SCIENCE OF ANIMATION

24 fps is about as low as you can go in a frame rate without human eye being able to tell the difference btw individual frames.

Animating on Ones, Twos, and Threes.
Ones, twos, and threes refer to how long a single image holds on camera in relationship to frames per second. Ones mean every single frame is different, so at 24 frames per second you'll have 24 individual and unique drawings with that second.

  • Animating on Twos makes it feel like being handmade
    => Apply "Posterize Time" effect on the object (e.g. text) in After Effects and change the Frame Rate property (12 for Twos)

Limited Animation
a process in animation that doesn't redraw entire frames but reuses common parts btw frames (e.g. background)

PHYSICS-RELATED

SQUASH AND STRETCH
(NÉN LẠI VÀ GIÃN RA)

Ví dụ: Bouncing balls

It only takes 3 frames (doesn't have to) and, say 20% squashing and stretching

Tools

brush.ninja

SLOW IN & OUT
(EASE IN & OUT)

Newton's 1st Law of Motion

Ví du: A character lifting a weight
A falling ball (the speed should keep increasing until it hits the ground)

Doesnt apply to e.g. robots (linear speed, for e.g)

SPACING
The distance btw poses
Uneven spacing: it has inconsistent distance btw each frame
Ví dụ: Một quả bóng rơi xuống thì mỗi frame quả bóng sẽ đi được 1 khoảng xa hơn.

Helps convey weight

ANTICIPATION

STOP MOTION TIP:
Halving or doubling the distance btw each pose is a great way to achieve Ease

Anticipation (antic) is an action that precedes and prepares for the main action

Ví dụ: throwing, kicking a ball, swinging a bat or golf club ; jumping

Physically required for some actions

Helps with clarity, signal before main motion

Có thể: subvert expectation
e.g. giả bộ ném nhưng k ném

OVERLAPPING ACTION

Overlapping Action
Varied motion that overlaps the timing of each other
(ví dụ các bộ phận khác nhau của cơ thể di chuyển và bắt đầu / dừng lại ở các khoảng thời gian khác nhau)

Cause: Kinetic Energy: energy which a body possesses by virtue of being motion
In other words, by the virtue of something moving, it has built up energy, and it takes time for that to settle to a stop or even start to create the energy.
Because of different objects, mass, or friction and other variables, they can take longer/ shorter time to start / stop.

Ví dụ:

  • If your character is running across the scene, their arms and legs may be moving at a different rate from their head. This is overlapping action. Likewise, when they stop running, their hair will likely continue to move for a few frames before coming to rest – this is follow through. These are important principles to understand if you want your animation to flow realistically.
  • For example Follow through refers to the way parts of the body continue to move after the body is stopped. Overlapping action describes the offset between the timing of the main body and its other parts (ví dụ tay và chân)


  • Một người dừng di chuyển nhưng khuyên tai của họ vẫn di chuyển

Resources

SECONDARY ACTION

Secondary Action: Adding texture to a character's performance
OR Gestures that support the main action to add more dimension to the character animation.

Ví dụ:

  • For example a character may be walking angrily. The primary action is the legs and the secondary action is everything else: the arms swinging, the head bobbing and the facial movements.
  • A character is about to knock on a door. The secondary action of the other hand will communicate what kind of door knocking this is.
    • If it's a fist, it makes him look angry.
    • If it's dainty, it gives them a graceful, happy vibe.
    • If it's tucked close while the head looks back and forth before knocking, it communicates that he doesn't want to be discovered.
  • A character is standing up (primary) and shaking his head to show that he is very angry (secondary)

aka "FOLLOW THROUGH", includes "OVERSHOOTS"

aka ADDING "TEXTURE", includes idea of "PLUSING"

ARCS

Things, for e.g. limbs, often move in arcs, not straight lines
Ví dụ: đầu quay, tay chân quay

It can be the diffence btw our Planning and Final products (needs polising)
=> You can track movements of a point, for example the wrist

PROCESS-RELATED

POSE TO POSE / STRAIGHT AHEAD

Pose to Pose: Animate the main story poses first, then do the inbetweens after

Extremes: poses for the biggest and smallest motion, usually made after the story / golden poses and consist of overshoots, antics or big squashes / stretches

Straight Ahead: Animate sequentially and chronologically, one frame after another

RECOMMENDED

Do this after Pose to Pose

TIMING

Timing: This principle states that the personality and nature of an animation is greatly affected by the number of frames inserted between each main action.

Framerate Choices

Timing Charts and Graph Editors

Spacing's relation to Timing

SPACING: The distance (spatial) btw each pose that is between each frame

CLARITY

APPEAL

EXAGGERATION

SOLID DRAWING

To maintain volume

PERFORMANCE CHOICE

Key / Story / Golden: these can be used to describe the main poses

STAGING

Staging: The arrangement and posing of elements in the frame that you have.
=> All of the elements of the scene work together to move the viewers eyes around the screen.

Exaggeration: pushing the subject or story idea beyond its normal boundaries
Exaggeration doesn't mean more distorted, but more convincing.

Solid Drawing: Craft consistent and believable drawings / poses

Appeal: Adding interesting qualities that make the audience want to watch

Proportions. e.g. big heads, super big arms

Keep it simple (dont add too much details)

Use a variety of shapes (for different characters)

Others: Contrast
Rhythm / Texture / Sound
Observe + Live Life + Develop Proprioception (Perception or awareness of the position and movement of the body)
Avoid under (doing too basic) or over animating