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All animators must learn to walk before they can run. In 2D Character Animation, industry expert George Maestri teaches the basic principles every animator must know to build a foundation for more complex work. These principles are relevant regardless of software used or animation style. George explains how good animation depends on a firm knowledge of the laws of motion, which inform the principles of animation. He teaches the basics of creating characters, squash and stretch, pose-to-pose animation, walking and running, track reading, and dialogue animation. He also shows how to use After Effects and Flash to apply the tools learned in the course. Exercise files accompany this course.
Now let's go ahead and use anticipation in a real life situation. Here we have a character and we are going to make him stand up. Now, in order to stand up, he needs to get some momentum going. If all we did was lift him up, we wouldn't have any sort of sense of weight or momentum. So, for example, if I took this character and I just took his hips and I just stood him up like this, obviously that doesn't really seem all that realistic. He really needs to anticipate that, so we can get some momentum to get off of that box.
So, we are actually going to go ahead and go to say about frame 4 and let's go ahead and create an anticipation frame. So, what I am going to do is I am going to rotate him back. So, what he is going to do is lean back and then lean forward into the motion. So, I am actually going to move him like this, so he is actually going to go backwards, anticipate this move and then get into it and then actually stand up.
Something like this. So, just by giving that extra little sense of momentum, you can see how he already has a much more realistic motion. So, what we have is we have something like this. Now obviously, we are just moving the main weight of the body. If we animate the legs underneath, then we get something a little bit more like this. Now, this is actually pretty good animation. But you can see his arms and his head are also fairly stiff.
So, what we can do is give his arm some anticipation as well. So, he is going to put his arms ahead of himself and then as he moves back, he is going to push his arms back just like this and then straighten up. So, let's go ahead and take a look at that. So, with that sense of anticipation, you get much better sense of weight and motion in your character. So, before you make your character do a very large motion, go ahead and add in some anticipation.
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