Saturday, July 28, 2012

BACKEND TOOLS USED IN ANIMATION

Some backend tools that are used in Animation ,this tools are very useful for animation every character or a pose should have a following things to make a animation scene.


This tools can make your animation scene more realistic and awesome .




1. ACTION 7. LINE OF ACTION


2. SETTLE 8. 2D CLARITY


3. CUSHION 9. BALANCE


4. EXPOSURE SHEET 10. WEIGHT


5. HOOK UP 11. MOVING HOLD


6. ACTING 12. WAVE ACTION







ACTION :


Without action, there is no movement and thus no need for animation. The action is always the main movement and takes place between your two primary keys. It could be two or three movements, strung (past and past part) together but the principles is still the same.

We know as Newton's Laws of motion:-

Every object (or character) has weight and moves only when a force is applied to it.
An object (or character) at rest tends to stay at result until a force moves it, once it is moving it tends to keep moving in a straight line until another force or object stops it.



Settle :-


"Settle," to me, is very similar. I hear people use that term to describe all of those little overshoots and arcs that eventually run out of steam and lead to the character being still. Picture again someone coming to a stop. Well, their hips are going to keep going until their weight and angle of their body slows them down. The hips will probably sail right through that "stopped" pose and go a little too far before your body says "hey hips! Come back here!" The hips are then going to arc back and go into a bit of tiny spiral that will eventually get them into a stopped position.


Force and general body mechanics tell us exactly what will happen next, which will be a subtle wave action through the spine, causing overlap on the arms, successive breaking of joints going all the way down to the wrists, probably a bit of overlap on the head, etc. - all moving in related arcs in multiple axis, though offset from one another, and so forth.
To me, all of that "stuff" that is happening - all of that is the "settling" of the character.




Cushion :-


Cushion is pretty much the same as "ease in" or "slow-in," animation terms used to describe the way a character will "ease" into a pose or "slow" into a pose. You could also say that a character should "cushion" into a pose - it's pretty much the same thing, as far as I know.

The point of those terms, by the way, is to help sell the organic nature of the character or object. Very few things in nature come to an instant stop on a dime, mostly things more in organic arcs and need time to "cushion" into the final position of their movement. For example, if you were walking quickly and came to a stop, no matter how hard you try to stop instantly, you simply cannot do it. Your body is going to have to recover from the movement and part of that is going to be easing into that final stopped pose (and probably going THROUGH that final pose into an overshoot, and then arcing and overlapping back into the final pose).




Exposure sheet :-



Exposure sheets are pre printed forms about 11" * 17" that are filled in and used by the animator to indicate the sequence that the drawing are to be short in under the animation.
It is also used to indicate the sound track so the animator can match the characters mouth position with the audio sound. This information is of vital importance as it dictates exactly what is going to happen on each and every frame of the film. Strict attention to details is very important.





Hook up :-


Things that happen in first scene must happen in next view.


Must tell person not to cut this view but animation. Armste get to that point.

Do the eye emotions match the dialogue?
Avoid over acting, keep it simple.
Don't try to do too much in one shot.



in simple: The last frame pose of the previous scene should be the first frame pose of the next scene.


Acting :-


Line of action :-


An imaginary line extending through the main action of the figure is the line of action. In animation the line of action is the basic for rhythm + simplicity + directness.


Start your animation first with a line of action then a Skeleton + Details.












2D Clarrity[silhouette] :-


Try to find the simplest way to state the action or gesture. Get to the heart of the matter. Be clear in what it is you are trying to say as character through your action.


It's important to note that appeal doesn't necessarily mean good vs. evil. For example, in Disney's animated classic "Peter Pan", Captain Hook is an evil character, but most people would agree that his character and design has appeal. The same goes for Hopper in "A Bug's Life". Even though he's mean and nasty, his design and characterization/personality still has a lot of appeal.



Balance :-




This can mean two things. First it can mean the character is balanced in relations to gravity.
Second meaning applies to the composition of the drawing on the screen.





Weight :-


Demonstrating the implied mass of a character.


Within the human body, the majority of the weight lies in the pelvis and lower torso (trunk of the human body) area. On every single pose and throughout animation you must keep track of that weight. There is a constant relationship between the two feet and that lower torso area. If the lower part of the body is off balance it must counter balance using the rest of the weight it's got. This could be arms, other legs the upper torso or an object or prop.



Moving hold :-


Moving hold is used where the action is stopped but the character look alive,ie., when the character is staring at some thing the character should move a little to feel that the character is alive.




Wave action :-


(DRAG + SNAP)
A curving line of action reverses itself in action back + front movement at motor base generates wave action throughout action. Active motor base pulls passive trailing tip.






No comments:

Post a Comment