PRINCIPLES OF ANIMATION
(Lucas Ridley)
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