Animation Assignment #7 This is another neat assignment that involves two characters. You are to design two different character types, for example: tall and short, fat and thin, big and little, etc. I've created some different basic body designs if you can't come up with any of your own here. The two characters should be standing roughly at arms length apart The idea is to have one character push the other character away from them. The push should be on the other characters shoulders or chest. The pushing character should anticipate, then push the other character and then recover. The character being pushed should fall away and also recover then anticipate and move forward to push the first character with both characters again recovering. Actions Involved The character being pushed should jerk back violently and be thrown off balance. The character should then recover themselves, pause momentarily and then anticipate forward to push the first character in a similar way. The first character should then also jerk back, off balance and then regain their balance. Optional Variation In this variation, the characters are engaged in a fist fight. The animation should begin with the first character anticipating back in a wind-up, then punching the second character. The second character then reacts to the punch, recovers, anticipates back, then moves forward and punches the first character. The first character needs to react and recover. You can keep this all as one scene or break it up into multiple scenes. Be sure that the scenes all work as match action cuts. Although it makes things slightly more complicated, you can also have the option of doing body punches or kicks. Principles Involved Obviously a sense of gravity will be involved as well as appropriate timing for the actions to read clearly. On all the previous assignments, we've been dealing with "pose-to-pose" action or "key animation", which simply means we've been planning out the key extreme poses ahead of time. In many cases it would then require 3 - 5 inbetweens to smooth out the action with a slo-in or slo-out to the key. With this type of an action it will require mostly "straight ahead" animation with a few key poses here and there and some inbetweens added after the fact. As per usual here are the other principles involved: What is "Straight Ahead" animation? The main advantage to using straight ahead animation is that it is very spontaneous and creates a very natural flow to the action you're animating. It's very similar to "improv acting" where you just kind of make it up as you go along. You should be aware that there are many disadvantages to straight ahead animation as well; you can begin to lose control of the action and it can veer away from where you really want it to go in the scene. You won't know what it looks like until you've finished every single last drawing in the scene. With key animation, you can do a pencil test with just the keys, then play around with the timing, and then do your inbetweens knowing exactly how it's going to turn out. For example, let's say the scene is 10 seconds long. That's 240 frames or 120 drawings on two's. If you do two keys for each second, that's 20 drawings. You do your pencil test to the timing you've blocked out, make adjustments and even if you have to redraw all of them, that's only 20 drawings wasted. If you straight ahead, you have to do all 120 drawings before you can see what it looks like, that's 6 times as many drawings. That's a lot of work. This is not to say that with straight ahead animation, you just blindly start drawing and make up each drawing as it comes along, that's kinda dumb. You should still know what the character(s) are going to be doing and act the action out first. At the very least, plan it out in your head. The real proper thing to do would be the following: 1) Think about what you want the characters to do. This is a slight variation of pose-to-pose animation but the key point is to plan. Remember the old saying: "If you fail to plan, then you plan to fail". Thought Process Analyse what happens step by step. One character will always be the initiator of the action and the other character will have to react I've kinda already gone through the thought process above in the explaination of what straight ahead animation is. The other variation on this would be to do a combination of straight ahead and pose-to-pose Another option is to just animate the main moving parts first. Start on drawing #1 by doing the entire characters body. Then on #2, just draw the parts that move, like say, the arm. If the legs don't move, don't draw them yet. You can come back and fill them in later. If they move starting on drawing # 15, then start drawing them then. 2 - 14 will be trace backs of #1. You can also do this with secondary action and overlapping elements. The problem here is that you can have the idea in your head of what you want to have happening at the moment you're doing the drawings of the other parts of the body, then when you come back to do the secondary action later, you may have forgotten exactly where and when you wanted it to happen - this is how it can get out of control on you very easily. And again, you won't know if you screwed it up until you finish all the drawings. Timing Be sure to do your timing at the thumbnail stage. Timing Charts Pencil Test Hopefully, it just requires some inbetweens to slow some of the actions down a bit. Inbetweening Deadline Grading I truly prefer the combination of pose-to-pose and straight ahead - it gives you far more control and less pain after the fact. So, let's get started!
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Look at the thumbnail sketches |