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Fundamental Animation Techniques

Fundamental Animation Techniques. Intro to Maya UCSD Extension. Fundamental Animation Techniques. Squash and Stretch Timing Anticipation Staging Slow In and Slow Out Arcs Exaggeration Secondary Action Appeal Personality. Squash and Stretch. More squash and stretch.

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Fundamental Animation Techniques

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  1. Fundamental Animation Techniques Intro to Maya UCSD Extension

  2. Fundamental Animation Techniques • Squash and Stretch • Timing • Anticipation • Staging • Slow In and Slow Out • Arcs • Exaggeration • Secondary Action • Appeal • Personality

  3. Squash and Stretch

  4. More squash and stretch

  5. Timing – is everything!

  6. Timing • Timing = speed of action • Relays the idea behind the action • Too fast: • might not notice at all • Might not understand what’s happened • might not pay enough attention • Too slow: • Sense of action can be lost • can become boring

  7. Timing • Defines weight of the object • Heavy objects accelerate slowly • Size in general should correspond to the mass • Shows emotional state • Identical key frames can have different timing

  8. Timing example • Two key frames • Head leaning toward the right shoulder • Head over left shoulder, chin slightly raised • Vary the number of in-between frames, 0 to 10 • Very different ideas can be communicated

  9. Timing example, cont. • 0: hit by tremendous force • 1: hit by a brick, frying pan • 2: nervous tick, muscle spasm • 3: dodging a brick, frying pan • 4: giving a crisp order “Move it !” • 5: friendly “Over here. Come on - hurry” • 6: sees a sports car he always wanted • 7: tries to get a better look at something. • 8: searches for a book on a shelf • 9: appraises, considering thoughtfully • 10: stretches a sore muscle • Example from: Thomas and Johnson “Disney animation – the illusion of life”

  10. Anticipation

  11. Anticipation • Action has three parts • Preparation for the action (anticipation) • Action itself • Termination of the action (follow through) • Need anticipation to: • Make actions natural • Muscle movement (kicking a ball) • Prepare audience for the following action • Direct attention to another part of the screen

  12. Anticipation • Slow action: can use little anticipation • Meaning is carried by the action itself • Fast action: need more anticipation • Need to know what’s going to happen even before the action • Exaggerated anticipation: • Emphasize extreme weight / action difficulty

  13. Staging

  14. Follow-Thru and Overlapping Action

  15. Follow through • Actions rarely come to sudden stops • There are leading parts, other participating parts and appendages • Action starts by leading part • Main action follows • Appendages continue to move longer • Heavy ones drag along longer

  16. Follow Through • Audience likes to see resolution of action • Discontinuities are unsettling

  17. Overlapping action • Add variations to timing of loose parts • Little extra actions make it more interesting • New action starts BEFORE previous one stops • Full stops are rare • locking open door: • Start walking to the door • Before coming to the door, reach for the door • Before completely closing, reach for the key, etc.

  18. Slow in and slow out • Even spacing between frames = constant speed • Better to have gradual acceleration and slowing down

  19. Bouncing Ball Example • The ball on the left moves at a constant speed with no squash/stretch. • The ball in the center does slow in and out with a squash/stretch. • The ball on the right moves at a constant speed with squash/stretch.

  20. Arcs • Visual path should be an arc • Rather than a straight line

  21. Exaggeration and secondary action • Keep it balanced • Have some natural elements and some exaggerated ones • Secondary action – results directly from primary action • Gives natural complexity • Can be missed if happens in the middle of major move • Should be obvious but kept secondary The secondary action of Luxo Jr's forward motion is the rippling of his power cord.

  22. Exaggeration

  23. Secondary Action

  24. Appeal & Personality

  25. Basic Camera Shots • Wide Shot/Establishing Shot/Long Shot • Medium Shot • Close Up Shot • Cutaway Shot/Over the Shoulder • Two Shot/Three Shot • Sequence • Length of shot

  26. Wide Shot/Establishing

  27. Medium Shot

  28. Close Up Shot

  29. Extreme Close Up

  30. Two Shot/Three Shot

  31. Cutaway Shot Cutaway (CA) A cutaway is a shot that's usually of something other than the current action. It could be a different subject (eg. this cat when the main subject is its owner), a close up of a different part of the subject (eg. the subject's hands), or just about anything else. The cutaway is used as a "buffer" between shots (to help the editing process), or to add interest/information.

  32. Basic Camera Moves • Zoom In • Zoom Out • Pan Right, Pan Left • Action in the frame. • Follow the action/rolling shot.

  33. Movie Opening 1 Wide Shot Zoom to Medium Some Action. Zoom to close-up Out to Medium. Most Bond Films Movie Opening 2 Tight Close-Up Out to Medium Action Zoom to close-up Out to Medium Run with it. Raiders of Lost Ark Standard Movie Openings

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