animation in that timeframe.

Thought the utility of frame restriction in game play is limited (probably being used in some bosses
and a couple of puzzles), it still can be usefull.

Skills for Descent Animator


• The 12 Principles of Animation.
The 12 Principles of Animation may seem to be at the same level as “practice” or “drawing skills”,
but these principles are so important that they must be reinforce always. Maybe an action looks
wrong or bland, give it an arc and rearrange the timing and it already looks better, exaggerate the
poses and the animation will have more personality.

• Creativity

Like any other artistic endeavor, animation is creative by default. The script may say what will
happen and even the mood of a scene, but the animator will make exactly how everything will come
together. A villain is threatening someone, maybe a forced perspective to make the villain bigger can
have a greater effect showing the difference in the power dynamic, maybe a close in the eyes of the
victim reflecting the villain shows this will leave a mark in the victim, or a close in the villain face with
everything else going darker accentuate his evil.

• Observation Skills/Acting
Like in drawing, knowing how the subject of the animation move in real life is essential for a
convincing animation. Even when the subject is mythological (don’t have real examples) a mix of
several different references can give a convincing movement. This also tie to acting. The animators
don’t need to be real actor, but they need some knowledge in this to better convey emotions to
viewers. Is common practice for an animator record itself doing the action needed to animate for
better reference.

You might also like