網誌分類:動畫 Animation アニメーション |
Source: http://www.frankandollie.com /PhysicalAnimation.html
Paraphrased by Nataha Lightfoot
from the "Illusion Of Life" by Frank Thomas & Ollie Johnston.(pp.47-69)
Look these up and read the original version for a complete understanding.
#1 SQUASH AND STRETCH
This action gives the illusion
of weight and volume to a character as it moves. Also squash and stretch
is useful in animating dialogue and doing facial expressions. How extreme
the use of squash and stretch is, depends on what is required in animating
the scene. Usually it's broader in a short style of picture and subtler
in a feature. It is used in all forms of character animation from a
bouncing ball to the body weight of a person walking. This is the most
important element you will be required to master and will be used often.
#2 ANTICIPATION
This movement prepares the
audience for a major action the character is about to perform, such
as, starting to run, jump or change expression. A dancer does not just
leap off the floor. A backwards motion occurs before the forward action
is executed. The backward motion is the anticipation. A comic effect
can be done by not using anticipation after a series of gags that used
anticipation. Almost all real action has major or minor anticipation
such as a pitcher's wind-up or a golfers' back swing. Feature animation
is often less broad than short animation unless a scene requires it
to develop a characters personality.
#3 STAGING
A pose or action should clearly
communicate to the audience the attitude, mood, reaction or idea of
the character as it relates to the story and continuity of the story
line. The effective use of long, medium, or close up shots, as well
as camera angles also helps in telling the story. There is a limited
amount of time in a film, so each sequence, scene and frame of film
must relate to the overall story. Do not confuse the audience with too
many actions at once. Use one action clearly stated to get the idea
across, unless you are animating a scene that is to depict clutter and
confusion. Staging directs the audience's attention to the story or
idea being told. Care must be taken in background design so it isn't
obscuring the animation or competing with it due to excess detail behind
the animation. Background and animation should work together as a pictorial
unit in a scene.
#4 STRAIGHT AHEAD AND POSE TO POSE ANIMATION
Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.
#5 FOLLOW THROUGH AND OVERLAPPING ACTION
When the main body of the character
stops all other parts continue to catch up to the main mass of the character,
such as arms, long hair, clothing, coat tails or a dress, floppy ears
or a long tail (these follow the path of action). Nothing stops all
at once. This is follow through. Overlapping action is when the character
changes direction while his clothes or hair continues forward. The character
is going in a new direction, to be followed, a number of frames later,
by his clothes in the new direction. "DRAG," in animation,
for example, would be when Goofy starts to run, but his head, ears,
upper body, and clothes do not keep up with his legs. In features, this
type of action is done more subtly. Example: When Snow White starts
to dance, her dress does not begin to move with her immediately but
catches up a few frames later. Long hair and animal tail will also be
handled in the same manner. Timing becomes critical to the effectiveness
of drag and the overlapping action.
#6 SLOW-OUT AND SLOW-IN
As action starts, we have more
drawings near the starting pose, one or two in the middle, and more
drawings near the next pose. Fewer drawings make the action faster and
more drawings make the action slower. Slow-ins and slow-outs soften
the action, making it more life-like. For a gag action, we may omit
some slow-out or slow-ins for shock appeal or the surprise element.
This will give more snap to the scene.
#7 ARCS
All actions, with few exceptions
(such as the animation of a mechanical device), follow an arc or slightly
circular path. This is especially true of the human figure and the action
of animals. Arcs give animation a more natural action and better flow.
Think of natural movements in the terms of a pendulum swinging. All
arm movement, head turns and even eye movements are executed on an arcs.
#8 SECONDARY ACTION
This action adds to and enriches
the main action and adds more dimension to the character animation,
supplementing and/or re-enforcing the main action. Example: A character
is angrily walking toward another character. The walk is forceful, aggressive,
and forward leaning. The leg action is just short of a stomping walk.
The secondary action is a few strong gestures of the arms working with
the walk. Also, the possibility of dialogue being delivered at the same
time with tilts and turns of the head to accentuate the walk and dialogue,
but not so much as to distract from the walk action. All of these actions
should work together in support of one another. Think of the walk as
the primary action and arm swings, head bounce and all other actions
of the body as secondary or supporting action.
#9 TIMING
Expertise in timing comes best
with experience and personal experimentation, using the trial and error
method in refining technique. The basics are: more drawings between
poses slow and smooth the action. Fewer drawings make the action faster
and crisper. A variety of slow and fast timing within a scene adds texture
and interest to the movement. Most animation is done on twos (one drawing
photographed on two frames of film) or on ones (one drawing photographed
on each frame of film). Twos are used most of the time, and ones are
used during camera moves such as trucks, pans and occasionally for subtle
and quick dialogue animation. Also, there is timing in the acting of
a character to establish mood, emotion, and reaction to another character
or to a situation. Studying movement of actors and performers on stage
and in films is useful when animating human or animal characters. This
frame by frame examination of film footage will aid you in understanding
timing for animation. This is a great way to learn from the others.
#10 EXAGGERATION
Exaggeration is not extreme
distortion of a drawing or extremely broad, violent action all the time.
It¹s like a caricature of facial features, expressions, poses, attitudes
and actions. Action traced from live action film can be accurate, but
stiff and mechanical. In feature animation, a character must move more
broadly to look natural. The same is true of facial expressions, but
the action should not be as broad as in a short cartoon style. Exaggeration
in a walk or an eye movement or even a head turn will give your film
more appeal. Use good taste and common sense to keep from becoming too
theatrical and excessively animated
#11 SOLID DRAWING
The basic principles of drawing
form, weight, volume solidity and the illusion of three dimension apply
to animation as it does to academic drawing. The way you draw cartoons,
you draw in the classical sense, using pencil sketches and drawings
for reproduction of life. You transform these into color and movement
giving the characters the illusion of three-and four-dimensional life.
Three dimensional is movement in space. The fourth dimension is movement
in time.
#12 APPEAL
A live performer has charisma.
An animated character has appeal. Appealing animation does not mean
just being cute and cuddly. All characters have to have appeal whether
they are heroic, villainous, comic or cute. Appeal, as you will use
it, includes an easy to read design, clear drawing, and personality
development that will capture and involve the audience¹s interest.
Early cartoons were basically a series of gags strung together on a
main theme. Over the years, the artists have learned that to produce
a feature there was a need for story continuity, character development
and a higher quality of artwork throughout the entire production. Like
all forms of story telling, the feature has to appeal to the mind as
well as to the eye.