12 Principles of Computer Animation Amy Gooch AA
- Slides: 35
12 Principles of Computer Animation Amy Gooch AA 3: Animation
Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
12 Principles of Animation • Created by Disney Studios in 1930 s – Snow White (1937) – Pinocchio & Fantastia (1940) – Dumbo (1941) – Bambi (1942)
Really about… • Performance – Directing Performance – Representing reality – Interpreting real world physics – Editing sequence of actions
Squash and stretch Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Squash and stretch Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas Copyright © 1999 Michael B. Comet All Rights Reserved.
Anticipation Top: move simply Bottom: anticipates motion before moving, broadcasting what is about to happen Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas Copyright © 1999 Michael B. Comet All Rights Reserved.
Anticipation Bad Jump: no anticipation Good Jump: crouch first, then jump Copyright © 1999 Michael B. Comet All Rights Reserved.
Staging Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Staging Bad Silhouette Good Silhouette Copyright © 1999 Michael B. Comet All Rights Reserved.
Two Animation Techniques for Action • Pose-to-Pose • Straight-ahead (Ex: Ryan by Chris Landreth) Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Action, pt 2 Follow-thru Action Overlapping Action Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Follow-thru Action Balls Top: No Follow thru Bottom: Follow thru Arm Rotates with follow thru Hand continues past stop position, then falls back in place Copyright © 1999 Michael B. Comet All Rights Reserved.
Follow-thru Action Watch the antenas Copyright © 1999 Michael B. Comet All Rights Reserved.
Movement: Slow-in and Slow-out • The ball on the left moves at a constant speed; looks abrupt • The ball in the right eases in/out at the top; looks smoother and more natural Copyright © 1999 Michael B. Comet All Rights Reserved.
Movement: Slow-in and Slow-out • Bad, No ease • Very Robotic • Good, with ease • More natural, fluid Copyright © 1999 Michael B. Comet All Rights Reserved.
Movement: Arcs Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Arcs • Bad, Linear ball • Good, Arc ball Copyright © 1999 Michael B. Comet All Rights Reserved.
Arcs: Head Turn • Bad, Linear • Good, Arc Copyright © 1999 Michael B. Comet All Rights Reserved.
Secondary Action Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Timing
Timing Head Turn • 60 Frame – Looks like stretch • 30 Frame – Looks like “no no no” • 5 Frame – Looks like he got hit Copyright © 1999 Michael B. Comet All Rights Reserved.
Exaggeration • Bad • Good Copyright © 1999 Michael B. Comet All Rights Reserved.
Solid modeling and rigging • (solid drawing in 1930 s) Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Character Personality
12 Principles of Animation • • • Squash and Stretch Anticipation Staging Follow-thru and Overlapping Action Straight-ahead and Pose-to-Pose Slow-in and Slow-out Arcs Secondary Action Timing Exaggeration Solid Modeling and Rigging Character Personality
A few more…
Visual Styling
Blend Motion • • Cartoon physics Realistic cartoon Realistic human Rotoscoping
Cinematography • Lighting • Composition • Squencing
Facial animation • More subtle controls in CG • Decide early on level of control
User-controlled animation • Games allow user intervention • Built-in anticipation • Branch smoothly between action shots
Animation Examples • Siggraph 2004 DVD
Credits • • http: //www. siggraph. org/education/materials/Hyper. Graph/animation/character_animation/principles /prin_trad_anim. htm Kerlow’s Book Jessica Hodgin’s Notes http: //www. comet-cartoons. com/toons/3 ddocs/charanim/ (animations)
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