jueves, 4 de diciembre de 2014

Different Frames In Animation And Their Mission

It's been a couple of days since we left the polygon modeling classes aside to start off the module of animation. I'm talking about the classes i'm following at CICE here in Madrid.

The teacher immediately recommended us to have a look at the known by many as the bible of animation, the book by Richard Williams "The Animator's Survival Kit". It didn't surprise me at all because it's been a long time since i've heard people talking marvellous things about that book.  In fact a couple of years ago i decided to buy it from Amazon in english. I knew there were some videos accompanying the book but couldnt find them so i decided to download them from a torrent.... Turned out to be priceless.

So here i am now, taking a look again at the book, reading the first chapters in what most closely concerns me and the classes i'm following and as i was reading how the animation process was set in the 1940s i was thinking that it might be a good idea to write a post to establish the basics and what is for me a good approach to deal with my first animation exercises and not get lost in the process. I don't know what my teacher would think of this, but since i brought it out of Williams' book i dont think this will bother him.

What ill be talking is about the different keys that exists and their importance when organizing an animation.

KEYS, EXTREMES, BREAKDOWNS & INBETWEENS

1. What is a key?

The 'key frames' are the storytelling drawings or poses (3D). The drawing or drawings that show what's happening in the shot. They are the indispensable drawings that can make the story understandable. Cut one out and the storytelling is incomplete. The keys are the first drawings to be made, they guide the action. In traditional hand-drawn animation, animators tend to put a circle around the key number to emphasize their importance.

2. Extremes

The extremes are the main drawings. The ones where there is a change in direction - the ends of the action where the direction changes. For example an arm swinging when walking or a pendulum. They usually indicate both ends of an arc.

3. Breakdowns or  passing position

It's the drawing right in the middle of two extremes. Some animators underline the breakdown or passing position because it's so important to the action. It marks the zenith of the arc and gives volume.

4. Inbetweens

Finally these are the less important drawings. They are the interpolation between extreme poses. In computer animation these frames are calculated by the computer. In traditional hand-drawn animation these are the drawings left for the assistants and junior animators because once all the keys and extremes are set it's very difficult to screw it up.

Here is a self explanatory video based on Williams' book examples:


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