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CLASSICAL ANIMATION Sec 1 AEP Term 3. ANIMATION BASICS Timing is the most basic and fundamental aspect of animation - Can be stylized or naturalistic.

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Presentation on theme: "CLASSICAL ANIMATION Sec 1 AEP Term 3. ANIMATION BASICS Timing is the most basic and fundamental aspect of animation - Can be stylized or naturalistic."— Presentation transcript:

1 CLASSICAL ANIMATION Sec 1 AEP Term 3

2 ANIMATION BASICS Timing is the most basic and fundamental aspect of animation - Can be stylized or naturalistic according to the effect required.

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4 LAWS OF MOTION

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7 ANIMATION BASICS Timing & Spacing The Chart Extremes / In-Betweens Easing In & Easing Out Arcs

8 ANIMATION BASICS– TIMING & SPACING Timing is how long it takes to get from one key pose to another. Spacing is the way to get from one key pose to another, whether its fast and getting slower or other combinations of the movement speed.

9 ANIMATION BASICS – SQUASH & STRETCH Squash and stretch can bring life and characterization to anything.

10 ANIMATION BASICS – SQUASH & STRETCH http://www.youtube.com/watch?v=bKGxdOvmmRU

11 ANIMATION BASICS – SQUASH & STRETCH

12 To give a sense of weight and flexibility to drawn objects. Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect. The most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width needs to contract correspondingly horizontally.

13 ANIMATION BASICS – SQUASH & STRETCH Squash and Stretch - Defines the rigidity and mass of an object by distorting its shape during an action.

14 ANIMATION BASICS – SQUASH & STRETCH Note: The horse's body demonstrates squash and stretch in natural musculature.

15 ANIMATION BASICS – SQUASH & STRETCH Tom & Jerry http://www.youtube.com/watch?v=rdNdm c83xe4 Roadrunner: http://www.youtube.com/watch?v=QXvYR Y0uIkc

16 MOMENTUM

17 ANIMATION BASICS – EASING IN / EASING OUT The movement of the human body, and most other objects, needs time to accelerate and slow down. An animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle. This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball.

18 ANIMATION BASICS – EASING IN / EASING OUT Ease In and Out – this is refers to the variation of the speed of the movement of the spacing between two poses.

19 EASING IN / EASING OUT

20 Golf Ball Bounce

21 EASING IN / EASING OUT Ping Pong Ball Bounce

22 EASING IN / EASING OUT Basketball Bounce

23 EASING IN / EASING OUT

24 ANIMATION BASICS – TIMING CHART Different types of balls: golf ball, tennis ball, ping pong ball, basketball, baseball, rubber ball. Each of them will bounce differently (number of bounces) and for different lengths of time, from the baseball (the shortest - 3 - 4 bounces) to the rubber ball (the longest 20 - 24 bounces). Each one has it’s own tempo.

25 ANIMATION BASICS – EXTREMES / IN-BEWTEENS

26 ANIMATION BASICS – ARCS Arcs = The visual path of action for natural movement. All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow.

27 ANIMATION BASICS – ARCS

28 ANIMATION EXERCISE 2 – BOUNCING BALL Try to animate any of the following: -Different types of ‘ball’ bouncing down a flight of stairs: -Tennis ball -Ping pong ball -Heavy bowling ball -Balloon Consider: timing, weight, gravity, ease in and ease outs, stretch and squash, and in-betweening Your animation needs to create the illusion of weight and gravity

29 ANIMATION EXERCISE 2 – BOUNCING BALL

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33 Try to animate any of the following: -Different types of ‘ball’ bouncing down a flight of stairs: -Tennis ball -Ping pong ball -Heavy bowling ball -Balloon Consider: timing, weight, gravity, ease in and ease outs, stretch and squash, and in-betweening Your animation needs to create the illusion of weight and gravity


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