3d-character-animation-principles (1)
3d-character-animation-principles (1)
http://download.toonboom.com/files/templates/studio/Animation_Charts_pack2_Studio
.pdf (Breakdown poses)
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animati
on/principles/follow_through.htm (Follow through and overlap)
http://minyos.its.rmit.edu.au/aim/a_notes/anim_pose.html (pose to pose animation)
http://www.awn.com/tooninstitute/lessonplan/overlapping.htm (overlapping)
http://mirioptical3d.wordpress.com/2013/07/22/planning-a-character-walk-cycle/
(character walk cycle)
http://frankanollie.com/PhysicalAnimation.html (12 basic principles of animation)
http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/CSS_I
nsert_joints.htm,topicNumber=d30e301789 (definition of joints, ik handles, rigging etc)
Usually, individual joint chains are made for the arm, leg and
for the spine and head. The joint chains are the grouped to
make a single skeletal hierarchy.
IK handles: The joint where the IK handle begins, in the IK chain, is called the start
join. Where it ends is called the end joint. Joints
amongst the start and end joints are controlled by
the IK handle and the solver. The end effector is at
the end of the IK handle. When the IK handle is
moved the IK solver uses the end effectors location
and orientation, to rotate the joints that are in the IK
chain.
Skinning: This involves working with the model for it to be changed later in the
skinning process. The skeleton and 3D
model needs to be selected as a group to
then be binded with each other. Once the
model is bound to the skeleton, the joints
and the bones are movable; the skeleton
and 3D model move together like a humans
joints. The three types of skinning are
smooth, rigid and indirect.
Smooth Skinning: Smooth effects can be created when the joints bend and move.
This technique allows many of the joints and other parts of the body that are
influenced to have different amount of influences.
Rigid Skinning: Stiff and rigid effects can be created. The technique allows only
separate joints to have an effect/influence upon the cv’s or vertex points on the
model itself.
Indirect Skinning: Deformers can be wrapped as skin on the skeleton. When this
technique is used, the bound deformers change the models skin when the skeleton is
manoeuvred and set in different poses.
Controls
Many controls are made when rigging your character model. This helps to make it
easier for the animators to select controls of each of the characters joint when
animating. The controls are clear and visible and don’t take very long to make.
Shapes are created to form the controls for the 3D model. Any movements that the
body joints can do on a human body can be performed on a fully rigged model.
Timing
This usually refers to the actions speed in animation.
Correct timing in an animation will give off meanings of physical and emotional
messages about the movement. Care and time is needed when working on the
animation of a character because a suitable amount of time, the build up to the
action, and the reaction is important to get right. Viewers can sometimes not notice
or recognise the action if it is too quick, and even lose careness if it is too slow. How
well the idea is portrayed and read to the audience, is determined by the speed of an
action.
The weight and look of the character or object being animated needs to be taken
into consideration when animating. For example, if the character is heavy, he will
take long and greater steps when walking. Whereas, if the character is skinny and
light, they walk faster and have more of a brisk walk. To determine the effects of the
animations, changing the space or time amongst the frames between poses is
important and produces different outcomes.
In this example, the ball that is hit and takes 1 second to move is much
lighter than the ball which is hit and takes 3 seconds. This makes the viewer
understand if the ball is heavy or not.
Breakdown Poses
Key poses: This is the main pose within an action or movement of the character. For
example, if the character getting up from the floor, the first key pose would be the
character on the floor. The second key pose is when the character is standing up.
Breakdown poses: This is the pose between two keys in the animation process.
Elbow bending, timing eases and rotation paths are defined in breakdown poses.
In-between poses: These are all the poses used between the key and breakdown
poses. The extra drawings used to make the animation smooth are the in-between
poses.
1st frame 13 th frame, switched to other side 25th frame, same as first
frame
You can see each step clearly in this example of the animation walk cycle.
The character poses are spread out more, so you can clearly see each frame one by one. The
keys poses, breakdowns, and in-between poses are labelled in this example. As the character
starts to walk, you can see the shift in its momentum with the arms swinging back and forth,
and the legs alternating per step.
I have created my own animation cycle using my Knight for the flash game. As you can he is
striking his sword as if he is hitting something or someone. When he starts to lift his arm up and
then bring it down, his knee/leg bends to show he is applying some force/pressure when striking
the sword. His head and shoulders starts of at the normal height position, then when the sword
comes down, the head and shoulders do too.
Follow Through
The term refers to when one part leads the action, and another part follows after it..
For example, when a firsbee is thrown, the hand keeps moving, even after the
Frisbee has been released. Another example is when an arm is waving; the aaction
starts off with the shoulder, then the upper arm, then the forearm, and finally the
hands and then fingers. When it comes to motion within the human body, if they are
walking, the hip moves first. The leg and then the foot follow after. When the main
part of the motion (the hip) stops, the leg and foot continue a little further and
eventually come to a halt.
2nd to move:
Leg/knee
3rd to move:Foot
Overlap
A second action will start before the first action finishes. As there is no ‘stop time’
between the actions, there is always something going on, and does not bore the
viewers. The overlapping technique is used by animators to highlight characters
actions and moods. Character body parts will move before or at different speeds
than others. The body parts will also lead the action and even follow the main action
itself.
The use of overlapping actions is to make the animation flow better. This is usually
done with the body, hair and clothing, to follow the lead actions and movements on
a character. It is also important to calculate what part of the body makes others
move, and at what time within the action being performed.. If this is not done
correctly, it will confuse the audience and will make the animation look weird.
Shoulder-1st
Elbow-2nd
Wrist-3rd
Finger/tips-4th
Pose-to-Pose animation
Important positions within a characters animation, such as the key poses, describe
the vital points in the motion, or the expressions or moods. In ‘pose to pose’
animation, the animator charts out the action before the actual animation is made,
by charting the key poses on the timeline of the computers software/programme.
Using pop through allows the characters to enter the scene at a certain place and
time.
Furthermore, using the technique is helpful when certain tasks, within a certain
amount of time, or if actions need to be in line with some music or sound, from the
character need to be performed. Before the final animation is rendered, the timeline
in which the key poses are mapped out, can be checked and re-visited to make final
decisions of how it looks. Other people in the team can be given different parts of
the work as it’s broken down. Key poses in pop-through animation describe what’s
happening.
In this example, the two key poses in the animation are shows. Both poses illustrate
different expressions, in the form of the squad and stretch. Also, the character
changes emotions, form happy to sad.
12 basic principles of animation
Frank Thomas and Ollie Johnston, who were animators working for Walk Disney,
came up with 12 basic principles of animation. These important principles been used
since then to make the illusion of characters moving in a cartoon, to look as realistic
as possible.
‘Pose to pose’ is planned out better, and important drawings are made within parts
of the scene to be recorded. This makes it easier to work and have a better size,
proportion, and volume. ‘Pose to pose’ is better used for dramatic or emotional
animations, with placement to the surroundings are more important.
6) Slow-out and Slow-in: When an action plays out, there are normally more
drawings at the beginning of the start of the action, a few in the middle, and
more near the end. By using less
drawings, it makes the action
look faster, and more drawings
makes it look slower. The use of
this principle makes the action
being played, to look more
lifelike.
An example is a child on a swing,
they are slow when they are up
in the air on either end, and fast
when they are in the middle.
7) Arcs: When it comes to character actions, they always have to hollow an ‘arc’
or ‘circular path’ shape when moving. This is mostly used when it comes to
animation the human figure or animals. This makes the animation look more
realistic, and has flows more naturally.
For example, when animating a finger
pointing, all the drawings showing the
animation should have the fingertips
following an ‘arc’ shape from the start of
the frame to the end.
12) Appeal: All animated characters, whether they are heroic, villainous, cute
and cuddly, funny, should have appeal. Viewers will become more interested
in the animation/characters if the appeal of the characters has an easy to read
design, has a clear drawing and also a development of personalities. Examples
of making a character associate with the audience are; adding a baby-like face
for a likable character, or a screwed up face for an evil, non-likeable
character.