Animation Research
1. Squash and stretch
When you use the
principle of squash and stretch it allows the animated object or character to
look as if gravity is pulling it down. It creates flexibility in the animation
and is one of the first steps to bring your character to life. However, it can
only look believable if you keep the size of the object the same so it looks
the same weight as it did originally. In future animations I could attempt to
use this technique as a way to show Mary Anning throwing a ball for her dog on
the beaches of Lyme Regis.
- Anticipation
Anticipation creates
the viewers awareness of what is about to happen with the object or character.
When it's used correctly the decisions of the object become more realistic.
Without preparation the action looks incredibly unnatural and manufactured. I will
use this technique in preparation for my characters to walk somewhere, maybe by
turning their head first.
- Staging
This is where you
compose the object with motion to draw the viewer's attention to the important
part of the scene. By focusing on the object it helps the viewer to not get
confused and have one main focus. For me, as I will probably create my
animations in the setting of a beach it will be important for me so to make
birds flying past or the people on the beach too distracting.
- Straight ahead action and pose to pose
The difference
between these two practices is that straight ahead works by drawing
frame-by-frame working your way to the end of the animation whereas
pose-to-pose is where you animated the start middle and finish frames and then
go back animating the rest. Straight ahead is for realistic movements and
fluidity however, pose-to-pose is how your make the animation look more
dramatic and gives you more control. When animating, I will find it a lot
easier to use the Straight Ahead action instead of pose-to-pose and I will like
the realistic result a lot better.
https://www.youtube.com/watch?v=v8quCbt4C-c
https://www.youtube.com/watch?v=v8quCbt4C-c
- Follow through
When the object
stops moving different parts and sections will stop moving after its at a
standstill. For example when I'm
animating Mary Anning walking her will stop later than her body. This is will
move for a few frames after the body so is called a follow through which is
very important if I want my animations to look realistic.
- Slow In, Slow Out
This is a technique
used if a character starts running they start off slow and build up speed,
which is likewise to when a character is stopping; they have to slow down
before completely stopping. When animating this gives the effect of
believability. When I animate Mary Anning playing with her dog I will animate
the dog building up sped and slowing down when it catches the ball.
- Arc
You have to follow
the laws of physics for example the effects of gravity on an object. So, if a Mary Anning throws a ball for her
dog I will have to make the ball arc t appear like its real life.
https://www.youtube.com/watch?v=94ne4CFg09A
https://www.youtube.com/watch?v=94ne4CFg09A
- Secondary Action
A secondary action
supports the action of the main action, this helps add more dimension to the
character and object. For example it would be a secondary object reacting to
the first object, however, it can't be distracting. For example if a ball hit a
wall the wall could crumble or slightly rock.
https://www.youtube.com/watch?v=QzDYbk6MlAY
https://www.youtube.com/watch?v=QzDYbk6MlAY
- Timing
If you move
something too quickly or slowly in animation it can look off-putting and
unrealistic , so, the timing has to be correcting for example, when I'm
animating, if the ball Mary Anning has thrown in the air it will move quicker
at the start and then slow down towards the end.
- Exaggeration
Being too realistic
can also be a problem in animation, making it very boring. By exaggerating the
movement of characters and objects it makes the animation more watchable
because it's interesting and gives the audience anticipation.
https://www.youtube.com/watch?v=HfFj-VQKiAM
https://www.youtube.com/watch?v=HfFj-VQKiAM
- Solid drawing
When animating it
needs to have form, anatomy, weight, and tones. However, this rule can be
manipulated and but the manipulation has to stay true throughout the animation.
- Appeal
You need a target
audience and make it as easy to understand as possible. They need to like the
animation and give it personality. When I am animating I will need to keep the
viewers interest throughout and make the story as exciting as possible.
https://www.youtube.com/watch?v=_SplEuWp0Yw
https://www.youtube.com/watch?v=_SplEuWp0Yw
My first animation attempting to follow these rules;
A video showing different types of properties in children's animations
https://www.youtube.com/watch?v=LXHhC46PPko
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