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Foundations of Animation

Foundations of Animation

with George Maestri

 


Dig into the roots of animation in this course for animators, motion graphics artists, and visual effects designers of all levels. Author George Maestri reviews the basic concepts of animation and what makes things move—and the features you'll find in almost every animation package, including X, Y, and Z planes, keyframes, animation paths, hierarchies, pivots, and rotation. Plus, learn time-tested techniques that bring your animations to life, such as easing, squash and stretch, exaggeration, staging, and the importance of timing.
Topics include:
  • Understanding forces and motion
  • Working with center of mass
  • Adjusting frame rates
  • Understanding keys and keyframes
  • Building animation paths
  • Navigating the object hierarchy
  • Staging an animation
  • Animating to audio and music

show more

author
George Maestri
subject
3D + Animation, Animation
level
Beginner
duration
42m 32s
released
Jun 14, 2013

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Introduction
Welcome
00:00 (music playing)
00:04 Hi I'm George Maestri and welcome to
00:07 Foundations of Animation. Now this course is just a good overview
00:12 of the basic principles you need to know to animate just about anything in either
00:17 2D or 3D. We're first going to go over some of the
00:21 basic laws of motion. So, you know how things move.
00:26 And then we're going to talk about animation software.
00:28 And we're going to talk about this a little generally.
00:31 And this should apply to both 3D and 2D. And then we're going to go over some of
00:37 the basic principles of animation as to how to make your animation look better.
00:43 And then we're going to go over some of the basics of timing.
00:47 As well as how to animate for weight and size and to music.
00:52 So, without further ado, let's get started with Foundations of Animation.
00:56
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1. Physics and Motion
Understanding forces and motion
00:00 As an animator, your job is to move things.
00:04 So, understanding how things move is important.
00:08 Our first law of motion is that an object at rest tends to stay at rest.
00:13 This means that an object will simply sit still until something gets it moving.
00:19 And once it is moving, it will continue to move until another force acts upon it.
00:26 So, force creates motion. Our second law is that, when a force acts
00:31 upon an object, that object's velocity will change at an increasing rate.
00:37 This change is called acceleration. Acceleration can work both ways.
00:43 You can accelerate something to a faster speed or you can accelerate it in the
00:48 opposite direction to slow it down. When an object accelerates, it simply
00:54 means that the object moves faster and faster until the force is removed.
01:00 Forces can also be used to accelerate an object to move it in a different direction.
01:05 And once the force is removed the object tends to stay in motion and the first law
01:10 takes over. The object moves in a straight line at a
01:13 constant velocity. The third law of motion is that all
01:17 forces exist in pairs. If I push on something that thing also
01:22 pushes back. So, for every action, there's an equal
01:26 and opposite reaction. For example, take two objects that strike
01:31 each other. The object that is moving exerts a force
01:34 on the stationary object, causing it to accelerate and move.
01:39 But the original object also gets a push from the object that hits, causing it to
01:44 move back as well. The distance that the original object
01:47 moves back is dependent on it's mass, the heavier the object, the less it will move.
01:53 To sum up, forces are what move objects. Object accelerate when force is applied
02:01 and objects also push back when force is applied.
02:04 Heavier objects resist motion more.
02:08
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Momentum and mass
00:00 When we take a closer look at the loss of motion, we'll see that force and mass are
00:04 intimately related. The more mass of an object, the harder it
00:08 is to accelerate. In other words, heavy objects are hard to move.
00:12 That's pretty obvious. So heavy objects will take longer to get
00:15 up to speed and longer to stop. Lighter objects can obviously change
00:20 direction more quickly. In animation, objects have no inherent mass.
00:26 They're basically drawings or groups of pixels on the screen; they're images.
00:29 The audience might be able to make a guess about how massive an object is by
00:34 its image. But until it moves, they're really only guessing.
00:38 Here we have two simple objects. Until the objects move, we have no idea
00:44 how massive each one is. When this ball bounces off an object, we
00:49 perceive it as light. This is also good demonstration of the
00:52 third law of motion, equal and opposite reacition.
00:56 When this ball moves through other objects, we perceive it as heavy.
01:00 The ball itself didn't change. The only thing that changed was the
01:03 motion of the ball. So, to sum up, the way an object moves
01:09 informs the audience about it's mass. As an animator, you need to be aware of
01:15 this and be sure your objects move according to how heavy you want them to be.
01:21
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Friction and drag
00:00 In the real world, nothing moves perfectly.
00:02 Some objects will resist motion more than others.
00:06 The resistance of an object to motion is called friction.
00:10 A simple example would be a car making a turn.
00:14 If however, the road is covered in ice, the car will slide.
00:18 This is because ice is slippery, meaning it has low friction.
00:22 Pavement on the other hand has a higher coefficient of friction.
00:27 So just as we saw with mass, the way an object moves, informs us about the object.
00:33 In this case, the audience learns about the object surface, because of how it moves.
00:39 Another example would be an inclined plane and a box.
00:44 If the box has no friction against the plane, it moves smoothly.
00:48 If the surfaces have more friction, the box moves differently.
00:53 You can also combine these two to make a surface that appears slippery at the top
00:57 but not at the bottom. Friction does not only happen between
01:01 sliding surfaces. There are many other forms of it.
01:04 One of the most common is air resistance where an object's motion is affected by
01:09 the invisible air around it. This connects the object to its
01:13 environment and also shows a part of the environment which is not normally visible.
01:19 So, the way an object moves not only tells us about its mass, but also about
01:24 its surface and what it is made of.
01:27
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Center of mass
00:00 Now let's take a look at center of mass. Now some objects that you animate will be symetrical.
00:07 Other objects will have more stuff on one side than the other.
00:11 They will be asymmetrical. Now the distribution of mass in an object
00:16 will effect how it moves and particularly how it rotates.
00:21 When animating, you need to know the center of mass of your objects.
00:26 The center of mass is exactly that. The point on the object where the mass is centered.
00:32 This is also the point where the object naturally balances.
00:36 Now with animating oddly shaped objects, it may be tricky to find the center of mass.
00:42 Most 3D software has a function to center the objects pivot to its volume, which
00:49 can work in many instances. Now when a force is applied to an object,
00:54 we need to be mindful of where that force is acting in relation to its center of mass.
01:02 If the force is inline with the center of mass the object will not rotate.
01:08 A force applied away from the center mass will cause that object to rotate.
01:13 And the further away that force is applied, the more force will go towards
01:17 rotating the object rather than moving it.
01:21 When animating objects, please pay attention to how the center of mass is distributed.
01:27 This will inform your audience as to how your object is built.
01:32
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2. Animation Software
X, Y, and sometimes Z
00:00 When modeling drawing or animating in the computer, we need to create a
00:04 representation of the world in software. We do this by splitting the world into axes.
00:13 If you're doing flat animation, you will only have two dimensions, x and y.
00:18 This is much like a piece of paper, or a computer screen.
00:22 X is usually represented as left and right, while y is up and down.
00:28 3D animators get a third dimension, the z dimension which allows for the simulation
00:35 of depth. The z axis is usually depicted as forward
00:40 and back but this can depend on how you're looking at the scene.
00:44 Forward and back from this viewpoint is left and right from another viewpoint.
00:49 It's all relative. If you only have two dimensions to play
00:54 with, depth can be simulated by using standard perspective tricks.
00:58 Objects that are further away are simply scaled or drawn smaller so they look
01:03 farther away. By animating the object getting larger in
01:07 perspective it appears to move towards the camera.
01:11 Now, when animating, each motion you have will happen on one or more axes.
01:18 If we animate along one axis, the object moves in a straight line.
01:23 Two axes can create motion on a plane. And three axes will move in real-world space.
01:32 Understanding axes is important when you start to animate because your motion will
01:36 be a combination of movements along x, y, and possibly z.
01:42
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Working in different frame rates
00:00 Animation and time are intimately related.
00:03 Animation is basically art that changes over time.
00:08 When animating you need to be intimately aware of time and how it is divided up.
00:14 Typically, animation is shown on a screen of some sort, either a movie screen, TV
00:19 screen or a computer screen. Each of these formats has it's own frame
00:25 rate or way of dividing up time. Film, the grandfather of all animation
00:31 mediums, runs at 24 frames per second. All of the classic cartoons and almost
00:37 all theatrical releases are animated at this speed.
00:41 Video for broadcast and cable has a frame rate of either 30 or 25 frames per second.
00:49 Video on a computer screen can be any number of frame rates.
00:53 From 10 to 15 per seconds for low quality video, or up to 60 frames per second or
00:59 higher for some video games. With all of these frame rates, how do you
01:04 know in which to animate? The answer may be as simple as animating
01:09 to the format in which you want to distribute.
01:12 If you're a motion graphics animator and all you do is video, then you might
01:17 animate at that frame rate. If you're animating for multiple mediums
01:21 however, then you may have to be more strategic.
01:25 In this case, often the best rate to animate is film or 24 frames per second.
01:31 This frame rate has the benefit of being able to be transferred to 30 frames per
01:35 second and higher without much fuss. Going the other way may be more difficult.
01:41 Another reason to animate in 24 is that it divides up time nicely.
01:47 A half second is 12 frames and a quarter second is six frames.
01:51 At 30 frames per second, these values don't divide up so easily.
01:56 A quarter second, for example, is seven and a half frames.
02:00 Because this boundary falls in the middle of a frame, you have to decide between
02:05 seven or eight frames, and neither of which is precise.
02:09 One more thing to consider is the audiences perception of frame rates.
02:13 Higher frame rates look more realistic perceptually, but that may not mean better.
02:19 Often we're in the business of creating alternate realities, and a higher frame
02:23 rate may not communicate that reality as effectively.
02:27
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Understanding keys and keyframes
00:00 Animation is about change. To animate something you have to change
00:04 it over time. This change can be position, rotation, or scale.
00:11 It can also be for other attributes such as color, transparency, or anything else
00:16 that can be changed. To animate something you have to tell the
00:20 software what is changing and how. This can be done through keys or key frames.
00:28 A key is simply the position or state of something at a specific point in time.
00:34 When you have more than one key, you define a change.
00:37 This could be a change in position, to move something.
00:40 Or it can be a change in rotation, scale or anything else.
00:45 As you add more keys the animation becomes more complex.
00:50 The software interpolates the object's position between the keys.
00:54 This is called an in-between. When animating motion, the keys are
00:59 usually set for the individual axes. You could set a key for X alone for a
01:05 straight-line motion. When Y is added you get two-dimensional motion.
01:11 If you're animating in a 3D package you can animate in Z as well.
01:16 One of the big benefits of computer animation is the ability to edit
01:20 animation quickly. Keys allow you to do this very quickly.
01:26 One way to edit animation is to change the timing.
01:29 This can be done by moving individual keys to a different point in time.
01:34 The exact process of doing this depends on software, but some packages allow you
01:40 to rearrange keys on the timeline. Others have a window where this is done.
01:46 Most software will allow you to cut, copy and paste keys.
01:50 This could be great for creating repetitive motion or cycles.
01:54 Simply copy the keys for a motion and paste them further down the timeline.
02:00 So, to sum up, keys allow you to define changes in an object over time.
02:06 These can be used to create animation and editing these keys can be used to edit motion.
02:14
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Understanding animation curves
00:00 Another way to edit animation is to use animation curves.
00:04 We learned how the space between two keys is called an in between.
00:09 The computer calculates how to move the object in between the frames.
00:14 If you want to take control of the in between, you can do this using animation curves.
00:20 Most professional animation software has some way to edit the curves that define
00:25 the in between. These can take different names; curve
00:29 editor, animation editor, graph editor, and so on, but they all work pretty much
00:34 the same. They start with a simple animation curve
00:38 like this. Time is along the horizontal axis.
00:43 Values along the vertical. The curve controls how the object changes.
00:48 As this object moves in time, its curve indicates position.
00:53 The slope of the curve indicates the speed of change.
00:57 Higher speeds create a steeper slope. Slow changes have a gentler slope.
01:04 By changing the shape of the curve, we can change how fast or slow an object
01:09 moves during the in between. We can use a number of tools to edit the
01:13 shape of the curve and the resulting in between.
01:16 Probably the most common is the Bezier handle, which is much like those found in
01:21 drawing software. Manipulating the handles changes the
01:25 slope and character of the curve and the resulting in between.
01:30 When animating motion, each axis will typically have it's own curve.
01:34 So, motion in x is controlled by one curve, y in another, z in a third.
01:42 This is important, because many packages will overlay animation curves and you
01:47 need to understand which is which. In most 3D animation packages, x is red,
01:53 y is green and z is blue. Now some software will have preset curves
01:59 that can be applied to all or part of an animation curve.
02:04 A linear curve looks like a straight line and changes a value at a constant rate.
02:10 Slow in and slow out adds a curve that cushions the animation.
02:16 Step curves look like a square wave and jump from value to value.
02:21 This is good for things that animate on and off such as the brightness of a light.
02:26 So, whether you use presets or manipulate the animation curves yourself, remember
02:31 that animation curves control the space In between the keys.
02:36 By changing the shape of the curve, you change the in between.
02:40
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Creating animation paths
00:00 In addition to keys and curves, we can animate objects using other methods.
00:06 One of these is an Animation Paths. Most but not all software supports this feature.
00:12 An Animation Paths is simply a line or a curve.
00:16 The curve defines a path that the object follows through the scene.
00:22 This is simply another way of defining motion.
00:24 The path can be drawn freehand, or it can be extracted from another object such as
00:29 a roadway. This can get the object to stick to the
00:32 road without too much effort. Changing the shape of the path changes
00:37 the motion of the object. When animating an object along a path,
00:42 you need to define where the object is along the path.
00:46 In most software, this is done using a key.
00:48 The key defines how far into the path the object is positioned.
00:54 Depending on the software, this number can be a percentage or a specific distance.
01:00 Another issue that arises with Animation Paths is the orientation of the object to
01:05 the path. Do we want the object to align itself
01:08 with the path, or do we want it aligned to the world?
01:12 This can be controlled using the software.
01:16 So, to sum up, Animation Paths are simply a curve that the object follows.
01:22 It is just one of many tools animation software provides to make animation easier.
01:29
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Working with hierarchies
00:00 Many objects in the world are comprised of assemblies or multiple parts that are
00:05 connected together. These can be mechanical assemblies,
00:09 anatomical assemblies such as a skeleton or other assemblies such as planets
00:15 orbiting a star. When animating such systems, we can
00:19 define the connections between the objects using hierarchies.
00:24 The hierarchy tells the computer what is connected to what.
00:29 Hierarchies have a tree-like structure, much like the folders on your computer's
00:33 disk drive. Let's take a look at a mechanical assembly.
00:37 As with all hierachies, one object or node is the parent node or the root.
00:44 Below that, are children, and below those can be more connections, or more children.
00:50 These parent child relationships define the order of connection.
00:55 So, if you move a parent, the children follow along.
00:59 Moving a child, however, does not affect the parent.
01:04 When an object is a child, its position is always relative to its parent.
01:11 The child does not have to be physically or visually connected to the parent.
01:15 The parent child relationship works even if the objects are far apart.
01:20 In a solar system, the moons orbits the planets, and the planets orbit the star.
01:25 The star is the parent of the planets, and planets are the parents of their moons.
01:32 When constructing a hierarchy you need to make sure you have a parent child
01:36 relationship that works for the intended animation.
01:40 A motion graphic, for example, may have some letters follow another letter or
01:45 another object. So when animating with hierarchies, think
01:51 about which object will provide the main motion and organize from there.
01:56 Now regardless of how you organize your hierarchies, they can be very helpful in
02:01 organizing animation.
02:04
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Setting pivots and rotation
00:00 When animating rotations or scale, you need to define an object's pivot point.
00:06 Pivots are software-defined points that are used in rotation and scale.
00:12 When rotated, the object rotates around its pivot.
00:17 If you want the object to rotate around its center of mass, place the pivot there.
00:22 Most 3D software has a function to center the object's pivot to its volume.
00:30 There are times however, when you want the object to rotate around a different point.
00:35 In that case, you just move the pivot to the desired spot.
00:40 Now the same thing happens with scale. We can scale around the center or around
00:45 another point. Now pivots do not necessarily need to be
00:50 on the object itself. A pivot placed off the object can allow
00:55 it to rotate around an external point, such as in this orbit.
01:00 Pivots are very important when it comes to hierarchies.
01:03 When we have an assembly of objects, they often need to rotate around specific points.
01:10 This assembly doesn't work right when the pivots are centered to the parts.
01:14 Moving the pivots to the connection points however, make it all work properly.
01:19 So, pivots are very important to making your objects rotate and scale properly.
01:26 Be sure to align your pivots to their intended points before you start animating.
01:32
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3. Principles of Animation
Slow in and slow out
00:00 When animating objects we usually want to move them naturally.
00:04 When there's a change in speed or direction it is because of a force acting
00:09 on the object. This force will cause the object to
00:13 accelerate and decelerate because of Newton's laws of motion.
00:17 Consider an object that is stationary. When a force is applied to the object it accelerates.
00:23 To put it more simply, the object goes from stationary to slow, to faster and
00:29 faster still. In animation terms this is called a
00:33 slow-in because the object goes into the motion slowly.
00:38 When objects decelerate they slow to a stop for the same reasons they accelerate.
00:44 They're presented with an opposing force that slows the motion in the opposite
00:49 direction, often to a stop. In animation terms this is known as a
00:54 slow-out because the object comes out of its motion slowly.
00:58 We've seen slow-in and slow-out before as animation curves.
01:03 You can see that as the curve changes during the slow-in, the objects accelerate.
01:09 Constant speed is a straight line. Slow-out is a curve representing deceleration.
01:15 Stop is a flat line. If we were to remove the slow-in and
01:20 slow-out we would have a linear curve and the object would start and stop abruptly.
01:26 Comparing the two you can see the difference.
01:30 To sum up, adding a slow-in and slow-out to an animation can make it behave more realistically.
01:36 This is because it makes the object appear as though it is being acted upon
01:40 by external forces.
01:42
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Arcs in animation
00:00 When things move in nature, they often don't follow a straight line.
00:04 Instead they move in arcs. This is because there is rarely one force
00:09 acting upon an object. As we've seen, when one force acts upon
00:13 an object it accelerates inline with the force.
00:17 When two or more forces act upon the object, the object accelerates in
00:22 multiple directions, causing it to move along an arc.
00:26 The most classic example of this is an object effected by gravity.
00:30 Here a rocket takes off and moves in a straight line.
00:34 When the force of gravity is added, the rocket eventually falls to earth.
00:39 The straight line motion becomes a curve. Add in other forces such as wind and the
00:44 shape of the curve changes. A simpler example might be a car making a
00:49 right turn. In order to do this the car must
00:52 decellerate along one axis and accelerate along another.
00:57 When you combine these two motions the car sweeps out an arc as it turns.
01:03 Arcs can also result from objects being connected.
01:06 Fruit on a tree blowing in the wind sways along an arc.
01:11 This is because the branch and the fruit act as a pendulum.
01:15 The fruit is constrained to an arc like motion.
01:19 Even simple animations can benefit from moving in arcs.
01:23 An object coming in on a straight line may appear mechanical and harsh.
01:28 Add in an arc and we get a more natural motion.
01:32 This object is flowing out on multiple axis and we can see this on the animation curves.
01:38 Arcs are the natural way to move objects. If you have objects that are affected by
01:43 nature, they will most often move along arcs.
01:47
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Overlap and follow-through
00:00 Overlap and follow through are very important animation principles that will
00:03 add life to your projects. Overlap basically means that things in a
00:08 system don't always move at once. If you move one part of a system, the
00:13 rest of the system moves along. Here we have a simple ball on a string.
00:17 If we apply force to the top of the string, it pulls the string to the right.
00:23 If the ball follows along exactly with the string, the whole system doesn't look natural.
00:27 Looks like one solid mass. In reality, the ball wouldn't move
00:32 exactly with the string. The ball wants to stay put, it takes a
00:36 while for the ball to accelerate to the string's speed.
00:41 This causes the ball to drag behind the string by a few frames.
00:45 When this drag is added, the ball looks more natural.
00:50 The heavier the ball, the more it drags behind.
00:53 If the string moves the other way, the ball has to change direction.
00:58 This means it has to decelerate to 0, and accelerate in the opposite direction.
01:03 This again causes the ball to lag behind the motion of the string.
01:07 The ball follows through to match the motion of the string a few frames later.
01:13 When these motions are cycled, you can see how the motion of the ball overlaps
01:17 and follows through. We can extend this concept to multiple
01:21 objects to create more complex chains. Here we have 2 balls on 2 strings.
01:26 When the first string is moved, the first ball follows as before.
01:31 But the second string doesn't get moving until the first ball moves.
01:35 This causes the second ball to drag behind, even further.
01:41 The concept, however, is exactly the same.
01:44 The second ball is simply following the same rules as before.
01:47 It also wants to stay at rest and it also takes a while to get moving.
01:53 Because the force applied to it happens later, we get even more overlap and
01:58 follow through. This can extend to as many objects as you want.
02:04 When you get a chain of objects moving, you can see how they start to create a
02:08 whip-like motion, much like a blade of grass swaying in the breeze.
02:13 This is because, even supposedly solid objects are made of smaller parts, and
02:18 these parts behave much in the same way. If you move the bottom of an object, the
02:22 force may take a while to get to the top, causing the object to bend as it moves.
02:29 This effect applies to a lot of different areas of animation.
02:32 It will affect the ponytail of character, as much as an antennae of a dune buggy.
02:36 So to sum up, when you animate objects that are connected together, as well as
02:41 flexible objects, be sure to include overlap and follow through in the animation.
02:46
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Squash and stretch
00:00 Many things in nature are not rigid and have some degree of flexibility.
00:05 This means that not all parts of an object will move at once.
00:09 Take for example a simple balloon. When the balloon hits the wall, the front
00:14 part of it stops, but the back end keeps going and runs into the mass in front of
00:20 it, causing the object to squash. Stretch is simply the opposite of squash.
00:26 If we pull the object, the front moves first and the rest follows along later.
00:32 This is very similar to overlap and follow through, but within the object itself.
00:38 Squash and stretch can be used to add life to animation.
00:42 When a flexible object changes direction, accelerates or deccelerates, the mass of
00:48 the object will respond first at the point where the force is applied.
00:53 The rest of the mass will follow later. When animating squash and stretch in a
00:57 computer, there are many ways to get this effect.
01:01 The simplest way is to simply scale the object.
01:05 When an object squashes, you scale it down along the direction of the force.
01:10 Then scale up the rest of the object along the other axis.
01:14 The opposite is true for stretch. Scale up in line with the force and down
01:20 along the other dimensions. Many packages have other tools to
01:25 manipulate the volume of an object and can be used in squash and stretch.
01:29 There may be squash and stretch modifiers or effects, lattice deformations can be used.
01:36 Skeletons and bone systems can also be used.
01:40 Now regardless of how you squash and stretch objects, be sure to maintain the
01:44 volume of the objects. If the volume of the object changes, that
01:50 object will appear to shrink and grow. Remember we are simply rearranging the
01:56 matter within the object. We are not adding or subtracting mass.
02:01 So squash and stretch can be used to simulate the way a flexible object
02:08 respond to force. And however you squash and stretch an
02:12 object, be sure to maintain that object's volume throughout the motion.
02:17
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Anticipation
00:00 Anticipation is something that happens quite a bit with characters, but also can
00:04 be used in non-character animation. Anticipation anticipates a move by moving
00:10 an object slightly in the opposite direction, before the main motion.
00:15 A good example would be a catapult. The catapult is pulled back before it
00:20 throws a projectile forward. Pulling back stores more energy that is
00:25 released quickly. This also happens with characters.
00:29 A character will crouch down before jumping.
00:32 This stretches the leg muscles so they can tighten up to give the jump more energy.
00:37 Anticipation does not need to be limited to these types of objects.
00:42 It can be used in any type of animation. So, an object that moves to the right,
00:47 may do a quick move to the left beforehand.
00:50 This can add a bit more life to the animation.
00:54 Another way to use anticipation is to direct the audience's attention.
00:58 When an object anticipates, it is the same as saying, look over here.
01:03 That way the audience is looking at the object when it does the main motion.
01:07 Anticipations need not be big. The human eye is sensitive to slight
01:13 changes in position. Even a small anticipation will be noticed.
01:18 Anticipation can also be combined with squash and stretch to give a more extreme
01:23 and fluid effect. Anticipation is a great way to add life
01:29 to your animations. It is also a way to direct your
01:32 audience's attention to what is important in the scene.
01:36
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Exaggeration
00:00 Now that we know some of the basic principles of animation, we can start to
00:04 play with the rules and have some fun. When we animate, sometimes we try to
00:09 mimic reality. And other times, we want to heighten
00:12 reality or caraciture it. In cases where we go beyond reality,
00:16 exaggeration will be needed. One example might be a bouncing ball.
00:21 In reality, the ball will bounce very simply and follow the laws of motion.
00:26 If we want to exaggerate it, we can use a number of techniques.
00:31 The first is squash and stretch. By exaggerating the shape of the ball we
00:35 can stretch it as it flies through the air.
00:38 And squash it, when it hits the ground. These shapes are exaggerated, but when
00:43 played back at speed, they look pretty good.
00:46 Another way to exaggerate is with timing. If we hang the ball in the air for a bit
00:52 longer than it should, we create a bit of tension.
00:56 As the ball hits the ground, an extreme change in shape will create a high degree
01:00 of contrast. This amplifies a visual and makes you
01:03 feel like the ball is hitting with more force.
01:07 Combined with squash and stretch we now have a much more stylized and exaggerated
01:11 bounce than the original. Now this is just a very simple example,
01:16 but exaggeration is a very important concept in animation.
01:21 As animators, we're primarily storytellers.
01:24 And often the best stories are a little big bigger than reality.
01:28 Exaggeration helps a lot when telling these types of stories.
01:32
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Staging
00:00 Staging is how animation is presented to the audience.
00:04 It is a very important concept in animation but probably one of the most general.
00:10 Remember when you create animation your screen is your stage.
00:15 You need to stage your motions on the screen so that everything is clear to the audience.
00:20 A bouncing ball for example needs to be staged so that the audience can see the motion.
00:25 If we angle the camera improperly, the story does not get told.
00:31 In addition to camera angle the actual arrangement of objects on a stage can
00:35 help tell a story. A lot of this is rooted in design theory
00:39 as well as Basic Filmmaking. The arrangement of objects on the screen
00:43 can have an effect on the audience. The object that is most important for
00:47 example may be surrounded by other objects or set off in the composition.
00:53 A close up of something will have a different feel than something that is
00:57 staged far away. Another important thing to consider is
01:01 where your objects will be moving on the screen.
01:03 You need to give your objects room to move so that they're in the clear and the
01:09 audience can see them animate. Your backgrounds and lighting also can
01:13 have an effect on staging. Placing an object against the same color
01:18 background will obscure it. This may be the desired effect, however
01:22 if you want your object to pop, you may need to change the background.
01:27 The same is true for lighting. As objects move through lights they will
01:32 have different looks. And this can affect your staging.
01:35 Now these are just a few simple examples of how staging can affect animation.
01:40 But when you animate make sure to stage your action so that everything is clear
01:45 to the audience.
01:47
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4. Timing
The importance of timing
00:00 Since animation is a time-based medium, developing a good sense of timing is very
00:05 important to creating good animation. Timing is what gives meaning to the motion.
00:11 The speed at which things happen affect the perception of the scene and give it mood.
00:18 Good timing starts at the project level. We have a length to our project, whether
00:23 it is a 30-second commercial or a 2-hour movie.
00:27 The timing of scenes within that project helps to tell the story.
00:32 Within a scene, we have the timing and blocking of the action within the scene.
00:38 And each action can be broken down into parts.
00:43 Timing in animation is very similar to music.
00:46 The individual scenes can be seen as verses, courses, or movements.
00:50 The individual notes of music can be seen as the individual actions within the scene.
00:56 As with music, each action must be timed properly, so it appears at the right pace
01:02 and the audience can absorb it. A good example might be a rocket taking off.
01:08 If it's an experimental rocket, we don't know if it will explode on launch.
01:12 We have the timing of the countdown, which builds tension, then we have a
01:17 pause, when we hit 0, and the rocket takes off.
01:22 Another example might be a character in animation.
01:26 We have a character that goes through a few poses, touches something hot, reacts,
01:30 then recoils. The timing of these motions affects how
01:34 the scene plays. If the reaction is slow, then perhaps,
01:38 the character is slow. Faster timing gives a slightly different effect.
01:43 When developing a sense of timing, the first thing you need to do is observe.
01:47 Watch how things move and time them. A stopwatch can be very helpful as can a
01:52 video camera. If you have to create a specific motion,
01:55 act it out or find reference to view. These have been some broad examples of
02:00 timing, but as we'll see, timing is important from the film level all the way
02:05 down to the individual frame.
02:08
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Animating cycles
00:00 When animating things that are repetitively timed, it is often best to
00:04 use cycles. There's several ways to create cycles
00:07 using animation software. Some of this will depend on the software.
00:12 One way to create a cycle is to simply copy keys.
00:17 Here, we have a simple animation that we can cycle.
00:20 If we wanted to continue, we can simply copy the keys of the animation further
00:25 down the timeline. This repeats the animation for another cycle.
00:30 If we want more cycles, then we can copy both sets of keys to create four cycles.
00:36 Now, when copying keys in this manner, it's important to look at how the last
00:40 key matches up with the first. Here, we have a 24-frame animation with
00:45 keys at the beginning and the end. If we want to cycle it, we need to make
00:50 sure that the keys at the end are identical with the ones at the beginning.
00:55 Well, the easiest way to do this is to copy and paste the first keys to the end
00:59 to make sure it is identical. And it's also important to look at the
01:03 animation curves to make sure that everything cycles smoothly.
01:07 If the curve on the end of the last key does not match up with the other keys,
01:11 you can get a jump in the animation. This method, while easy to understand,
01:16 does not offer much flexibility when editing animation.
01:20 We not only have to edit the first set of keys, but we either have to edit the
01:24 subsequent keys or recopy them. A more elegant way is to work with
01:29 animation curves. Many packages offer ways to automatically
01:33 cycle animation. We have the ability to do a simple cycle
01:38 or do a ping pong to go back and forth. Cycle with an offset cycles the
01:43 animation, but also adds an offset, which allows the animation to repeat but also
01:48 move forward. All of these methods are similar to how
01:52 you would create a cycle by copying keys. You need to make sure that your keys and
01:57 the associated curves line up. Now, regardless of how you create cycles,
02:02 they can be very important, because they create repetitive timing and motion for
02:07 your scenes.
02:08
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Animating to audio and music
00:00 There are many times when animation needs to be synced with a soundtrack.
00:03 Animating to music is a very good example of this.
00:07 When animating to music, you often need to sync up the animation to the beat of
00:11 the music or to a specific phrase. We do this by reading the track.
00:18 (MUSIC) Tracks are usually read by slowly listening for the audio while looking at
00:22 the waveform. This is often known as scrubbing.
00:25 Some animation applications support this, but you can also use video editors or
00:31 dedicated audio programs. It's best to have an application that
00:35 allows you to scrub interactively. When animating to music, many times, it's
00:40 best to start by figuring out the tempo, that way you can animate to the beat.
00:45 Now, here's a bit of audio. (MUSIC) By scrubbing the waveform, we can
00:52 hear the beats (SOUND). If the beats are strong, we can even see
00:57 them in the waveform (MUSIC). If our audio application supports frame
01:05 rates or timecodes, we can see how many frames between beats.
01:10 If not, we can still figure it out. For music with a drum track, we usually
01:14 find the main hit of the kick or the snare drum, to find the beat.
01:20 In this case, the snare hits are one second apart.
01:23 Since there are two snare hits per bar, we have 120 beats per minute.
01:31 This means that if we animate to this speed, our animation should sync up to
01:35 the music. Animating at 24 frames per second gives
01:39 us 48 frames per bar and 12 frames per beat.
01:43 If we animate these multiples, (MUSIC) things should sync up.
01:49 There are time when music will not fall so evenly on frame boundaries.
01:54 In these cases, we need to approximate. If the music is faster, we may have to
01:59 animate at 10 or 11 frames per beat. We may also need to add an extra frame
02:06 here and there to keep things in sync. If the music does not have a well-defined
02:13 beat, getting in sync may be a little more subtle.
02:16 In this case, scrub (SOUND) through the audio to find specific sections that need
02:20 to sync up and note their time. When you animate, be sure to hit the
02:25 motion on this time. And because you're animating on a
02:29 computer, if you don't quite sync up on the first try, you can simply change the
02:34 timing until it matches. Animating to music is a bit of a
02:39 technical challenge. But once you get the hang of it, a sound
02:41 track can be an excellent guide for animation.
02:44
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Conclusion
Goodbye
00:00 So, this concludes Foundations of Animation.
00:03 I'm George Maestri from Lynda.com, and I hope this course was useful and helped
00:07 you to understand the process of animation a little bit better.
00:11
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Suggested courses to watch next:

2D Character Animation (5h 50m)
George Maestri



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