Thursday, May 12, 2011

28 PRINCIPLES OF ANIMATION

28 principles of animation including Disney 12 animation principles. these principles has been derived from Disney's 12 principles..

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1.    POSE AND MOOD

2.    SHAPE AND FORM

3.    ANATOMY

4.    MODEL OF CHARACTER

5.    WEIGHT

6.    LINE AND SILHOUETTE

7.    ACTION AND REACTION

8.    PERSPECTIVE

9.    DIRECTION

10.    TENSION

11.    PLANES

12.    SOLIDITY

13.    ARCS

14.    SQUASH AND STRETCH

15.    BEAT AND RYTHEM

16.    DEPTH AND VOLUME

17.    FOLLOW THROUGH AND OVERLAPPING ACTION

18.    TIMING

19.     WORKING FROM EXTREME TO EXTREME

20.     STRAIGHTS AND CURVES

21.    PRIMARY AND SECONDARY ACTION

22.    STAGING AND COMPOSITING

23.    ANTICIPATION

24.    CARICATURE

25.    DETAILS

26.    TEXTURE

27.    SIMPLIFICATION

28.    POSITIVE AND NEGATIVE SHAPES

" PRINCIPLES OF ANIMATION "

The twelve Basic principles of animation introduced by the Disney's animators Ollie Johnston & Frank Thomas in their 1981 book The illusion of life - Disney Animation.
  • SQUASH & STRETCH - Defining the rigidity and mass of an object by distorting its shape during an action.

  • TIMING - Spacing actions to define the weight and size of objects and the personality  of characters.

  • ANTICIPATION - The preparation of an action.

  • STAGING - Presenting an idea so that it is unmistakably clear.

  • FOLLOW THROUGH & OVERLAPPING ACTION - The termination of an action & establishing its relationship to the next action.

  • STRAIGHT AHEAD ACTION & POSE TO POSE ACTION - The two contrasting approaching to the creation of movement.

  • SLOW IN & SLOW OUT - The spacing of the in-between frames to achieve subtely of timing and movement.

  • ARCS - The visual path of action for natural movement

  • EXAGGERATION - Accentuating the essence of an idea via the design and the action.

  • SECONDARY ACTION - The action of an object resulting from another action.

  • APPEAL - Creating a design or an action that the audience enjoys watching.

  • SOLID DRAWING - Natural and Appealing , not stiff poses.

who is an animator?

An Animator is an artist who create multiple images called frames and keyframes that form an illusion of movement called animation when rapidly displayed.Animators can work in different fields including film, television, video games and the internet.

Layout Artist : Who design the BG , LIGHTS and CAMERA ANGLES

Storyboard Artist :  Who draw panels of the action from the script.

Background Artist : Who paints the scenery.




Friday, May 6, 2011

Acting is reacting. Acting is doing

Acting is both doing something and/or reacting to something. All acting is
reacting to something. For example there is a reaction when you get stung by a
bee. Cars react when the gas pedal is pushed down or when the phone rings
you react. Reacting precedes the doing; when the traffic lights turn red, you
stop the car. Also if a character should be cold, the animator should not make
his teeth tremble and chatter for that is an example of weak acting. The
character should first react to the temperature, then do something about it such
as; rubbing his hands together and stamping his feet.

" WHY ANIMATION??? "

IMPORTANCE OF ANIMATION

  • OUR CHARACTERS ARE NO MORE STATIC.                                                                                                                                            ( They can walk,they can talk or simply put they spring to life )

  • WE CREATE SOMETHING THAT IS ENDLESSLY FASCINATING.                                                                                                                                ( animated movies )

  • MANY THINGS WHICH ARE NOT PRACTICALLY POSSIBLE IN REAL WORLD CIRCUMSTANCES CAN BE SIMULATED.                                                                               ( eg: aliens / animals talking with human, Entering inside a volcano, Lifestyle in 2100 or Stoneage )

  • EDUCATION BECOMES MORE FUN AND INFORMATIVE                                                 ( CBT - Computer based Training )


" PERSISTENCE OF VISION "

Our brain holds onto an image for a fraction of a second even after the image has passed..

If the eye sees a series of still images one picture after another within this time frame, then the images will appear to be continues..

The appearance of motion is simulated by displaying still images (frames) one after another at a very fast rate. ( Normaly 24 frames per second or called 24fps )

Basic FlowChart for Animation

BASIC FLOWCHART FOR ANIMATION


1st Pass
[BLOCKING]   
 

    * Timing of Action
    * Main Poses
    * Suggest Emotion
      (include rough eye animation)

2nd Pass    

    * Breakdown Poses
    * Offset
    * Successive breaking of joints
    * Suggest Overlap & Follow through

3rd Pass    

    * Inbetween Poses
    * Finish offsetting body parts
    * Fingers/Toes
    * Check + Adjust arcs
    * Finish Overlap & Follow through
    * Finish Eye animation
    * Foot shuffles
    * Knees

Final Pass    

    * Facial animation
    * Lip sync
    * Muscle animation