2: Strait Ahead vs Pose to Pose

  • Review of bouncing balls.

  • Q&A on ASK reading.

  • Bouncing Balls, Timing and Spacing: 

See Keith Lango's "Do Me a Favor" as well as "this guys" tutorial for further info. Also watch this free Animation Mentor Webinar.

  • Pose to Pose:

"Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation." -Frank Thomas and Ollie Johnston.  Keyframes, breakdowns, and eases.  See Keith Lango's "Pose to Pose"and "Breakdowns can be Such a Drag" Tutorials for more.

  • Jeff Gabor Comparison Videos:

 
  • More comparison videos:

  • The power of the pose: 

Create an emotion with a single pose.  See Keith Lango's "Power Center" tutorial or Victor Navone's "Posing"Tutorial for more info.

 

  • Body Mechanics:

  • Videos on Euler and Quaternion rotations: 

  • Euler Filter: 

Your friend against the unending war against gimbal lock.  See Cameron Fieldings post on the euler filter and gimbal lock for more detail.

  • Useful Animation Hotkeys: 

Remember "w" = translation, "e" = rotation, "r" = scale.  "W" "E" "R" to key them.  "." and "," to move between keyframes of a selected objects and use the "alt" modifier to move thru the timeline one frame at a time.  Middle mouse clicking from one frame to another in the timeline will hold the pose from updating.

  • Question: Shoot/use video reference when animating? 

Check this post at animation tips and tricks for some interesting insight. It's fine to create or have video reference for you animations, just as long as your not bringing it into maya and rotomating.  Thats not what we are trying to do here.  If you do use video reference it should be reference for poses and maybe timing, meaning you should still be creating thumbnails exaggerating whats going on in the video.  We are not trying to mimic reality.  We are trying to build on it and exaggerate it.


Homework:

  • Animate a bouncing ball in an orthographic side view 75-150 frames. Deliver quicktime movie

  • 3 poses exploring body language delivered in a 3 frame quicktime movie. Do not include the name of the emotion in the filename

  • Block in animation for a push, pull, or lift 150-200 frames. Deliver quicktime movie

  • Read to page 84 in ASK.