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12 Principles of Computer Animation Amy Gooch AA3: Animation
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Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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12 Principles of Animation Created by Disney Studios in 1930s –Snow White (1937) –Pinocchio & Fantastia (1940) –Dumbo (1941) –Bambi (1942)
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Really about… Performance –Directing Performance –Representing reality –Interpreting real world physics –Editing sequence of actions
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Squash and stretch Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Squash and stretch Copyright ©1999 Michael B. Comet All Rights Reserved. Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Anticipation Top: move simply Bottom: anticipates motion before moving, broadcasting what is about to happen Copyright ©1999 Michael B. Comet All Rights Reserved.Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Anticipation Bad Jump: no anticipation Good Jump: crouch first, then jump Copyright ©1999 Michael B. Comet All Rights Reserved.
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Staging Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Staging Bad SilhouetteGood Silhouette Copyright ©1999 Michael B. Comet All Rights Reserved.
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Two Animation Techniques for Action Pose-to-Pose Straight-ahead (Ex: Ryan by Chris Landreth) Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Action, pt 2 Follow-thru Action Overlapping Action Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Follow-thru Action Balls Top: No Follow thru Bottom: Follow thru Arm Rotates with follow thru Hand continues past stop position, then falls back in place Copyright ©1999 Michael B. Comet All Rights Reserved.
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Follow-thru Action Watch the antenas Copyright ©1999 Michael B. Comet All Rights Reserved.
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Movement: Slow-in and Slow-out The ball in the right eases in/out at the top; looks smoother and more natural The ball on the left moves at a constant speed; looks abrupt Copyright ©1999 Michael B. Comet All Rights Reserved.
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Movement: Slow-in and Slow-out Good, with ease More natural, fluid Bad, No ease Very Robotic Copyright ©1999 Michael B. Comet All Rights Reserved.
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Movement: Arcs Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Arcs Bad, Linear ballGood, Arc ball Copyright ©1999 Michael B. Comet All Rights Reserved.
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Arcs: Head Turn Bad, LinearGood, Arc Copyright ©1999 Michael B. Comet All Rights Reserved.
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Secondary Action Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Timing
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Timing Head Turn 60 Frame –Looks like stretch 30 Frame –Looks like “no no no” 5 Frame –Looks like he got hit Copyright ©1999 Michael B. Comet All Rights Reserved.
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Exaggeration Bad Good Copyright ©1999 Michael B. Comet All Rights Reserved.
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Solid modeling and rigging (solid drawing in 1930s) Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
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Character Personality
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12 Principles of Animation Squash and Stretch Anticipation Staging Follow-thru and Overlapping Action Straight-ahead and Pose-to-Pose Slow-in and Slow-out Arcs Secondary Action Timing Exaggeration Solid Modeling and Rigging Character Personality
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A few more…
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Visual Styling
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Blend Motion Cartoon physics Realistic cartoon Realistic human Rotoscoping
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Cinematography Lighting Composition Squencing
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Facial animation More subtle controls in CG Decide early on level of control
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User-controlled animation Games allow user intervention Built-in anticipation Branch smoothly between action shots
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Animation Examples Siggraph 2004 DVD
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Credits http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles /prin_trad_anim.htmhttp://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles /prin_trad_anim.htm Kerlow’s Book Jessica Hodgin’s Notes http://www.comet-cartoons.com/toons/3ddocs/charanim/ (animations)http://www.comet-cartoons.com/toons/3ddocs/charanim/
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