2: Graph Editor

  • Homework Review

  • ASK Q&A

  • Graph Editor Demo

  • Using Video Reference:

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.

  • Leading the eye through arcing motions: 

"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. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs." -Frank Thomas and Ollie Johnston.  Pick points such as the hands, head, nose, chin, etc. and track and make sure your creating nice arcing motions in you scenes.  See Keith Lango's "Arc D'Triumph!" tutorial for further info.

  • Timing: 

"Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others." -Frank Thomas and Ollie Johnston.  Video Tutorial "Moving Holds" by Keith Lango.  See Victor Navone's post "3 speeds" (this link will supplement the video that is not gone from his site).  Aslo see Keith Lango's "Tricks for Cartoon Snappy Motion" tutorial. Check out this new post from Francis Jasmin as well as this animation mentor webinar on timing.

  • Timeline: 

Middle mouse button dragging in the timeline will create a selection area in which you can adjust keys.  Outter arrows will scale the contents of the selected area while inner arrows will move the contents of the selected area.

  • Snapping Keys: 

Slightly nudging curves in either the graph editor or the dope sheet will snap keys on subframes to the nearest full frame.


Homework: 

  • ANIMATE A BOUNCING BALL IN AN ORTHOGRAPHIC SIDE VIEW WITH WEIGHT RELATIVE TO A BASKETBALL 75-150 FRAMES. Bounce off the floor and at least one wall. DELIVER QUICKTIME MOVIE

  • Read to page 84 in ASK