Basic Principles of Character Animation

Character animation is a technique designed to turn on the roles, become a character and human life. To become a good character animator needed mix of expertise. To become an animator, required mastery of skills in the fields of acting, sinematography, and understanding of the filmmaking process. An animator should also understand about the process of good storytelling, will attract the attention of the audience so that the spectators who witnessed the reaction provoked both laughter, sadness and joy. In other words, an animator should be able to express certain emotions to the audience, not empertontonkan range of motion that does not mean. To be able to produce good work that required mastery of 12 basic principles of animation. The principle that applies in 2D and 3D animation (including paper and clay animation) is a summary of the properties of motion in nature, especially human motion. 10 The first principle was first introduced by Frank Thomas & Ollie Johnston in his book, Illusion of Life, 1981. Furthermore John Lasseter, who is known as the director of the film Toy Story, adding to 12 in his paper at SIGGRAPH 1987, entitled "Principles of Traditional Animation Applied To 3D Computer Animation". Understanding the twelve principles are: 

Pose and movement between (Pose-To-Pose Action and Inbetween) 

 In the animation is designed on top of it will be difficult if a direct copy of all movements on tiapframe. To make it easier, animator motion sequences divide into 2 parts, the poses and movements between (Pose-to-pose and Inbetween). Pose is the most extreme movements of each movement and inbetween there is movement between one pose to another pose. In 2D animation key animator will draw key poses. Then inbetweener continue to make the movement from one pose to another pose. 3D Animator characters usually do the setup and set the pose. Inbetween conducted by omputer automatically.

Poses that there is: 
 1. Stand ready to do the left foot kick 
 2. Left leg kicks upwards Inbetween it is: Move the left foot during the movement to do kick-kick into the top. 

The timing (Timing) 

 
Setup time is the "soul" of an animation. By adjusting the duration of movement, a character can look different from other characters. Although the same pose, but with different duration of motion, the character can be seen walking leisurely (the distance between key poses quite a distance), walking, or looked in a hurry to run (the distance between key poses closer). In the animation kicks in above the foot is designed to kick your left leg, left leg kick at the top made the timing as much as 120 frames, and left foot back down again as many as 120 frames. 


Secondary motion
 

Secondary movement is a movement that occurs due to movement of another. The movement is still a unified movement system that is not separated from the main movement. In the above animation design, designed at the time of kicks, hand left hand also do offsets with the motion, waist figures will also be spinning and the body will follow the movement mengeikuti leaning backward kick. This movement occurs due to the main motion, the leg kick, which occurred due to the body's natural reaction to remain balanced. Another example if the dog was running and suddenly stopped. When stopped, the long ears are not stopped, but moving forward and then stopped. Dog ear movement occurs because the movement stopped. Another example can be seen on the tail of the animal at the time of walking, the tail will not stay silent, but also moving in rhythm with the movement of the animal body tersebut.Untuk creating secondary motion adds a natural motion, this movement should not exceed the main motion.

Accelerated motion


This principle inspired by Newton's law which is any stationary objects tend to remain silent, and any moving object will keep moving, unless an acceleration or acceleration. From a stationary pose into a movement that speeds, and the movement poses to a slowdown will occur. The movement of all objects similar to the car's speed. When moving the car will accelerate from first, then the car moves with constant velocity. Before you stop he will experience deceleration or negative acceleration and finally stopped at one point. Another example is fired with a cannon ball. When fired, he drove at top speed, then the force of gravity will slow it down and he will stop at a certain height. The force of gravity will pull it back and he will move with a certain acceleration toward earth. Eventually the ball will reach its lowest point at top speed. The same principle applies to animated characters. On motion shook his head, animators will add "acceleration" in the early motion and "slowdown" at the end of motion. 

Anticipation

 
Basically, all movement will occur in 3 parts, the first part, called anticipation, the movement itself, and the final movement, called the closing movement. At the time of jump is usually living things will bend to two feet, bowing and pulling the two hands down, then jump. Preliminary motion is called anticipation. Similarly, when sitting and rising from his seat. Previously bent, pressed the entire body weight on soles of feet, and bounced upward to rise. Anticipatory movement is also true for all movements. In the 2D animated film or cartoon, for example, Road runner, cartoon characters are missing from the screen by leaving a lump of thick smoke. Usually before the run they put a preparatory pose. Feet on the pull away from the direction of running, and stretching his hand getting ready to run away. Anticipation deliver mind to welcome the next movement. Usually the faster the movement, the longer time of anticipation. 

Movement of the cover and the time difference motion  

This principle is based on Newton's law of inertia of any object in motion tends to keep moving, even after getting the force to stop it. If a y car speeding and suddenly stop, before stopping it would go beyond the first stopping point, just after it returned to its original point. Just as well if running and suddenly stopped. Agency will be a little "thrown" forward, before finally returning to the point of balance. Similarly, when the hand hit something. Suddenly stopped, and the hand would tremble slightly at its most extreme. This is called the closing movement. Not all movements occur or stop at the same time. There is always a time difference between feet and swing arms. Often these movements feel bertindihan. This principle is known as the overlapping action. When jumping down to the bottom, when both feet touched the ground and could not have both feet down together. Both tanganpun will not immediately stop swinging at the same time, but tend to swing forward to balance the body to re-stabilize. Both arms were still not going to stop simultaneously. Any movement that is going to happen at different times. Usually the secondary movement will experience a difference gerak.Jika time an animal moves, its tail will also move, but the tail did not stop the movement along with movement of animals, but stopped a few moments longer. This is the application of the principle of overlapping action. In the animated cartoons created after Cun Lee managed to kick his right hand will also move automatically, as well as Cun Lee has issued a knowledge of it. At the time of the last movement of the closing briefs Lee Cun Cun Lee participated move after doing all activities. This movement is called the movement continued. Not all movements to occur simultaneously. Naturally occurring one after another motion followed. On motion animation design Cun Lee kick will be followed by hand movements that do power punches in the show that happened one after another following the movement of movements with each other. 

Motion curve 

 
In the movie Stefen Seagel always be seen the beauty of motion action fights. This beauty berasala of Aikido martial arts. Aikido state that all movement in nature is circular or curved. Elliptical planetary rotation. The beauty of dance movement, or even human and animal movement. This principle is applied to the animation. Examples of people who are shook his head. At the time of head shaking from left and right, he will make the motion slightly curved towards the top or bottom of a circle. By applying the principle of a curved motion animation would not look stiff like a robot.



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