Tampilkan postingan dengan label reader's question. Tampilkan semua postingan
Tampilkan postingan dengan label reader's question. Tampilkan semua postingan

Senin, 21 Juli 2008

Reader's Question: What to Do with a Characters Balance and Weight When Walking?

I've noticed that a feature of the Animation Mentor graduate animation is great walks, they seem mechanically spot on and always have a strong scene of attitude.

I've been animating for some time, but still haven't heard or seen a definitive breakdown of what to do with a characters balance and weight when walking. How long if at all do you have a character off balance for in a walk? Obviously this varies according to attitude (stomping to creeping) and mass (a heavy or light character), but I would love to hear how you work out what you’re going to do in this regard. Do you animate the body movement first and then just get the legs working under the body as needed? Or do you place out your foot positions and then place the body relative to the feet so as to have the weight over the feet at specific times?

Cheers,
Ian


Hello, Ian!

Walks are deceptively difficult, and require a lot of study and research before you starting diving into them. A walk is something that cannot be tackled properly until you have a really strong grasp of all the principles of animation (such as follow-through, anticipation, ease in/out, arcs, balance, etc). Once you have a strong understanding of all those concepts, a walk is much easier to figure out.

That said, the main thing to keep in mind is balance. You cannot move without unbalancing yourself, and the speed you move forward will be determined by where you move your centerline, or your "center of gravity." In other words, the further you unbalance your hips in front of your feet, the faster forward you will move. A common description of a walk for animators is as a "controlled fall." You are constantly falling and catching yourself, creating locomotion forward, and the further forward you move the character's weight, the faster he will fall. The faster he is falling, the faster his legs will have to move to catch those falls, and pretty soon you have a run!

Unlike many other ideas in animation, there is no real "gray area" when it comes to balance. There isn't much room for artistic interpretation. Something either has correct balance or it doesn't. It's right, or it's wrong. So be sure to make a detailed study of how balance works in a walk before diving into it...

Other than that, it's essential to remember that in a walk you cannot lift either foot until the body weight is mostly over the other planted foot. It's important to remember how the hips rotate in at least two axis, and what that, in turn, will do to the shoulders. It's important that the wrists and feet have nice arcs, and the path of action of the hips and head are appealing and organic.

In short, what's truly important is that you take the time to research and plan a walk, just as with any other animation. For some reason, a lot of people seem to think that a walk is a good "basic first exercise." In my opinion, a walk is an incredibly complex piece of animation that should only be attempted when you feel somewhat comfortable with the fundamental principles of animation, and can draw on your knowledge of those principles, and how they relate to one another, to figure out exactly how the body needs to be moving in that walk.

My advice for tackling your first walk cycle would be to watch a lot of reference first. How do some of your favorite animated characters walk? What differences and similarities do you see? How about live-action walks? Go to the park or to the mall or just a street corner and watch how people walk. People with different sizes and shapes will walk a bit differently. How does the size affect the hip rotation and foot placement? How about the differences between male and female walks?

One of my early animation teachers and a good friend of mine used to strip down to his underwear and put black tape on his hip bones. Then he'd walk towards a mirror or video camera over and over and study how his hips moved!

Now, I'm not saying you should all start making underwear movies (or if you do, can I please put in an early request that you guys don't send them to me? Thanks! ha ha) -- but he did have the right idea, and he learned a lot of studying his own body this way.

Whether or not you have pants on, the important thing is to find ways to research and study how these animation ideas and body mechanics work in real life - that kind of observation is invaluable and incredibly necessary to your growth as an animator! :)

Thanks for sending in the great question, and thanks for reading our blog!

Shawn :)

Senin, 14 Juli 2008

Reader's Question: As an Aspiring 3D Animator Looking to Do Work for Film, TV, or Games, What Frame Rate Should I Use?

This question is from Kevin: In my 3D animation classes that I have taken so far, I have had different instructors require different frame rates to use when working on shorts or even when doing exercises. Some have said 24 fps, while others have told me 30 fps, citing the fact that since we are not animating for film, there is no reason to use the frame rate native to film (24).

As an aspiring 3D animator looking to do work for film, telvision, or games, what frame rate should I use from now on? Does animation done for television have a different frame rate than animation done for film?



Hi Kevin!

Your instructors are correct that those are the two most common frame rates that animators would work with, and honestly it's up to each studio to decide which frame rate best fits their workflow and is most appropriate to the medium they are working in. I would say that the majority of animators I know work at 24fps, even if they are animating for television, but I'm sure there are plenty of animators out there working at 30fps. Truthfully, there's really no right or wrong, though 24fps seems to be a bit more common in my limited experience, and would probably be the better rate to get used to. Most modern DVD players and TV's play recorded films back at their native 24fps, and for film and TV, 24fps is a bonus for animation/fx work because it's less rendering time.

The most important thing, though, is that it doesn't matter one bit which framerate you are working in! Your poses will be the same, and your timing/spacing will be the same, only with slightly different frame numbers. The end result of a scene done at 24fps vs 30fps should pretty much look exactly the same to the naked eye. The 30fps scene might look slightly smoother, but it'll be a small difference.

As for your demo reel - you can just convert your 24fps clips to 30fps through quicktime pro (I'm pretty sure?) or any major video-editing package such as Premiere, Final Cut, or even iMovie.

Hope that helps! Thanks for reading the blog!

Shawn :)

Rabu, 02 Juli 2008

Reader's Questions: How Much Time Do You Spend on Each of the Workflow Steps

Another reader question on workflow: How much time do you spend on each of the workflow steps?

When it comes to AnimationMentor.com, there is a guideline to live by – the more you put into it, the more you will get out of it. Animation Mentor students are definitely a hard working crew, and this is because animation is not easy. If it were, everyone would be doing it well. Finding the timing of your workflow is just like the rest of it, you have to see what works for you. Your first instinct may be to rush the planning and go right to animating, but you will soon discover that this is not the most ideal way to work, since you will most likely spend more time fixing things in the end. Finding the right amount of planning, roughing in, getting feedback, blocking, getting feedback, refining and polishing is something that takes time. For beginners, it also takes trial and error, since you can’t be told what the best workflow for you is.. you have to build it yourself!

But to answer your question more directly, you can expect to spend at least twenty hours a week on your AM assignments. But you probably should plan on it taking longer, upwards of forty hours a week, so you aren’t surprised when it turns out to be that sort of time commitment. Animating is time consuming, and until you have really hammered out your workflow, you should expect it to take a while. Rock star animators can move more quickly, but that is because they have spent their time “in the trenches,” taking their knocks, and learning from experience.

And you know what they say… “experience is what you get when you don’t get what you want.” So don’t expect it to be easy, or else you may be let down.

Good luck!

Animation Mentor Staff

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