12 To understand the basic principle of animation can be viewed from a motion sequence and understand it.
The twelve principles are:
* Pose and movement between (Pose-To-Pose Action and Inbetween)
* Setting time (Timing)
* Movement of secondary (Secondary Action)
* Acceleration of motion (Ease In and Out)
* Anticipation (Anticipation)
The twelve principles are:
* Pose and movement between (Pose-To-Pose Action and Inbetween)
* Setting time (Timing)
* Movement of secondary (Secondary Action)
* Acceleration of motion (Ease In and Out)
* Anticipation (Anticipation)
* Movement of the cover and the time difference of motion
* Movement curved (Arcs)
* Dramatization of the movement (Exaggeration)
* Elasticity (Squash and Stretch)
* Placement in the area of the image (Staging)
* The appeal of the character (Appeal)
* Inspiration roles (Personality)
* Dramatization of the movement (Exaggeration)
* Elasticity (Squash and Stretch)
* Placement in the area of the image (Staging)
* The appeal of the character (Appeal)
* Inspiration roles (Personality)
1. Pose and movement between (Pose-To-Pose and Inbetween)
As an example we take a scene of people walking by using the camera. Spread the finished film and you will see a continuous series of images which when played at 24 frames pe second (film) or 25 frames per second (PAL) will produce a moving picture.
Sometimes it is difficult to directly copy all the movements in each frame. To facilitate an animator akn motion sequences divide into 2 parts, the poses and movements between. Pose is the most extreme movements of each movement there and inbetween adalh movement between one pose to another pose.
In 2D animation key animator will draw key poses. Then inbetween continue to make gerkan from one pose to another pose.
2. The timing (Timing)
By adjusting the duration of movement, a character can look different with other characters. Although the same pose, but with a different duration of motion, then the expression of the resulting movement is also different. For example, slow motion (the distance between key poses quite a distance), moving normal, or fast motion (the distance between key poses closer).
3. Secondary Movement (Secondary Action)
As an example we take a scene of people walking by using the camera. Spread the finished film and you will see a continuous series of images which when played at 24 frames pe second (film) or 25 frames per second (PAL) will produce a moving picture.
Sometimes it is difficult to directly copy all the movements in each frame. To facilitate an animator akn motion sequences divide into 2 parts, the poses and movements between. Pose is the most extreme movements of each movement there and inbetween adalh movement between one pose to another pose.
In 2D animation key animator will draw key poses. Then inbetween continue to make gerkan from one pose to another pose.
2. The timing (Timing)
By adjusting the duration of movement, a character can look different with other characters. Although the same pose, but with a different duration of motion, then the expression of the resulting movement is also different. For example, slow motion (the distance between key poses quite a distance), moving normal, or fast motion (the distance between key poses closer).
3. Secondary Movement (Secondary Action)
Secondary movement is a movement that occurs due to other movements and is an integral part of these systems the main motion. For example, when stepping, hand we will offset our footsteps, we'll go spinning waist and body we participate akn inclined to move left and right. The movement is a result of the main movement of feet caused by the body's natural reaction to remain balanced.To create a secondary motion to add natural motion, secondary motion may not exceed the main motion.
4. Acceleration (Ease In and Out)
4. Acceleration (Ease In and Out)
Any stationary objects tend to remain silent and any moving object will keep moving unless an acceleration or acceleration (Newton's law of inertia). From a stationary pose to a movement will occur perscepatan and of movement poses a slowdown will occur.
5. Anticipation (Anticipation)
5. Anticipation (Anticipation)
Basically, all movement will occur in 3 parts, the first part, called anticipation, the movement itself and the final movement, called the closing movement (follow through). For example, when we jumped we will bend our legs, membungkukan body and pulled his hands down, then we jumped. Preliminary motion is called anticipation.In 2D animation film often we see a cartoon character who disappeared from the screen by leaving a lump of thick smoke. Before you run the install pose figure preparation, legs pulled away and ran toward the hand-prepared beersiap stretch run and then shot and left figures itun thick smoke.
6. The movement continued and the time difference of motion (Follow Through and overlapping Action)
Any object that moves will tend to keep moving, even after getting the force to stop it (Newton's law of inertia). For example when we ran and suddenly stopped. Our bodies will be a little thrown forward, before finally returning to the point of balance. Watch every move we do, we will find and feel the "excessive movement" at each end of the movement we do. The movement called the motion cover (follow trough).
Not all movements occur or stop at the same time. There is always a lapse of time between the main motion with secondary movement. Often these movements feel bertintihan. This principle is known as the overlapping action.
Usually the secondary movement will experience a difference in movement time (overlapping action). If an animal moves, its tail will also move, but the tail did not stop the movement along with the movement of these animals, but stopped a few moments longer.
7. Movement curve (Arc)
At the moment we shook his head, the resulting movement is a movement that slightly curved towards the top or bottom of a circle. This motion is called motion curved (arc) which is the principle applied to animation.
8. Dramatization of the movement (Exaggeration)
Dramatization of the movement is the action reinforce what is being done. Often we see a theater actor melabih dramatize or exaggerate their actions to be seen clearly by the audience. When angry the actor will be hands on her hips and pointing his opponent. Similarly, when laughing, he hands on her hips, pulling his upper body back, lifted his head up, open mouth wide-ranging and ultimately make a sound of laughter so hard.
The important thing to do is any body who experienced permanent deflection will maintain its volume. If a rubber change its volume, the reality that there will be lost. In the animation of this principle is not enforced as such, but in certain parts of an object. Biceps muscle, for example, experienced a greater deflection at its center than the tendon or edges.
6. The movement continued and the time difference of motion (Follow Through and overlapping Action)
Any object that moves will tend to keep moving, even after getting the force to stop it (Newton's law of inertia). For example when we ran and suddenly stopped. Our bodies will be a little thrown forward, before finally returning to the point of balance. Watch every move we do, we will find and feel the "excessive movement" at each end of the movement we do. The movement called the motion cover (follow trough).
Not all movements occur or stop at the same time. There is always a lapse of time between the main motion with secondary movement. Often these movements feel bertintihan. This principle is known as the overlapping action.
Usually the secondary movement will experience a difference in movement time (overlapping action). If an animal moves, its tail will also move, but the tail did not stop the movement along with the movement of these animals, but stopped a few moments longer.
7. Movement curve (Arc)
At the moment we shook his head, the resulting movement is a movement that slightly curved towards the top or bottom of a circle. This motion is called motion curved (arc) which is the principle applied to animation.
8. Dramatization of the movement (Exaggeration)
Dramatization of the movement is the action reinforce what is being done. Often we see a theater actor melabih dramatize or exaggerate their actions to be seen clearly by the audience. When angry the actor will be hands on her hips and pointing his opponent. Similarly, when laughing, he hands on her hips, pulling his upper body back, lifted his head up, open mouth wide-ranging and ultimately make a sound of laughter so hard.
The important thing to do is any body who experienced permanent deflection will maintain its volume. If a rubber change its volume, the reality that there will be lost. In the animation of this principle is not enforced as such, but in certain parts of an object. Biceps muscle, for example, experienced a greater deflection at its center than the tendon or edges.
9. Elasticity (Squash and Stretch)
Despite the rigid object or objects are realistic (like humans) seems not experience sagging, this principle is still used. At the time of jump down our body will be bent a little, this movement which is a secondary movement similar to the events of "penyek" which occurred on a rubber ball thrown to the floor.
10. Placement in the area of the image (Staging)
In addition to good animation, how to put characters in front of the camera is also absolutely necessary. By placing the camera or the characters properly, the concept that we want to be read easily by the audience. The most important principle is the principle and the principle silluet sinematography.
By placing the camera low, a character will look big and scary. Likewise denagn high camera placement, the character will appear small or looks confused. Placement of the camera with obliquity (rolling) will make the movement look dynamic. Symmetrically placement will membuata characters look formal or authoritative, the placement direction of motion diagonally will also make the scene look dynamic.
Viewing silluet characters (only on the foreground vs. background) also provides firmness pose a character. If silluet character looks ambiguous or unclear, it will be difficult for the audience to digest the action characters.
Ten principles first animation was first introduced by Fank Thomas and Ollie Johnston. Furthermore John Lasseter (director of Toy Story) added two more principles that will soon we learn together.
By placing the camera low, a character will look big and scary. Likewise denagn high camera placement, the character will appear small or looks confused. Placement of the camera with obliquity (rolling) will make the movement look dynamic. Symmetrically placement will membuata characters look formal or authoritative, the placement direction of motion diagonally will also make the scene look dynamic.
Viewing silluet characters (only on the foreground vs. background) also provides firmness pose a character. If silluet character looks ambiguous or unclear, it will be difficult for the audience to digest the action characters.
Ten principles first animation was first introduced by Fank Thomas and Ollie Johnston. Furthermore John Lasseter (director of Toy Story) added two more principles that will soon we learn together.
11. The appeal of the character (Appeal)
Every character in the animation must have a unique charm, which distinguishes it from other characters. It could be a character look unique from the design, or the way he showed his personal expression.
12. Character inspiration
Acting ability is a must have for any character animator. Acting allows animators to translate the behavior and attractiveness of the characters properly, so the audience feel what dimaui by an animator, even though no dialogue though. The easiest way to live one's role is to imagine our character as an actor. Imagine us to be ourselves and start to imitate their behavior and their expression.
"A good Animator animator that is able to move his limbs and menterjemah it into a work of animation."
Without the inspiration of a character will look flat, stiff and inhuman. The role of inspiration is the "spirit" of each character.
Every character in the animation must have a unique charm, which distinguishes it from other characters. It could be a character look unique from the design, or the way he showed his personal expression.
12. Character inspiration
Acting ability is a must have for any character animator. Acting allows animators to translate the behavior and attractiveness of the characters properly, so the audience feel what dimaui by an animator, even though no dialogue though. The easiest way to live one's role is to imagine our character as an actor. Imagine us to be ourselves and start to imitate their behavior and their expression.
"A good Animator animator that is able to move his limbs and menterjemah it into a work of animation."
Without the inspiration of a character will look flat, stiff and inhuman. The role of inspiration is the "spirit" of each character.
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