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Character Animation In Videogames

Character Animation In Videogames . Introduction Character animation in videogames thus far…. Animation. Movement Timing. The Flour Sack. Show attitude Strong poses Movement Timing. Computer Animation Vs. Traditional Drawn or Stop-Motion Animation .

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Character Animation In Videogames

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  1. Character Animation In Videogames

  2. IntroductionCharacter animation in videogames thus far…

  3. Animation Movement Timing

  4. The Flour Sack Show attitude Strong poses Movement Timing

  5. Computer Animation Vs. Traditional Drawn or Stop-Motion Animation

  6. Traditional Drawn Animation (2-D animation) • Advantages • Animator can work between key poses • Animator can edit as little as one frame of animation without negating the rest of the scene • Animator can experiment freely with timing between poses

  7. Traditional Drawn Animation (2-D animation) • Disadvantages • Animator must generate, or “render”, every frame of animation involved (i.e. new drawings for every frame) • Animator’s abilities as an artist directly effect, or limit, the quality of the visual presentation of the animation

  8. Stop-Motion Animation • Advantages • Animator uses actual models and sets (No need to render characters yourself; characters always stay “on model”) • Characters and sets have real depth and make use of actual lighting sources

  9. Stop-Motion Animation • Disadvantages • Animator must work ‘straight-ahead’ shooting the animation sequentially frame by frame • Characters don’t allow for much change of shape, volume or structure

  10. CG Animation • Advantages • Animator uses virtual models and sets (No need to render characters yourself; characters always stay “on model”) • Characters and sets have depth and make use of lighting sources

  11. CG Animation • Advantages • Animator can work between key poses • Animator can experiment freely with timing between poses • Animator can edit as little as one frame of animation without negating the rest of the scene

  12. CG Animation • Disadvantages • Animator must work indirectly (no direct contact as there is with pencil to paper or animator to model) • Animator is only as good as the hardware and software available • Still takes a lot of time, a lot of talent… • ….and can be a pain in the ass.

  13. Traditional Character Animation Techniques

  14. Character Animation • Animation techniques and methods • Completely independent of the medium being used • Same techniques apply in CG animation as they do in 2-D or stop-motion

  15. Character Animator: Part Actor / Part Artist

  16. Combination of Two Disciplines • Actor • Performance • Timing • Staging • Expression • Emotion

  17. Combination of Two Disciplines • Artist • Posing • Silhouette • Design

  18. The Importance of Visual Aids

  19. Thumbnails are your friend

  20. Thumbnails are your friend • Thumbnails are beneficial because… • They allow you to work out the action before you’ve committed too much time • They provide a visual reference when posing the scene

  21. Reference: Don’t Re-invent the Wheel

  22. Using Reference • Reference gives the animator clues to a believable and natural performance • Movement • Behavior

  23. Dirty Up Your Screen

  24. Dirty Up Your Screen • Use a China Marker or a screen-safe wet marker to plot arcs of action • They provide a visual path to follow when working through poses • They help ensure that paths of action look and work the way you intended

  25. When In Doubt…Act it out!!!!

  26. When In Doubt…Act it out!!!! • Acting out an action gives a clearer understanding of… • Movement • Positioning • Timing • Attitude

  27. Contrast In Position and Movement Giving a character Life

  28. Character Animation Techniques • Contrast In Position and Movement • Parts of the character in relation to the whole • Character in relation to the environment • Animation “reads” more effectively • Action is more dynamic

  29. Creating Strong and Clear Poses Giving a character Attitude

  30. Character Animation Techniques • Creating Strong and Clear Poses • Define what the character is doing • Define what the character is feeling • Communicates these elements clearly • Communicates these elements quickly

  31. Timing In Animation Giving a character Rhythm

  32. Timing In Animation • “Slowing” or “easing” in and out of poses • Character feels more organic • Allows audience to “read” poses clearly

  33. Timing In Animation • Altering the timing of an action effects the perception of character motivation • Faster actions are perceived as more aggressive • Slower actions feel more cautious or less motivated

  34. Arcs In Animation Giving a character Flow

  35. Arcs In Animation • Almost every organic thing moves in some kind of arc • Arcs tend to feel more natural and help “sell” the action • Using arcs provides a more pleasant flow to your animation

  36. Secondary Action Giving a character Weight

  37. Secondary Action • Overlap • Follow-through • Primary action drives secondary action and direction • Degree of secondary action determines the weight of the object

  38. Anticipation Giving a character “Thought”

  39. Anticipation • Anticipating an action serves two functions: • Helps audience recognize the action they’re about to see • Suggests that the character is “thinking” about what they’re doing

  40. Exaggeration Giving a character Flexibility

  41. Exaggeration • Exaggeration has two uses: • Helps animation feel more “natural” • Utilizes the strength of animation over live-action

  42. Suggested Reading on Animation Technique • “The Illusion of Life: Disney Animation” by Frank Thomas & Ollie Johnston • “Cartoon Animation” by Preston Blair • “The Animator’s Survival Kit” by Richard Williams

  43. Applying Traditional Animation Techniques in the Context of a Game Environment

  44. Cinematic Cutscenes Vs. In-Game Character Assets

  45. Cinematic Cutscenes Vs. In-Game Character Assets • Cinematic Cutscenes • Occur in a set location • Occur in a set order • Occur from a set angle • Occur over a set period of time

  46. Cinematic Cutscenes Vs. In-Game Character Assets • In-Game Character Assets • Occur in various locations • Occur in non-linear order • Occur from various angles • Occur over varying periods of time

  47. Creating Solid In-Game Character Assets

  48. Creating Solid In-Game Character Assets • The “Idle” • Central pose that all other actions work out of • Helps maintain continuity between actions • Helps eliminate “popping” during transitions between actions

  49. Creating Solid In-Game Character Assets • The “Idle” • Should consist of a subtle, natural action • Should be contained enough to work out of easily

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