Perception:

 

When a series of separate sequential images (i.e. flipbook)
perceive them as separate but as a single blended moving image.

Click To expand

 

-         due to the physiological phenomenon known as persistence of vision

-
cinema, TV, games, new media and Internet - are only possible because of this small quirk in our human ‘visual apparatus'?

 

4 fps – images seem separate

8 fps – image begin to blend

11 fps - illusion of continuous movement

15 fps – much flash , cheap animation and old video games

24 fps – film rate – all cinema is at this rate

30 fps – tv rate ( interleaved to seem like 60 fps)

>30 fps – new real-time games

 

 

What is our perceived fps – what is the fps of reality?

 

Before Muybridge no one thought that way – now we do:

 

 

24 still cameras linked by trip wires at carefully placed intervals along a race track

 

 

 

Movies

 

 

Click To expand
Edison is their ‘kinetoscope', a coin-in-the-slot peepshow

 

Edison and gang thought movies were individual

 

From coin op movies to group viewing: NY prejudice and the Jews

 

A perceptual paradign shift.    Just like the phone. Inventors and Conceptualizers.

 

 

 

The movie Industry: 1900 to today

 

Films were PhotoPlay:    Photograph + Plays

 

Early Film makers were technologists

 

·        Technology is a media that isn’t fully understood yet

 

·        Painters where technologist when they had to know the chemistry of paint

·        i.e. De Vinci and Michelangelo

 

 

 

The Language of Cinema took less than 25 years :

 

http://classes.yale.edu/film-analysis/htmfiles/cinematography.htm

 

Still evoving every year

          The pov to room establishing shot

 

Close-ups were thought to be wrong

 

No longer photo play but cinema

 

No longer technology but art à film schools

 

No long art but reality  - the lens flare in games and animation systems

 

 

 

 

So the illusion and art of real is now reality to have in your 3d system.

 

3D systems have simulate cameras not eyes – why

 

Now animation is the new technology

 

How long till it’s gets its language

  Borrowing from cinema ( just like cinema borrow from photo + plays in the early days)

 

Your generation will come up with a new language

 

Animation is the art of movement and bring life to – animate

 

Using persistence of vision animators create sequence of drawings

 

Click To expand

 

What rules do we base animation on:

 

Newton's Laws of Motion

§                Every object has mass (weight) and will remain at its natural state of inertia (i.e. not moving) unless a force is applied to move it.

§                The greater an object's mass (weight), the greater the force that is required to move it.

The really important thing to bear in mind is that when you're animating, although you may know how big or how heavy an object or character in your scene is meant to be, and you may draw or model it accordingly, its size and/or weight is only really made apparent to your audience by the way you make it move or be moved. For example, if a character picks up a box, your audience will know how heavy it is meant to be by how much effort your character is seen to expend in lifting it.

§                Once an object is moving, it tends to keep on moving unless it is stopped by another object, or unless it is gradually brought to a halt by friction.

An example is the car in fig. 1.20. It has reached cruising speed but when it is stopped by crashing into the text, it crunches up not just because of hitting the text but because its back half is still moving forward along the smooth road, even after impact. A ball rolling along a smooth path will keep on rolling much longer than the same ball rolling along a rough path. A heavy object will be slow to get started moving and slow to stop; lighter objects will move more quickly.

Click To expand
Fig. 1.20

Click To expand
Fig. 1.21

Overlapping Action

When you think about animating any action of anything, you could break it down, like Newton, into two parts: starting and stopping. What you must bear in mind is that when a body in motion comes to a halt, not all parts stop at the same time. Various parts will finally halt their motion at different times to other parts. Look at fig. 1.22. First the girl gets ready for the jump by bending her knees and crouching – see drawing 3 (anticipation). She then launches into the jump, lifting her arms. At the height of the jump (drawing 8), her skirt has lifted, but has not yet reached its highest position (drawing 9, lifted by air resistance on her downward path). As she lands, her feet may stop first (drawing 10), but the rest of her body will still be moving downwards: her upper body and arms, her hair, her clothes. Each part will finally come to rest at different times. This effect, following the laws of motion, is what we call ‘overlapping action’. Your animation will appear dull and unnatural if you ignore this.

Click To expand
Fig. 1.22: All images shown on this spread © Larry Lauria.

Overshoot

Another aspect of starting and stopping is that objects will generally overshoot their mark before settling back into their final position. This is an effect that you'll generally use for most objects in motion. This overshoot is likely to be the default for 3D software animation but you'll need to override it for mechanical objects or where you don't want your ball, say, to bounce right through the floor.

Follow Through

If you've ever had tennis or golf coaching, you'll remember your coach telling you to ‘follow through’ after you've hit the ball. By this, the coach meant ‘don't try to stop the arm movement once racquet or golf club has made impact; allow natural carry through of movement’.

When animating an action, bear in mind that few movements end abruptly at a given point and objects are usually made up of a number of connected parts of varying weight and type. For example, Superman has tight clothing that would remain attached to his body like a second skin. His cloak, however, although attached to his shoulders, will behave quite differently; it will billow in the wind and come to rest after Superman, himself, has alighted. How far the cloak carries on moving and how swiftly it comes to rest after Superman has landed will depend on the type of fabric (e.g. gossamer light, or heavy velvet) and friction, e.g. air resistance. The same principle applies to the animation of all secondary objects attached to the main object as explained under ‘overlapping action’, e.g. hair or floppy ears.

Squash and Stretch

You're probably familiar with this animation concept from Disney characters. They have a rubbery, elastic quality when they move. Animation is the art of exaggerating movement for dramatic and comic effect. The principles are simple: when an object hits something, it squashes and when it rises, it stretches (figs 1.20–1.25). This is standard animation practice for 2D and much 3D. Just how much you exaggerate the effect will depend on the degree of realism you want to convey.

Click To expand
Fig. 1.23: Application of squash and stretch for this pencil by Larry Lauria. All images shown on this spread © Larry Lauria.

Click To expand
Fig. 1.24: Application of squash and stretch for Larry's Jack-in-the-box.

Slow-in and Slow-Out

Most moving objects don't begin and end the movement at full speed. They begin slowly, get up to speed and slow down before drawing to a stop. Think of a car starting, driving and stopping or perhaps something that you see constantly on TV station breaks and commercials: a flying logo. It takes off smoothly and slowly from a stationary position, gathers speed and spins or flies around before settling gently into its final position on screen. The bouncing ball demonstrates another type of slow-in/slow-out (fig. 1.25).

Click To expand
Fig. 1.25: This demonstrates slow-in/slow-out keyframes for Larry's bouncing ball (shown by the crosses on the curve). As the ball slows, the keyframes are closer together, i.e. there are more in-betweens, and vice versa when the ball speeds up. You can also see the principle of squash and stretch as applied to speed (as well as impact when the ball hits the ground).

Because this smooth, slow-in/slow-out type of movement is so common, your software is, again, likely to use it as the ‘default’, meaning that the software may give you this type of movement whenever you move an item from point A to point B, unless you instruct it otherwise. You might not want this type of movement when you need the movement to be sharper, for example when a lid falls shut from an open position. The lid would slow-out but, similarly to the ball hitting the ground, it speeds up as gravity pulls it downwards to its shut position. Indiscriminate use of 3D software's default slow-in/slow-out motion gives an unnatural, floating look, so use appropriately and with due care.

Moving in Arcs

Objects thrown into the air will go up and come down following a parabolic curve. A ball bouncing demonstrates this curve (fig. 1.25). Move your objects in arcs – however slight – rather than in straight lines wherever possible, for example when a character's head turns from one side to the other (fig. 1.27) or, similarly, when a character's eyes move left to right and vice versa. Even a door opening and closing follows this principle (fig. 1.26).

Click To expand
Fig. 1.26: Here, Larry demonstrates how a door swing moves in arcs.

Click To expand
Fig. 1.27: This simple head turn drawn by Larry follows the same principles.

Anticipation

Character animation is all about timing and pacing. In order to maximize the drama or comic effect of any important action, it's important to signal to the audience that something is about to happen before it actually does happen. That way, we not only gain greatest impact from the scene but we also allow the audience time to register what's happening to a character on screen (things happen much faster in animation than in live action). We need to build in anticipation at all levels from a simple action such as jumping or reaching for a mug (figs 1.28 and 1.29) or doing a take or double take when something really shocks or excites a character.

Click To expand
Fig. 1.28: Larry's drawings of Joey jumping to reach the golden ring demonstrate a number of animation techniques discussed: moving in arcs, slow-in/slow-out, anticipation, squash and stretch and overlapping action.
In drawing 1 we see Joey in normal standing position. In drawing 2 he is anticipating his leap by bending his knees prior to takeoff, clenching his fists and looking toward his goal with a determined expression.
In drawing 3 he takes off and we see how his body is stretched as he rises. Note the overlapping action of his hair and clothing at different parts of the action. When Joey lands, his knees bend once again before he straightens back into his normal standing position.
Joey is vertically challenged. He must get the golden ring at all costs!

Click To expand
Fig. 1.29: Grabbing the glass: anticipation is evident in how Larry has drawn the arm and hand movements. Notice how the arm bends before stretching out and how the hand opens (in drawing 3) in anticipation of closing around the glass in drawing 4. Also notice the balancing action of the other arm.

Takes and Double Takes

These are just exaggerated forms of anticipation, e.g. a character walks off a roof, a mountain ledge or whatever and continues to walk unconcernedly on thin air until some sixth sense tells him that his feet are no longer on terra firm, at which point he looks back or down and becomes aware of his plight. He shows us his reaction (the take) usually by a frozen expression of horror (a ‘hold’) – before falling very fast to an unhappy end. The double take is a variation when it takes two looks (the first look doesn't quite register the situation) before he fully realizes his predicament and falls.

Holds

Holds are deliberate pauses in an action. But beware! In either 2D or 3D animation, just leaving a character in a static position, without even an eye blink, can be fatal – literally. Your character appears to die on screen and may look like part of the painted background. For this reason, your ‘hold’ should, more often than not, be a ‘moving hold’, i.e. your character pauses, but some small part still moves: it might just be an eye blink now and then or a slight shift in position.

How long should a hold last? This is an area where you should experiment, be very self critical and you will gain experience. There are many types of holds, not all for the purpose of dramatic effect. You may, for example, want to show your character looking at something off screen, before cutting to show what is being looked at. The hold on the character in this case should be for about 16 frames (if the running speed of your final video is at 25 f.p.s.) and for a few more frames if you are making a video at 30 f.p.s. Some holds are only a few frames long, e.g. the closed eye position for a blink (see Chapter 7). Normally a hold must be for a minimum of six frames to register that it is, in fact, still.

Force and Drag

Many objects, most notably humans and animals, are made up of a series of flexible joints, all linked to each other (seen graphically in the body of the robot in fig 1.30). In 3D animation, this is a hierarchical structure, where each item can be termed the ‘parent’ of the children who are dependent upon it. Take the example of the leg. The knee is a child of the thigh (the thigh being the parent of the knee, but a child of the lower torso); the shin is a child of the knee; the foot is a child of the shin and the toes are children of the foot. When you move the ‘parent’ the children automatically follow but will lag a little behind the parent. Each successive child in the overall chain will trail a little behind its parent in slightly overlapping action. This type of linkage is known as ‘forward kinematics’ (or ‘kinemation’). Another form of this hierarchy is ‘inverse kinematics’. This is where the child initiates the movement and all the other links in the chain follow, bending or rotating according to their natural constraints which have been pre-set by the animator. Setting constraints for all the joints is often a lengthy process, but it saves much time in the long run if the character is, say, dancing or doing some other complicated action.

Click To expand
Fig. 1.30: Robots make excellent bodies for linking joints in either forward or inverse kinematics. These principles are outlined briefly under ‘Force and drag’ and explained further in
Chapter 5. This robot is designed by Kenny Frankland. Image © Kenny Frankland 2001.

Cycles

Using cycles, i.e. repeats of the same set of drawings, is a great time-saving device, particularly in the case of traditional hand-drawn animation. If, say, you want your character to walk past a house, it takes a great many drawings to have him cross the screen, left to right with a static background. If, on the other hand, you continually cycle two steps of the character, making him ‘walk on the spot’ while the background is panned behind, you achieve the same effect, but a great deal of drawing time is saved. The same principles can be applied in computer animation: a repetitive action can be accomplished by copying a given set of frames (e.g. the eight-frame walk cycle of the little man walking in the top right-hand corner of this book) to another part of the timeline. One of the great benefits of computer animation over traditional techniques is that your character no longer has to ‘walk on the spot’ while the background moves: the computer will allow him to follow any path automatically, cycling the set of frames over the path, no matter how winding or complicated. To make a seamless cycle, there should be a smooth transition between first and last drawings in the cycle.

Keyframe Animation

In understanding this term, we firstly need to be aware that time, in movies, is measured in frames. There are 24 frames per second in projected movie film in cinemas, 30 f.p.s. in American (NTSC) television and video, and 25 f.p.s. in European and Australasian (PAL) TV and video, and often 15 f.p.s. or even fewer for online animations or movies.

Keyframe gains its name from its traditional hand-drawn origins when the chief animator (being the best artist) drew the ‘key poses’ (or ‘extremes’ of position and movement) of a character at a particular frame number (a given point in time) to mark each major change in a character's position. The in-between artist then filled in all the intermediate (in-between) positions. Your computer is the in-between artist and you are the key animator. Keyframes can be thought of as poses if applied to a character, e.g. each of the numbered images of Joey in fig. 1.28.

In 3D terms, each keyframe will set an object's position, degree of rotation and/or scaling in the X (horizontal), Y (vertical) or Z (depth) axis – at a particular frame number (fig. 1.31) in the timeline, which is measured in frames and seconds.

Click To expand
Fig. 1.31: 3DS Max screen grab showing section of keyframe for an animation of a teapot lifting by itself, jiggling and pouring tea before reseating itself back on the table. The key spots on the timeline indicate the teapot's position and rotation changes. Image © Marcia Kuperberg 2001.

Staging and Posing

It may seem obvious that your audience should notice and understand what your characters are doing on screen. Alas, very often, inexperienced animators spend much time working on a particular movement, only to find that its significance is totally lost on the audience.

You need to choreograph the characters' actions so that their meaning is immediately clear to the viewer. This is called ‘staging’ or ‘posing’.

Larry Lauria comes from a traditional Disney-style, craft animation background. These are his guidelines:

1.       Posing involves mainly the key poses.

2.       Exaggerate the line of action.

3.       Look for strong silhouettes which express emotion.

4.       Really push your drawings.

5.       Look for secondary body elements to assist your posing, e.g. hair, hands, clothing, feet.

Straight Ahead Animation

You may hear this expression, although it is generally considered to be a less effective way of working than pose to pose. It springs from traditional 2D hand-drawn animation when an artist may have had an action in mind and just kept on drawing until the action was complete, i.e. without first mapping out the key poses. Obviously, even with this spontaneous way of working you would certainly need to rely on your computer to do the in-betweening for 3D work and for much 2D work, which really brings you right back to the pose to pose way of working. To try to create each frame's movement, yourself, in the computer would be to negate this vital function of your animation program.

In computer animation it's a good idea to get used to thinking of movements as beginning and end changes to the status quo of a character (or object) and these ‘changes’ are, in effect, key poses at keyframes. The really important thing is to create meaningful poses. The stages of creating these are shown in fig. 1.32. If you are working with 3D characters rather than 2D drawings, you may still find it helpful to sketch out the poses to help visualize the action.

Click To expand
Fig. 1.32