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Dr Tan Wee Hoe
whtan@fskik.upsi.edu.my
05-4505002 / 012-9542221
Faculty of Art, Computing and Creative
Industry, UPSI
Lecture Outline
 Animation production process
 12 Principles of Animation
 How to apply principles of animation in facial
expression
 How to apply principles of animation in walk cycle
Animation Production Process
Pre-production
 Idea / imagination /
sketching
 Concept / treatment
 Thumbnail board
 Character design
 Prop & set design
 Audio design
 Storyboard design
 Shooting board design
 Animatics
Animation Production Process
Production (3D)
 Character modelling
 Prop & set modelling
 Texturing & mapping
 Character set-up
 Camera set-up / digital
layout design
 Digital animatic
 Animating
 Lighting & Rendering
Production (2D)
 Draw keyframes
 Draw in-betweens
 Test (pencil / preview)
 Animate background
 Camera setup
 Shooting / capturing
Animation Production Process
Post-production
 Visual effects
 Compositing
 Editing
 Final Output
Animation Production Process
Inspired 3D Short
Film Production pipeline
Principles of animation
 Squash & stretch
 Anticipation
 Staging
 Pose-to-pose & straight
ahead action
 Follow-through and
overlapping action
 Slow-in and slow out
 Arcs
 Secondary action
 Timing
 Exaggeration
 Solid modeling
 Appeal
Squash & stretch
 A given object possesses some degree of rigidity
and intuitively has some amount of mass.
 This is reflected in the distortion (squash and
stretch) of its shape during an action.
Squash & stretch
Anticipation
 The setup before the main action.
 It lets the audience know that something is about
to happen and gathers the necessary energy.
 Why?
 In animation, a viewer’s eye ends to lag behind by a few
frames, so it is often necessary to announce that
something is about to happen so your audience doesn’t
miss it.
 Anticipation are often physical movements in the
opposite direction of the intended motion.
 Exception: a growl before an attack or a deep breath
before a bold statement.
Staging (Composition)
 Animation is communication.
 Successful staging will result in the clear presentation
of an idea.
 Choose the best scene layouts and camera angles to
deliver that story with appropriate style and mood.
 If a scene has a singular focus, you need to decide
whether it should be centered or perhaps off to the
side a bit.
 Maybe the best staging for a particular shot would be
to put its main focus off the screen (Rule of Third)
and reveal the action with sound or dialogue.
Staging
 Poses should be strong, and elements of your scene
should work well together visually.
 Typically, you should not hide important scene
elements behind less important elements
Staging
Pose-to-pose & straight ahead action
Straight Ahead
 Involves stepping
through the individual
frames of your scene
and manipulating
them sequentially.
 Requires more pre-
planning
 Used for stop motion
Pose to pose
 Involves defining the
extremes & then filling
in the spaces in
between.
 Used for CG
animations
Follow-through & overlapping action
 The extension of a main action.
 Occur when a secondary appendage, e.g. a tail or an
antenna, is indirectly driven by the primary motion of the
body.
 Occur later than the main action as the force dictating
the main action takes longer to reach the appendages.
 When an object in motion changes direction, stops
accelerating, or stops completely, secondary parts of that
object will continue in original direction after the change
in the main force.
 Follow-through is often reduced if an appendage has &
uses its own muscles.
Follow-through & overlapping action
Follow-through & overlapping action
 Overlap is the concept that not all moving parts of
a body will start and end at exactly the same time.
 If you turn your head and point, you arm
movement might begin before your head finishes
turning.
 Overlap is nonexist if the head and arm start and
stop on the same frame or if the arm waits to move
until the head has completed its motion.
 Such non-overlapped motions tend to look robotic.
Slow-in and slow out
 The acceleration and deceleration of action, i.e. the way
that an action begins slowly, moves quickly through the
main action, and then slows down as it comes to a stop
rather than moving linearly from one position to another.
Arcs
 The visual path of action for natural
movement.
 Straight-line paths look stiff.
 Arcs show the most economical route.
 With computer animation the inbetween
frames may follow straight lines - may need to
add a curve too it to make it more realistic.
 Using arcs to animate the movements of
characters helps achieve a natural look
because most living creatures move in curved
paths, never in perfectly straight lines.
Secondary action
 Any motion that is secondary to the main action.
 E.g. drumming your fingers on your knee while talking.
 Secondary action often reveal emotional subtleties or
hidden thoughts.
 If secondary action pulls the viewer’s attention away
from the main action, however, it becomes the main
action.
Timing
 Realism of an object depends on how it looks and
moves.
 The precise moment and the amount of time that
a character spends on an action.
 Timing adds emotion and intention to the
character’s performance.
 The timing of a response to someone calling
us, or a noise; tells a lot about our
attitude, confidence and disposition.
Timing
 Not too slow or audience eyes wander.
 Not too fast or action is misunderstood.
 The faster the motion, the more critical it is
to make the audience focus on it.
Exaggeration
 To increase the readability of emotions and actions.
 To effectively tell the story of a particular performance.
 Animation medium don’t deliver all of the same
information that exists in real life.
 Effective exaggeration isn’t always a matter of making a
motion larger.
 Significant decreasing an action is also a type of
exaggeration.
 E.g. completely stopping a character’s motion for an
unnaturally long period of time can demonstrate a
particular emotion, e.g. shock or disgust.
 Exaggeration is especially appropriate in cartoon-style
animation.
Solid drawing /modeling & rigging
 Each individual drawing should be a work of art on
its own.
 Each drawing should look like the character being
presented.
 Avoid inconsistency in terms of character’s size &
volume
Appeal
 In the context of animation, appeal means that a
character or its performance is visually interesting.
 The most subjective of all the principles.
 Is the presentation of your idea pleasant (or unpleasant)
to look at?
 Apply fundamental aesthetic principles to your
shots—though appeal doesn’t necessarily mean
attractive.

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20120827120826 lecture 03_prod_process_n_principles_of_anim

  • 1. Dr Tan Wee Hoe whtan@fskik.upsi.edu.my 05-4505002 / 012-9542221 Faculty of Art, Computing and Creative Industry, UPSI
  • 2. Lecture Outline  Animation production process  12 Principles of Animation  How to apply principles of animation in facial expression  How to apply principles of animation in walk cycle
  • 3. Animation Production Process Pre-production  Idea / imagination / sketching  Concept / treatment  Thumbnail board  Character design  Prop & set design  Audio design  Storyboard design  Shooting board design  Animatics
  • 4. Animation Production Process Production (3D)  Character modelling  Prop & set modelling  Texturing & mapping  Character set-up  Camera set-up / digital layout design  Digital animatic  Animating  Lighting & Rendering Production (2D)  Draw keyframes  Draw in-betweens  Test (pencil / preview)  Animate background  Camera setup  Shooting / capturing
  • 5. Animation Production Process Post-production  Visual effects  Compositing  Editing  Final Output
  • 6. Animation Production Process Inspired 3D Short Film Production pipeline
  • 7. Principles of animation  Squash & stretch  Anticipation  Staging  Pose-to-pose & straight ahead action  Follow-through and overlapping action  Slow-in and slow out  Arcs  Secondary action  Timing  Exaggeration  Solid modeling  Appeal
  • 8. Squash & stretch  A given object possesses some degree of rigidity and intuitively has some amount of mass.  This is reflected in the distortion (squash and stretch) of its shape during an action.
  • 10. Anticipation  The setup before the main action.  It lets the audience know that something is about to happen and gathers the necessary energy.  Why?  In animation, a viewer’s eye ends to lag behind by a few frames, so it is often necessary to announce that something is about to happen so your audience doesn’t miss it.  Anticipation are often physical movements in the opposite direction of the intended motion.  Exception: a growl before an attack or a deep breath before a bold statement.
  • 11. Staging (Composition)  Animation is communication.  Successful staging will result in the clear presentation of an idea.  Choose the best scene layouts and camera angles to deliver that story with appropriate style and mood.  If a scene has a singular focus, you need to decide whether it should be centered or perhaps off to the side a bit.  Maybe the best staging for a particular shot would be to put its main focus off the screen (Rule of Third) and reveal the action with sound or dialogue.
  • 12. Staging  Poses should be strong, and elements of your scene should work well together visually.  Typically, you should not hide important scene elements behind less important elements
  • 14. Pose-to-pose & straight ahead action Straight Ahead  Involves stepping through the individual frames of your scene and manipulating them sequentially.  Requires more pre- planning  Used for stop motion Pose to pose  Involves defining the extremes & then filling in the spaces in between.  Used for CG animations
  • 15. Follow-through & overlapping action  The extension of a main action.  Occur when a secondary appendage, e.g. a tail or an antenna, is indirectly driven by the primary motion of the body.  Occur later than the main action as the force dictating the main action takes longer to reach the appendages.  When an object in motion changes direction, stops accelerating, or stops completely, secondary parts of that object will continue in original direction after the change in the main force.  Follow-through is often reduced if an appendage has & uses its own muscles.
  • 17. Follow-through & overlapping action  Overlap is the concept that not all moving parts of a body will start and end at exactly the same time.  If you turn your head and point, you arm movement might begin before your head finishes turning.  Overlap is nonexist if the head and arm start and stop on the same frame or if the arm waits to move until the head has completed its motion.  Such non-overlapped motions tend to look robotic.
  • 18. Slow-in and slow out  The acceleration and deceleration of action, i.e. the way that an action begins slowly, moves quickly through the main action, and then slows down as it comes to a stop rather than moving linearly from one position to another.
  • 19. Arcs  The visual path of action for natural movement.  Straight-line paths look stiff.  Arcs show the most economical route.  With computer animation the inbetween frames may follow straight lines - may need to add a curve too it to make it more realistic.  Using arcs to animate the movements of characters helps achieve a natural look because most living creatures move in curved paths, never in perfectly straight lines.
  • 20. Secondary action  Any motion that is secondary to the main action.  E.g. drumming your fingers on your knee while talking.  Secondary action often reveal emotional subtleties or hidden thoughts.  If secondary action pulls the viewer’s attention away from the main action, however, it becomes the main action.
  • 21. Timing  Realism of an object depends on how it looks and moves.  The precise moment and the amount of time that a character spends on an action.  Timing adds emotion and intention to the character’s performance.  The timing of a response to someone calling us, or a noise; tells a lot about our attitude, confidence and disposition.
  • 22. Timing  Not too slow or audience eyes wander.  Not too fast or action is misunderstood.  The faster the motion, the more critical it is to make the audience focus on it.
  • 23. Exaggeration  To increase the readability of emotions and actions.  To effectively tell the story of a particular performance.  Animation medium don’t deliver all of the same information that exists in real life.  Effective exaggeration isn’t always a matter of making a motion larger.  Significant decreasing an action is also a type of exaggeration.  E.g. completely stopping a character’s motion for an unnaturally long period of time can demonstrate a particular emotion, e.g. shock or disgust.  Exaggeration is especially appropriate in cartoon-style animation.
  • 24. Solid drawing /modeling & rigging  Each individual drawing should be a work of art on its own.  Each drawing should look like the character being presented.  Avoid inconsistency in terms of character’s size & volume
  • 25. Appeal  In the context of animation, appeal means that a character or its performance is visually interesting.  The most subjective of all the principles.  Is the presentation of your idea pleasant (or unpleasant) to look at?  Apply fundamental aesthetic principles to your shots—though appeal doesn’t necessarily mean attractive.