Tianjin Animation Training: Detailed Explanation of Animation Theory I
作者： 蚂蚁CG特级教师点击： Release Date: 2017-12-06 Author: CG ants grade teacher hits:
First, Squash and Stretch means that the effects of compression and stretching often appear in animation. You can use a small ball to illustrate. If a soft ball falls to the ground, it will not bounce immediately after touching the ground. , But compress first, then bounce. This is actually the law of nature, regardless of the hardness of the object. After contacting other objects and applying force, there must be deformation. It's just that the deformation of harder objects cannot be seen. But in the animation, this is to be exaggerated.
You will probably ask, this rule is not just used on the ball. Of course not, in fact, the motion of any object includes this.
If you want to jump up, you will inevitably squat down, then bounce, stretch in the air, and begin to bend when landing, that is, compression. Then reply. To hit a person, you also need to charge, first compress in the opposite direction, and then stretch. The animation will be vivid when you relax one by one (I feel that the relaxation is the key to vividly expressing the animation, not just the theoretical one now)
Preparation for Anticipation
No movement will happen for no reason. There is always a start. If you want to hit someone, then you have to retract your hand and store your energy. If you are surprised, you will wink first, brew, and make an exaggerated expression.
In order to exaggerate and to express this, preparations are added, such as starting the car, and taking a step back, and then rushing forward. Preparation is generally the reverse of the following actions in form. If you do not prepare, the action will look very weak, fluttering, not ready to do well, and the action will not feel strong, so you will find that although you adjust the action quickly, there is no strength. Feel, add a little preparation, believe me, everything will change. For a detailed example of this point, you can read my translated post "Relax Action"
Third, Exaggeration Exaggeration This should be known to everyone, but why the animation is exaggerated. Let's talk about the experiments of those who engaged in two-dimensional animation in the early years. These pioneers did a lot of experiments. One of the experiments was to take a motion and then do it completely based on that. The original motion was as large as they were. It turned out to be a pity that although such an animation is no different from a real person in terms of rhythm and movement, it just doesn't look good. Why, because the 2D animation is so concise, it has so little lines. Human actions are usually very subtle and complicated. If such actions are mapped to a 2D animated character, it will not work, and you cannot see it. What the audience wants to see is what they can see at a glance. The audience wants to be infected, so exaggeration can make a difference. This principle is equally effective in 3D animation, but there is one point. If it is to do completely realistic things, then exaggeration is almost unnecessary (motion capture is a good idea), the reason I said. So try to exaggerate. In the three-dimensional dictionary, there is no word "impossible".
Fourth, Straight ahead and pose to pose (p2p)
This is a relatively different technique in animation production, which is used to distinguish the types of actions to be considered when drawing animation. Continuous actions are performed one step at a time, drawing one by one until the end of the entire action. The main action is to complete the main action pictures first, and then draw the middle frame that connects the main pictures.
The above are two-dimensional things, the same in three-dimensional. I have also done this straight-to-the-top approach. It ’s really good-looking, but the length of time is difficult to control. For a project, it is for each lens. There are strict requirements, and the time error must not exceed half a second. So usually the second method of 3D animation production is p2p. For the specific operation method, please refer to the tutorial I translated. There are detailed practices and explanations. I don't have to talk here
V. Follow through and overlapping
Anyone who has studied physics knows that any object has inertia, and a large manifestation of inertia is following and overlapping. The most obvious thing is a soft thing like the tail, the root flutters, but the tip always lags. For animals, the joint swings also follow. For example, if you walk alone, his arm has a follower effect. When the forward swing reaches the end, the forearm will continue to swing forward for a while. If exaggerated, the wrist will lag behind the forearm. If you do this, the movement will be very soft. A common method that can easily achieve the effect of following is to shift the key frames of the animation of the joints back by several frames in turn. Of course this method is not absolute, and sometimes the effect is not very good, you have to experience it yourself.
In addition, the effect of following and overlapping is not only found in places like joints. For example, when running, the body leaves the screen first, the buttocks remain in place, and the fun effect of popping out can be considered as a kind of following. . For the specific method of how to follow the overlap, you can also see my translation tutorial.
Tianjin Animation Training , Tianjin Learn Animation, Animation Training
Related tags: Tianjin Animation Training , Tianjin Learn Animation , Animation Training
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