![]() ![]() If your drawing is a key frame (as these are) then put a circle around the number. If done correctly you should have a series of drawing numbered 1,7,12,17,21,25,28 and 31.Be sure that you write the frame numbers on the top right and bottom right of each drawing. On seperate sheets of paper, you should draw the different key frames as named above. It is also an extreme, as are drawings 12,17,21,25,28 and 31. Frame 7 is the squash drawing where the ball hits the ground. In this example, its highest and lowest points in the bounce.As you can see, frame 1 is the first and highest point in the sequence. Now you are ready to begin drawing the “Key” drawings of the animation: the points where the ball is at its most extreme. ![]() Put a clean sheet over the arc path drawing. If you have a backlight, then switch it on. It’s really boring, and should be a really nice cure for insomnia. For an explanation of why odd numbers are used in animation, see the appendix at the bottom of the page. To simplify things here, let’s number them 1,2,3,4, etc. In feature and tv animation, frames are usually numbered 1,3,5,7,9 and so on. On this drawing, tick off the position of each ball on the arc path with an X. On a single sheet of paper, draw the arc path that the ball will follow. The process of animating the ball is straightforward. This is very eye catching, and looks weird. If the ball were to squash too much it would seem to be growing physically bigger. The ball should remain the same mass as it squashes and stretches. Too much squash and stretch can make an object look “mushy”.Ĥ. Note how quickly the ball regains its circular shape. ![]() When it bounces off the ground it stretches again. Note that at the high point of the bounce the ball is weightless…perfectly balanced between the force of gravity pulling it down, and its own momentum moving it forward.ģ. As the ball bounces from the ground the opposite happens: as the ball hops up it moves very fast at first, then slows down by gravity into the high piont of its bounce. As the ball falls it is accelerated by gravity, the gap between each frame growing all the time until the ball contacts the ground. If the ball were to move in a straight line between the high and low points of the bounce, then the action would look very unnatural.Ģ. The ball falls in an elliptical arc through space. Now some of the techniques used become easier to see.ġ. Study the bouncing ball scene above: Look at it again with all the frames superimposed. It may seem boring, but by following it you will grasp most of the principals used in animation. This is the first lesson taught to any animation student. This exercise will teach you the most important priciples of animation, namely: The main tutorial page is here (there’s a walk cycle tuturial, and I’ll be adding Flash lessons soon). Nevertheless, the principles can be adapted to Flash or 3D animation. NOTE: I wrote this tutorial in 2000, and intended it for students learning traditional, hand-drawn animation. Get 7 days of free unlimited access to .įollow that link and get 1 week of access, see how you like it. So, you want to follow along some of my Flash lessons? ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |