Monday 17 January 2011

Straight ahead action and pose to pose:

These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few, key frames, and then filling in the intervals later."Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used.

Follow through and overlapping action:
These closely related techniques help render movement more realistic, and give the impression that characters follow the laws of physics. "Follow through" means that separate parts of a body will continue moving after the character has stopped. "Overlapping action" is the tendency for parts of the body to move at different rates an arm will move on different timing of the head and so on. A third technique is "drag", where character starts to move and parts of him take a few frames to catch up


Slow in and slow out:

The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, an animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle. This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration

Arcs:

Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.

Secondary action:

Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle, or he can express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out.

Timing:

Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to an impetus, like a push. Timing is critical for establishing a character's mood, emotion, and reaction. It can also be a device to communicate aspects of a character's personality.

Exaggeration:

Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form.

Solid drawing:

The principle of solid drawing means taking into account forms in three-dimensional space, giving them volume and weight. The animator needs to be a skilled draughtsman and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow etc.

Appeal:

Appeal in a cartoon character corresponds to what would be called charisma in an actor.A character who is appealing is not necessarily sympathetic — villains or monsters can also be appealing — the important thing is that the viewer feels the character is real and interesting.

7 comments:

  1. I would give Callum's piece of work a Merit as I feel that the work has made clear what the examples of the techniques are and I have left reading this blog with more knowledge on what these techniques are. I feel that the work could use more illustrations to give a more elucidated example of what the explanation is explaining.

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  2. I would give Callum's piece of work a Merit as I feel that the work has made clear what the examples of the techniques are and I have left reading this blog with more knowledge on what these techniques are. I feel that the work could use more illustrations to give a more elucidated example of what the explanation is explaining.

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  3. I would also give callum a merit for this work, as he has clearly shown the different types of animation and has given clear examples

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  4. What a wonderful comment Gavin. XD

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  5. I would give callum a merit for this work as well because he has given clear examples of the techniques and it is verry informative. I think to improve he will need to add more illustrtions as an example of the techniques.

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  6. I believe that Callum's work is a Merit because of the detail he has put into it. However, I believe that you can improve your work by adding more illustrations.

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  7. i would give callum a merit because he has shown the different types of animation and examples clear. I think to improve he needs to have more examples and illustrations.

    ReplyDelete