20120827120826 lecture 03_prod_process_n_principles_of_anim
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Transcript of 20120827120826 lecture 03_prod_process_n_principles_of_anim
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Dr Tan Wee [email protected]
05-4505002 / 012-9542221Faculty of Art, Computing and Creative
Industry, UPSI
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Lecture Outline Animation production process
12 Principles of Animation
How to apply principles of animation in facial expression
How to apply principles of animation in walk cycle
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Animation Production ProcessPre-production
Idea / imagination / sketching
Concept / treatment
Thumbnail board
Character design
Prop & set design
Audio design
Storyboard design
Shooting board design
Animatics
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Animation Production ProcessProduction (3D) Character modelling Prop & set modelling Texturing & mapping Character set-up Camera set-up / digital
layout design Digital animatic Animating Lighting & Rendering
Production (2D) Draw keyframes Draw in-betweens Test (pencil / preview) Animate background Camera setup Shooting / capturing
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Animation Production ProcessPost-production
Visual effects
Compositing
Editing
Final Output
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Animation Production Process
Inspired 3D Short Film Production pipeline
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Principles of animation Squash & stretch
Anticipation
Staging
Pose-to-pose & straight ahead action
Follow-through and overlapping action
Slow-in and slow out
Arcs
Secondary action
Timing
Exaggeration
Solid modeling
Appeal
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Squash & stretch A given object possesses some degree of rigidity
and intuitively has some amount of mass.
This is reflected in the distortion (squash and stretch) of its shape during an action.
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Squash & stretch
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Anticipation The setup before the main action.
It lets the audience know that something is about to happen and gathers the necessary energy.
Why? In animation, a viewer’s eye ends to lag behind by a few
frames, so it is often necessary to announce that something is about to happen so your audience doesn’t miss it.
Anticipation are often physical movements in the opposite direction of the intended motion. Exception: a growl before an attack or a deep breath
before a bold statement.
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Staging (Composition) Animation is communication. Successful staging will result in the clear presentation
of an idea. Choose the best scene layouts and camera angles to
deliver that story with appropriate style and mood. If a scene has a singular focus, you need to decide
whether it should be centered or perhaps off to the side a bit.
Maybe the best staging for a particular shot would be to put its main focus off the screen (Rule of Third) and reveal the action with sound or dialogue.
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Staging
Poses should be strong, and elements of your scene should work well together visually.
Typically, you should not hide important scene elements behind less important elements
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Staging
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Pose-to-pose & straight ahead actionStraight Ahead
Involves stepping through the individual frames of your scene and manipulating them sequentially.
Requires more pre-planning
Used for stop motion
Pose to pose
Involves defining the extremes & then filling in the spaces in between.
Used for CG animations
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Follow-through & overlapping action
The extension of a main action. Occur when a secondary appendage, e.g. a tail or an
antenna, is indirectly driven by the primary motion of the body.
Occur later than the main action as the force dictating the main action takes longer to reach the appendages.
When an object in motion changes direction, stops accelerating, or stops completely, secondary parts of that object will continue in original direction after the change in the main force.
Follow-through is often reduced if an appendage has & uses its own muscles.
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Follow-through & overlapping action
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Follow-through & overlapping action Overlap is the concept that not all moving parts of
a body will start and end at exactly the same time. If you turn your head and point, you arm
movement might begin before your head finishes turning.
Overlap is nonexist if the head and arm start and stop on the same frame or if the arm waits to move until the head has completed its motion.
Such non-overlapped motions tend to look robotic.
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Slow-in and slow out The acceleration and deceleration of action, i.e. the way
that an action begins slowly, moves quickly through the main action, and then slows down as it comes to a stop rather than moving linearly from one position to another.
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Arcs The visual path of action for natural
movement. Straight-line paths look stiff. Arcs show the most economical route. With computer animation the inbetween
frames may follow straight lines - may need to add a curve too it to make it more realistic.
Using arcs to animate the movements of characters helps achieve a natural look because most living creatures move in curved paths, never in perfectly straight lines.
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Secondary action Any motion that is secondary to the main action.
E.g. drumming your fingers on your knee while talking.
Secondary action often reveal emotional subtleties or hidden thoughts.
If secondary action pulls the viewer’s attention away from the main action, however, it becomes the main action.
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Timing Realism of an object depends on how it looks and
moves.
The precise moment and the amount of time that a character spends on an action.
Timing adds emotion and intention to the character’s performance.
The timing of a response to someone calling us, or a noise; tells a lot about our attitude, confidence and disposition.
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TimingNot too slow or audience eyes wander.
Not too fast or action is misunderstood.
The faster the motion, the more critical it is to make the audience focus on it.
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Exaggeration To increase the readability of emotions and actions. To effectively tell the story of a particular performance. Animation medium don’t deliver all of the same
information that exists in real life. Effective exaggeration isn’t always a matter of making a
motion larger. Significant decreasing an action is also a type of
exaggeration. E.g. completely stopping a character’s motion for an
unnaturally long period of time can demonstrate a particular emotion, e.g. shock or disgust.
Exaggeration is especially appropriate in cartoon-style animation.
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Solid drawing /modeling & rigging Each individual drawing should be a work of art on
its own.
Each drawing should look like the character being presented.
Avoid inconsistency in terms of character’s size & volume
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Appeal In the context of animation, appeal means that a
character or its performance is visually interesting.
The most subjective of all the principles.
Is the presentation of your idea pleasant (or unpleasant) to look at?
Apply fundamental aesthetic principles to your shots—though appeal doesn’t necessarily mean attractive.