Principles of Animation vids – Block 2

I’m glad I decided to create this series of videos when I started this block. I wanted to keep on working on traditional art type series in this block, because I started to feel I was really gaining some mastery with drawing and concept art in January, so I wanted to expand that.

The Principles of Animation were introduced to all animators and artists by Frank Thomas and Ollie Johnston in the “Illusion of Life”, while they were working as Disney animators. In other words, this is the gold standard for people who want to animate anything. IOW, if you want to make good animations in video games, this is a must series to watch.

As I went through this and the Blender and Coding lessons, there was a huge amount of overlap, because everything about animation touches on Blender and coding because it is all about creating a story for your audience, and animation is all about story.

https://www.bitchute.com/video/0ikbGKYjEDun – Appeal

Whether it is sex appeal, humour, and hyperbole, everything about Appeal is invoking an emotional reaction in our audience. It is vitally important to keep your skills up and keep drawing and creating.

https://www.bitchute.com/video/KeRS6vLsX3Xg – Solid Drawing

Sure, if you use Blender, you can start ‘faking’ 3d very easily, but it is important to know how Blender operates, so you can start working on things, seeing how you would create that in Blender itself.

https://www.bitchute.com/video/TEu78gj1mNnJ/ – Exaggeration

While some people may think some kinds of exaggeration is ‘sexist’ and other buzzwords, it is important to over exaggerate things in animation so that they will read – allowing our audience to really connect with the material.

https://www.bitchute.com/video/yl7Uza8tmEKO/ – Timing

An attack too slow, problematic. Grabbing something goes to fast, looks like a push. You need to learn how to slow or quicken things up so it looks exactly like what you intended.

https://www.bitchute.com/video/6VktEKlSxVfi/ – Secondary Actions.

Every action has a complete and opposite reaction. As characters do things, the environment and other characters need to respond that those actions. Trolly grabbing Trollette’s breasts too fast get’s the finger, while just holding her gets a pleasant surprise.

https://www.bitchute.com/video/XA1JKcpaOxZE/ – Arcs

By careful observations, you will see almost everything moves along a pendulum, and hence, they arc all the time. It’s important to work those arcs and lines to make sure everything moves properly.

https://www.bitchute.com/video/4J81PVyLdUnE/ – Easing in and Easing out.

In most movements, using easing in and easing out, which is accomplished by tweening on a computer, the start and ending of an animation has less movements than the in between actions.

https://www.bitchute.com/video/wPqd75u8OGhg/ – Follow Through and Overlapping Action

Just as environments respond to actions, so does things on character’s bodies, like long hair taking time to catch up with a running person, or a cloak following behind someone, etc, etc, etc.

https://www.bitchute.com/video/rjZq6vXFNvzK/ – Animation Types

In gaming an animation, there is a bunch of animation types we need to be aware off.

Sometimes, in animation, it is one event after another after another – so it is one pose and another pose and another pose – like something rebounding off a bunch of walls.

Other times, it is a pose to pose cycle, like walking, running, jumping, etc, etc, etc.

In game development, MoCap is similar to both these, because it saves everything frame by frame and pose by pose. As a result, it can really look, and if nothing is done with that data, you get games like Mass Effect Andromeda!

https://www.bitchute.com/video/BxayP4kkyr4s/ – Framing

The Rule of Thirds, the Golden Ratio, lines of force – if you’ve never heard of these things, than you need to. Whether you make a painting, a blender scene, or take a photograph – always think of these things – what do you want your audience to focus on!

https://www.bitchute.com/video/IGEUJzYUhh4D/ – Anticipation

Every action can be summed up in this – preparation to take the action, the action itself, and the termination of an action. In animation, we need to create a sense that these characters are about to do something, like Trollette looking around before she opens her legs right up.

https://www.bitchute.com/video/VZv3tO6t1jVU/ – Squashing and Stretching

One of the biggest ways to exaggerate is Squashing and Stretching. Whether it is squeezing your eyes so tight because you’re excited, or wrapping our arms around your legs, or opening your legs up, squashing and stretching is all about making things look real and exciting.

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