Thursday, 25 March 2010
Monday, 8 March 2010
Appeal in Animation
Secondary Actions
Arcs in Animation
Slow in and slow out
Straight Ahead Action/Pose-to-Pose Action
This is similar to keyframing with computer graphics but it must be modified slightly since the inbetweens may be too unpredictable. For example, objects or parts of objects may intersect one another. Computer keyframing can take advantage of the hierarchical model structure of a complex object. Different parts of the hierarchy can be transformed at different keyframes. For example, in a jump, translation keyframes can be set for the entire model in the X and Z directions. Then other rotation or translation keyframes can be set for portions of the model, e.g., the legs and arms.
Follow through and overlapping
Staging
Staging is the presentation of an idea so that it is clear. This idea can be an action, a personality, an expression, or a mood. The key idea is that the idea is made clear to the viewer.
An important objective of staging is to lead the viewers attention to where the action will occur so that they do not miss any of the animation or techniques. This means that only one idea at a time occur, or else the viewers may be looking at the wrong thing. So, the main object should be contrasted in some way with the rest of the scene. A good example is motion, since the eye is drawn to motion in an otherwise still scene. In a scene with everything moving, the eye is drawn to a still object. The animator must use different techniques to ensure that the viewer is looking at the correct object at the correct time.
Anticipation
Squash and Stretch/Timing
A classic example is a bouncing ball, that squashes when it hits the ground and stretches just before and after. The stretching, while not realistic, makes the ball appear to be moving faster right before and after it hits the ground, which can be seen here in this video: