Checking of attendance and setting classroom standards, and other concerns Review….assignment Information Sheet 2: Principles and Techniques The 12 basic principles of animation is a set of principles of animation introduced by the Disney Animators: Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal. 12 Basic Principles of Animation 1. Squash and stretch- the purpose of which is to give a sense of weight and flexibility to drawn objects. Example: a bouncing ball or musculature of a human face -taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect. - The most important aspect of this principle is the fact that an object’s volume does not change when squashed or stretched. 2. Anticipation An action occurs in 3 parts: 1. The preparation for the action – this is anticipation 2. The action 3. The termination of the action Anticipation: -can be the anatomical (bodily) preparation for the action Example: retracting a foot before kicking a ball. - (properly timed anticipation) can enable the viewer to better understand a rapid action Example: preparing to run and then dashing off-screen -can also create the perception of weight or mass Example: a heavy person might put their arms on a chair before they rise, whereas a smaller person might just stand up 3. Staging – the presentation of any idea so that it is completely and unmistakably clear.
-whether that idea is an action, a personality, an
expression or a mood. This can be done by various means such as placement of a character in the frame, the use of light and shadow and the angle and position of the camera. Purpose: to direct the audience’s attention and make it clear what is of greatest importance in a scene: what is happening, and what is about to happen. Essence: keeping focus on what is relevant and avoiding unnecessary detail 4. Straight Ahead and Pose-to-Pose Action • Straight Ahead Action- (Hand drawn animation) is when the animator starts at the first drawing in a scene and then draws all the subsequent frames until he reaches the end of the scene. • Pose-to-Pose Action - is when the animator carefully plans out the animation, draws a sequence of poses i.e..the initial, some in between, and the final poses and then draws all the in-between frames (or another artist or the computer draws the inbetween frames). This is used when the scene requires more thought and the poses and timing is important. 5. Follow through and overlapping action • These help render movement more realistic and give the impression that characters follow the laws of physics Follow through- means that separate parts of a body will continue moving after the character has stopped. Overlapping action – is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on) Drag- where a character starts to move and parts of him take a few frames to catch up. Moving held – a character not in movement can be rendered absolutely still; this is often done, particularly to draw attention to the main action 6. Slow In and Out • - refers to the spacing of the inbetween frames at maximum positions. It is the second and third order continuity of motion of the object. Example: a bouncing ball moves faster as it approaches or leaves the ground and slower as it approaches leaves its maximum position -the name come from having the object or character “slow out” of one pose and “slow in” to the next pose. In 3D studio spline controlled by parameters: • (key info window: from the Track info window) • When these are zero, there is a constant velocity in either direction i.e..to from the keyframe • When Ease To is set to a higher value,the motion is faster as it leaves the previous keyframe and slows as it approaches the current keyframe • When Ease From is set to a higher value the motion is slower leaving the current keyframe and speeds up as it approaches the next keyframe. 7. Arcs • Most human and animal actions occur a long an arched trajectory and animation should reproduce these movements for greater realism. This can apply to s limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines 8.Secondary action • This is an action that directly result from another action. It can be used to increase the complexity and interest in a scene. It should always be subordinate to and not compete with the primary action in the scene. An example might be the facial expression on a character. The body would be expressing the primary action while the expression adds to it. Another example would be the trailing electrical cord of Luxo. jr • Adding secondary action to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously saving his arms or keep them his pockets, he can speak or whistle, or he can express emotion through facial expression. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the action are better left out. In the case of facial expression, daring a dramatic movement 9. Timing and Motion The speed of an action example timing gives meaning to movement, both physical and emotional meaning. The animator must spend the appropriate amount of time on the anticipation of an action, on the action, and on the reaction to the action. If too much time is spend, then the viewer may lose attention if too little, then the viewer may not notice or understand the action. Timing can also effect the perception of mass of an object. A heavier object takes a greater force and a longer time to accelerate and decelerate. For example, if a character picks up a heavy object , a bowling ball, they should do it much slower than picking up a light object such as a basketball. 10. Exaggeration Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. The level of exaggeration depends in whether one seeks realism or a particular style. Like a caricature or the style of an artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration. If a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer. 11. Solid drawing • The principle of solid-or good-drawing, really means that the same principles apply to an animator as to an academic artist. The drawer has to understand the basics of anatomy, composition, weight, balance, light and shadow etc. for the classical animator, this involved taking art classes and doing sketches from life. One thing in particular that johnston and Thomas warned against was creating ‘’twins’’: characters whose left and right sides mirrored each other, and look lifeless, modern-day computer animators in theory do not need to draw at all, yet their work can still benefit greatly from a basic understanding of these principles. 12. Appeal • Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character who is appealing is not necessarily sympathetic-villains or monster can also be appealing-the important thing is that the viewer feels the character is real and interesting. There are several tricks for making a character connect better with the audience: for likable characters a symmetrical or particularly baby-like face tends to be effective. ANIMATION TECHNIQUES
Why do we see these images as
moving? The reason our eyes are tricked into seeing movement can be explained by the Persistence of Vision’ Theory • -our brain holds onto an image for a fraction of a second after the image has passed. If the eye sees a series of still images very quickly one picture after another, then the images will appear to move because our eyes cannot cope with fast-moving images –our eyes have been tricked into thinking they have seen movement. The Moving Hand Theory • You can do this by waving your hand in front of your eyes very fast. You will seem to see several hands at once. Try doing this in front a television screen when it is switched on. You will see even more images of your hand because the television is actually flickering. By waving your hand in front of it you make eyes very confused about what they are actually seeing Basic Techniques used in animation • Drawn Animation • Cutout Animation • Model Animation • Computer Animation • Others Drawn Animation • This covers any form where another replaces one drawing in a sequence. Each drawing is slightly different from the one before. It works the way a flipbook does. Cutout Animation • This covers any form of animation where cutout shapes are moved around or replaced by other cutouts. Flat objects like buttons, matchsticks and string can also be used in this form of animation. Model Animation • This involves the filming of puppets or any form of three-dimensional models. The materials use could include plasticize, clay or wire –in fact anything that can be bent or formed into another shape. The puppets are positioned and filmed before being moved ever so slightly and filmed again. These shots are put together as a piece of film and will give the impression of the models moving Computer Animation • 2 ways of production 1. By artists creating a succession of cartoons frames, which are then combined into a film 2. By using physical models ex. Kingkong, which are positioned, the image recorded, then the model is moved, the next image is recorded, and this process is continued Let’s watch an example video of each technique used in animation • Drawn Animation • Cut out Animation • Model Animation - Puppet Animation - Clay Animation -others • Computer Animation -2D Animation -3D Animation • Others -Facial Animation -Limited Animation -Pose-to-Pose Animation -Full Animation Others: • Facial Animation – is the most important part of character animation, and realistic and natural expression of emotions is one of the most important parts of animating a believable character. This, however, is also one of the most challenging aspects of animating a character. -in order to successfully animate facial expressions and emotion, a thorough understanding of the human facial muscular structure and how expressions are formed is necesary Others: • Limited Animation - with limited animation as many repeats as possible are used within the 24 frames per second. A hold is also lengthened to reduce the number of drawings. As a rule not more than 6 drawings are produced for one second of animation. Limited drawings are produced for one second of animation. Limited animation requires almost as much as skill on the part of the animator as full animation, since he must create an illusion of action with the greatest sense of economy. Others: • Pose-to-Pose Animation -Some animations for television were made on pose to pose basis because of budget constraints. In pose to pose animation purpose of creating and animating is served, but does not enhance it. However, animations for features demand more appeal, where pose to pose animation does not serve any purpose of producing the feature. Pose to pose animation does not serve any purpose of producing the feature. Pose to pose animation is widely used for stylized animation productions. Others: • Full Animation- implies a large number of drawings per second of action. Some action may require that every single frame of the 24 frames within the second is animated in order to achieve an illusion of fluidity on the screen Time to check how much you have learned!!! • Activity 1: A. Identifying the animation principle used B. Illustrating the given scenario and tell the animation principle used
• Time allotment for the activity:15 minutes
Animation Process • 2D Animation Process Chart STORY DEVELOPMENT • Building the storyboard is an integral part of putting together an animated feature. The process provides not only a visual interpretation of the script; it also allows designers in each department to get a feel for what is being presented on screen • Creating the visual story composed of consecutive story sketch panels that depict the action and staging of the film’s script is the first step in the animation production process. Twenty or more departments converting them into a final full color film, will build upon the concepts and timing initiated here. STORYBOARD • is the basic game plan, the vision of continuity that will drive the entire production. • Storyboarding involves working from a film script to set a story down in picture or illustration from rather like a comic book. The storyboard functions as the blueprint of an animated picture. The following is a breakdown of the story-sketch artist’s set up and the thought and drawing processes involved. EQUIPMENT 1. Pencils- from an HB to a 6B depending on the quality of the line and darkness of shadow required 2. Paper – 8.5x11, standard white 3. Field Guide – story sketches are drawn to a standard 8-Field size (5.5x10.25). This sis traced down on the paper and represents the screen edge all around. Significant details will occasionally be drawn outside this cutoff since all production artwork is finished out to the edge of the paper. Wide screen projects will have altered field sizes and measurements. EQUIPMENTS 4. Xerox Machine with variable size capability – it is frequently necessary to enlarge or reduce artwork to specific sizes, both to save time and for cutting purposes. Final approved boards are then enlarged or reduced to proper production size. 5. Desk 6. Pin-Up Boards – for displaying sketches in continuity 7. Push Pins- to pin up sketches 8. X-Acto Blade – for cutting xerox copies before revising 9. Erasers – plastic or kneaded soft eraser, the plastic for getting rid of drawing completely, the soft for lightening lines. 10. Model Sheets and reference as needed 11. Chair 12 Overhead light 13. Pencil Sharpener note • It is also important to keep your work area neat and easily accessible. Keep the desk functional and as uncluttered as possible. Reference material should be pinned up or displayed for use as you draw. The Story Board • A smooth visual flow is the major objective in any film, especially if it is an animated one. Good continuity depends on coordinating the action of the character, choreography, scene changes and camera movement. All these different aspects cannot be considered in isolation. They must work together to put across a story point. Furthermore the right emphasis on such planning, including the behavior of the character, must also be realized. The storyboard should serve as blueprint for any film project and as the first visual impression of the film. It is at this stage that the major decisions are taken as far as the film’s content is concerned. It is generally accepted that no production should proceed until a satisfactory storyboard is achieved and mostof the creative and technical problems that may arise during the film’s production have been considered. The Story Board • There is no strict rule, how many sketches are required for a film. It depends on the type, character and content of the project. A rough guideline is approximately 100 storyboard for each minute of film. If, however a film is technically complex the number of sketches could double. For a TV commercial, more sketches are produced as a rule because there are usually more scene changes and more action than in longer films. The Story Board • When developing the storyboards, careful attention was paid to budgetary and creative constraints designated by the client. Any solutions that allowed for greater efficiency and better use of the budget without hurting the quality of product were worked into the storyboard, while constantly aiming for increased action and overall coolness. The storyboard process was critical, as it would fine tune the story and serve as a point of reference throughout production. Major corrections and story changes took place during this phase of the project to avoid making them during vital parts of production down the road. Once the storyboards had been approved, they were scanned an taken into Final Cut Pro to be edited into a 2D animatic. The editing of the 2D animatic is where we first took a swing at the trailer’s timing…roughly depicting the camera motion, as well as the actions of the characters. STORYBOARD PROCESS CHART