Advanced Animation - Preston Blair
Advanced Animation - Preston Blair
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MOfeE HEAPS CONSTfeUCTEP
We are grateful to Fred Quimby, Shorts Producer, at Metro-Goldwyn-Mayer, for his permission to allow some of M.G.M's.
excellent cartoon characters to appear in this book, among them Tom and Jerry that riotously funny team of cat and mouse,
that have captured the hearts of all of us, including the Motion Picture Academy judging from the Oscars the two have received
with Fred Quimby. Yes, our hots are off to these fellows and M.G.M., creators of the most entertaining and amusing cartoons
in recent years! 1
AND SQUASH ON HEADS
c
BODY BUILT FROM ROUNDED OR CIRCULAR FORMS
TME ANIMATED CARTOON CHARACTER
IS BASED ON THE CIRCLE AND
ROUNDED FORM-AS SEVERAL PEOPLE
MAY WORK ON THE SAME DRAWING IN A
CARTOON STUPIO.THE ROUNDED FORM IS
USER DUE ID ITS SIMPLICITY-ANIMATION IS
THUS EASIER-ALSO CIRCULAR FORMS
"FOLLOW THRU'gETTER ON THE SCREEN^TUDY
THESE DRAWINGS I HAVE ANALYZEEP-
-VISUALIZE ALL FORMS AS
SOLID MASSES WITH 3 DIMENSIONS.
3
THE SKELETON FOUNDATION
BUILD THE CARTOON UP FROM A ROUGH SKELETON -- DONT EXPECT TO GET THE RJGHT
SKELETON THE FIRST TRY ALWAYS-NO ONE CAN DO THAT-EXPERIMENT- DISCARD-MAKE SEVERAL
THEN PICK THE BEST ONE -- HERE ARE THE ACADEMY AWARD WINNERS " TOM T J ERRY" (WHO
APPEAR IN M.GM. PICTURES) TO GIVE YOU AN IDEA HOW IT2S DONE,~W0RK L0OSE0N CONSTRUCTION.
WORK CUT A SKELETON-CONSTRUCT BODY MASSES AROUND IT-THEN BUILD DETAILS OVERTHIS
4
LIME OF ACTION
An IMAGINAfeY LINE EXTENDING THRU THE MAIN ACTION OFTHE
FIGURE IS THE"LINE ©FACTION"-- PLAN YOUR. FIGURE AND IT'S
DETAILS TO ACCENTUATE THIS LINE--BY SO DOINCr YOU STRENGHTEN
THE DRAMATIC EFFECT -THE FIRST THING TO DRAW WHEN CON¬
STRUCTING- A FIGURE IS THE LINE OF ACTION-THEN BUILD OVER THAT.
WRONG/ LINES OF ACTON UNFIT - - - RIGHT/ LINES OT ACTION FIT AND ARE ACCENTUATED
5
These are progressive steps taken by an animator in drawing a cartoon character
3 Perspective lines around these masses are put in to establish front, side, tilt etc. of body and head.
4 Now arms, legs and eyes are constructed or "anchored on" in their definite position to perspective lines.
25 for guide.
HERE NZE SOME IDEAS FOR.
DRAWING A SQUIRREL-AS IN
CUTE CHARACTERS, HEAD IS
LARGE.-IMPORTANT ARE
THE TWO FRONT TEETH,
m <
m,
THE SCREWBALL TYPE LOW
FORE¬
IN THIS FORMULAE ELONGATED HEAD HEAD
YOU WILL RECOGNIZE NOT TOO BIO.
SOME FEATURES SKINNY NECK—-
THAT ALL THESE
COCKY-WISE GUYS ' / ~\
HAVE IN COMMON , \ ^i BIO
LITTLE OR
SKINNY LEGS
the: antics of
.2) these bad boys
HAVE BEEN SOME
5 OF THE FUNNIEST
ON THE SCREEN
12
o^SMALL HEAD-HELD FORWARD
GOOFY CHARACTERS HAIR. HANGS OVER EYES
HERE IS THE BASIC FORMULAE FOR — DROOPY HALF-AWAKE EYE'S
GOOFY TYPES THAT ACT LIKE A
BEAK OR NOSE
SIMPLE SIMON CLOD-HOPPER:
LONG SKINNY NECK.---- X BUCK TEETH
HUMP BACK-STOOP SHOULDERED. */ /ABSOLUTELY NO CHIN /-THIS
LONG DROOPY ARMS.--- IS VERY IMPORTANT.
WITH BIG HANDS. ( BOBBLINO ADAMS APPLE
OVER-HANGING FANNY- ^ vSUNKEN CHEST
PANTS LOW AND ^ ^ BIO STOMACH PORTRUDES
A ? LOOSE ■+■ BAGGY
=—— LOW CROTCH IN PANTS
/< ENORMOUS -F
—TRY DESIGNING A
\ \ CLUMSY FEET
J CHARACTER OF YOUR
OWN USING THESE POINTS.
COMPARATIVELY HU6E CHIN HEAVY EYEBROWS
SMALL CRANIUM AND JOWL'S LITTLE EARS ' EYES CLOSE AND
/ /•' v BEADY
HEAVY THICK
NECK WHEN IT x/ 8l<3 LOWER
SHOWS \ V Yl\P STICKS
J j our
SMALL HIP
AREA ARMS LON6
AND HEAVY
Little
BIO HANDS
SHORT
HEAVY
LEOS
THE HEAVY
PU6NACI0US
CHA&AOm
ABOVE IS A FORMULAE
FOR TH^E BAD BOY£
WHICH APPLIES AL-SO
TO FOUR LE6CEP TYPES
-A£ THE BEAPL.
BELOW AND THE BULL-
DOO ON THE NEXT PA6E.
14
HEAD LARGE IN RELATION
THE CUTE ^TO THE BODY.
NOTICE HOW
ABOVE POINT'S
ARE USED IN
THESE ANIMAL'S
15
•HANDS
TO DRAW THE HAND FIRST START AS IF IT WERE A MITTEN <g)
AND (S) — THEN PUT THE TWO MIDDLE FINGERS IN FOLLOWING
THIS SHAPE © — THE LITTLE FINGER IS THEN PUT IN , VARVING IT
IN ANV FASHION TO PREVENT MONOTONY (g) — IT IS OFTEN A GOOD
IDEA TO EXAGGERATE THE BASE OF THE THUMB. \
u
FACIAL EXPRESSIONS
AN ANIMATOR JOB IS THE SAME AS AN ACTOR'S JOB IN LIVE ACTION
PICTURES.—BOTH SHOULD BE MASTERS OF PORTRAYING EMOTIONS.-STUDYINO
YOUR OWN GRIMACES IN A MIRROR IS A MUST— PICIC A CHARACTER. YOU KNOW
-f GO THRU THE EXPRESSIONS WITH HIM, AS I HAVE HERE WITH "JERRY MOUSE.
YELL LAUGH
SMILE
Skeptical
TIRED
9 TRAGIC
THOUGHT
FRIGHT
ALOOF
SURPRISE
IMPATIENT
Ashamed
WINK
KNOLKED-OUT
SMILE
CRYIN6 CONTEMPT
17
THE FLIGHT OF BIRDS
THE BASIC BOUNCING BALL ACTION
22
MOVEMENT OF BOW MASSES
HERE ARE SOME SIMPLIFIED FIGURES IN ACTION TO SHOV^
YOU THE TWIST AND TURN AND VARIATION OF PERSPECTIVE
IN THE MAIN BODY MASSES AS THE FIGURE ANIMATES -BUILDING
THE FIGURE IN SOUPS MAKES ANIMATION EASIER TO‘FEEL"OUT
23
MOVEMENTS OF THE TWO LEOdEP FldURE
HERE IS A COMPARISON OF THE VARIOUS TWO LEGGED FORWARD MOVEMENT CYCLES ~I HAVE
DRAWN ONE-HALF OF EACH CYCLE BELOW—REVERSE HANDS + FEET FOR THE OTHER HALF-
-THESE CYCLES CAN BE USED AS "REPEATS'-(THAT IS THE DRAWINGS MAY BE REPEATED OVER
-t-OVER IF THE FIGURE REMAINS CENTERED ON THE SCREEN 'AND THE BACKGROUND MOVES.
WALK-
POUBLE
BOUNCE
WALK—
STRUT
SHUFFLE-
SNEAK-
RUN —
JUMP —
FAST
RUN —
24
MOVEMENTS OF THE FOUR LEGGED FIGURE
HERE IS A COMPARISON OF THE MAIN CYCLES OF FOUR. LEGGED MOVEMENT-
SOME OF THESE CYCLES ARE COMPLETE —OTHERS ARE ONE-HALE OF THE CYCLE -
ON THESE REVERSE FEET FOR THE OTHER HALF.--STUDY THE DIFFERENCES IN THESE
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25
DIFFERENCE BETWEEN WALK + RUN
Above ore the contact drawings from® The Walk® The Run ©The Fast Run. The contact drawing is the drawing on which
the foot, after being lifted, strikes the ground. In laying out a run or walk for animation, usually it is these contact drawings
that are determined first. This sets the speed, size of character, etc. of the action. Then the rest of the action is built around them.
The position of the back foot on the contact drawing determines the speed more than any other single factor. Notice on (a) the back
foot is down still contacting the ground. On® the back foot has left the ground. On ©the position of the back foot is still higher.
The front foot is stretched out further on the walk contact position, the body is more upright, denoting less speed. On the run
drawing the body leans forward, and the front foot is back further. On the fast run drowing the body leans away forward
denoting speed, and the front foot is back now under the body.
The arms swing conversely with the legs. The left arm swings with the right leg and vice versa. Also the arms swing more
violently in the run. In the fast run the swing on the arms would be too violent. It has been found they are more effective when
held straight out in a reach position.
Compare the action of the walk with the run, and you will note that in the walk, the drawing in which the arms and legs are
stretched out further is the contact drawing. On the run, however, the stretch comes when the figure is up in mid-air at the
high point in the action.
T-HE WALK
RIGHT LEG STIFFENS (©RECOIL POSITION' ©"RABBIT UPAS LEFT , H/OH POSITION
INTO CONTACT POSITIONS LE6S BEND. LEOS LIFTS. fjo.® FOLLOWS THIS.
<T> Rl&HT focrr DOWN @ RJGHT FOOT TAKES (D RIGHT FOOT PUSHES @ BOP/ AT H/GHEST
IN CONTACT POSITION WEIGHT OF BODY w BODY OFF POINT IN RUN
g) LEFT FOOT REACHES © RECOIL - RIGHT FOOT © LEFT TOOT STRETCHES ® ARMS + LEGS STRETCH
^ FOR GROUNp COMING THROUGH FOR TAKE-OFF NO.0 FOLLOWS THIS.
vv
¥7
2?
THE SKIP
HERE ARE THE EXTREMES OF A 24 DRAWING SKIP CYCLE'-- /
-THE MISSING DRAWINGS ARE "iNBETWEENS'CDRAWINGS (
SPACED EVENLY BETWEEN THESE DRAWINGS)--7HlS IS WITH
THE EXCEPTION OP IZ+24--A/OHCE THE CHARTS EXPLAINING \
THE UNEVEN SPAClfJCr ON THESE DRAWINGS-- IZ INSTEAD
OF BEING EVENLY IN BETWEEN 11+13 IS /3 OF THE WAY - -
AND CLOSER TO II - THE SAME HAPPENS WITH 24 WHICH
IS 1/3 OF THE WAY BETWEEN 23+H -- DRAWING 24 THUS
COMPLETES THE CYCLE.- - THE SKIP IS THE SAME AS THE RUN ON THE
BODY AND HANDS - -THE DIFFERENCE IS IN THE ACTION OF THE FOOT
WHICH PUSHES THE BODY OFF THE GROUND AND THEN RAISES IN AN
ARC AND CONTACTS THE GROUND ITSElF FIRST - - -THE CROSSES ABOVE
AND BELOW EACH DRAWING APE REGISTRATION MARKS - -TRACE BACH
DRAWING ON A SE PE RATE SHEET OF PAPER. (MAKING SURE THESE
CROSSES OVERLAP) THEN FLIP THE DRAWINGS AND STUDY THE/CHON THIS WAy
THE SNEAK IS A WALK IN WHICH THE RECOIL
(AFTER THE FOOT CONTACTS THE GROUND)
HAS BEEN EXAGGERATED ANDTHE SPEED
THE FOOT COMES DOWN INTO THE CONTACT
POSmON SLOWED UP—THIS GIVES THE
ILLUSION OF STEALTH - THAT THE
\ FEET ARE CAREFULLY PUT DOWN TO
\ EVADE NOISE AND DETECTION
LINE OF ACTION IN ANIMATION
O '
' .
32
OVERLAPPING ACTION — FOLLOW jHRU—SQUASH l£TfcETCH
at iho some time." By this I moon Iho main action con bo preceeded ond followed ond when h’s progress is orresUd it w*4l squosh out.
by lossor actions thol oil relore o< art the reivlt of tho main action. Those or# If it were olive (anything con hoppen in o cortoon) it
would oHo squosh in onticipoting on action in which
known os "Overlapping Actions" ond the proper use of them will greatly improve
the quality of your work. Notice from on onticipotion on 8 this cop comes up to it stretches. Notice 8 ond 10 here. The proper use of
squosh ond stretch wilt strengthen on oction ond if»»
on extreme occent on 10 os he storts toying "ell right." TM» mein action on the
figure couses a lesser action or reoction on the cop's stomach. Oown on 10 if essentiol in creating o feeling of weight in characters.
recoils up like rubber on 13 to 16, bounces bock on 18 ond then Anoly settles You con bet I used it when I
bock up on 24. In other words o main action between 8 ond 10 hos caused on fv designed ond oni* /
overtopping lesser oction to occur from 10 oil the way to 24. Study this cop closely
ond you will see other ox*
omples of overtopping \ "Fonloiio!” ///
It:
RJ
A TAKE REGISTERS A CHARACTER'S SUDDEN SURPRISE IN A CARTOON,
-THE AVERAGE CARTOON IS FULL OF THESE --SOME ARE SUBDUED TAKES
OTHERS ARE VIOLENT LIKE THE ONES ON THIS RAGE -THE TAKE IS NEARLY
ALWAYS PRECESDED BY A GOOD ANTICIPATION DRAWING-LIKE® BELOW,
_ ^ n [l -THIS NETWOD OF GOING INTO THE TAKE
I A) v\ GIVES IT ASOCK. - BELOW M&M/S
r ) ^ ;■ \ HOLLYWOOD WOLF (A) SEES UGLY DAME
,, ^ THE
L & CARTOON
(M'TAKZ"
H E LLO
A AND I
PETE
FINE
DAY
LxH
I S N T
HOW
^ f
ARE
ANOTHER THING- TO REMEMBER IN
DIALOGUE--WHEN ANIMATING A
GROUP OF WORDS, STUDY THE WAY
WE WORDS MIGHT BE QUICKLY SPOKEN
TOGETHER - IT’S BETTER ID FOLLOW
you?
WIS OVER-ALL MOUTH PATTERN, AND
HOLD DOWN OR MODIFY INDIVIDUAL
F AND V | f
SYLLABLES NOT IMPORTANTTOTHE WHOLE (SOMETIMES LIRE 0 Orth)
35
Here are the cleaned up "key” drawings from a Scene I animated in a M.G.M. cartoon to give you some ideas how dialogue
can be animated. Missing numbers are inbetween drawings put in by assistant artists. First drawing is a twelve drawing "hold."
The scene is a baseball grandstand. This little heckler is yelling, "Kill de Umpire—get 'im out o’ dere—kill de Umpire—kill
de Ump." At this time an offstage shot signifies the umpires execution. Heckler goes into a surprise "take." Then he rises, removes
his derby, and sadly watches the dead official carried off—os a trumpet plays "taps."
36
look over this action and study the animation points I have previously outlined as: Squash and stretch on heads, overlapping
action, follow thru, the use of the anticipation drawing, and the dialogue vowels and consonants from page 35 — also notice
the general phrasing of the dialogue here. How the heckler assumes a general position for a whole sentence—then changes to
another position for the next sentence—instead of changing positions on every word.
??
//'(SHOT ANTICIPATES
m • offstage) "TAKE*
/o/
/ov O'75’
"takes" INTO SURPRISED LOOK SAD EXPRESSION
na
STANDS UP REACHES FOR HAT
37
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