#1 08-10-2003 15:30:08

gerem
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Date d'inscription: 22-04-2003
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Les 12 principes de l'animation

THE 12 BASIC PRINCIPLES OF ANIMATION Paraphrased from the "Illusion Of Life" by Frank Thomas & Ollie Johnston.(pp.47-69) Look these up and read the original version for a complete understanding.

  1. Squash and stretch

  2. Anticipation

  3. Staging

  4. Straight Ahead Action and Pose to Pose

  5. Follow Through and Overlapping Action

  6. Slow In and Slow Out

  7. Arcs

  8. Secondary Action

  9. Timing

  10. Exaggeration

  11. Solid Drawing

  12. Appeal



1. SQUASH AND STRETCH

This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it's broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.

2. ANTICIPATION

This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.

3. STAGING

A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.

4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION

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.

5. FOLLOW THROUGH AND OVERLAPPING ACTION

When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.

6. SLOW-OUT AND SLOW-IN

As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

7. ARCS

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.

8. SECONDARY ACTION


This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.

9. 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.

10. EXAGGERATION

Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It¹s like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated

11. SOLID DRAWING

The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.

12. APPEAL

A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience¹s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.

Hopefully these tips will help you understand more about the process of animation and spark your interest in the field of ³The Fine Art of Animation².

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#2 08-10-2003 23:20:38

Fred
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Re: Les 12 principes de l'animation

merci jlirais ca kan jaurais lcourage :p

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#3 08-10-2003 23:34:07

Guest
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Re: Les 12 principes de l'animation

La traduction Gerem elle est ou ??
T'aurais pas repomper ca sur un ptit site du nom de Cg networks ??

 

#4 10-10-2003 18:10:01

gerem
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Re: Les 12 principes de l'animation

La traduction Gerem elle est ou ??
T'aurais pas repomper ca sur un ptit site du nom de Cg networks ??

Baaah .. ca te fait faire un peu d'anglais ma feignasse. C'est pas toi qui m'a dit qu'il fallait que tu fasse des progrès ?
Je sais plus ou jel'ai pompé .. j'ai tapé "12 principles of animation" dans google...

Mais attendez.. j'vais chercher la suite

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#5 10-10-2003 18:13:17

gerem
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Re: Les 12 principes de l'animation

Applying the 12 Principles to 3D Animation

The twelve principles of animation were created in the early 1930s by animators at the Walt Disney Studios. These principles were used to guide production and creative discussions as well to train young animators better and faster. These twelve principles became one of the foundations of hand-drawn cartoon character animation. The twelve principles, as they are commonly referred to, also helped to transform animation from a novelty into an art form. By applying these principles to their work these pioneering animators produced many of the earliest animated feature films that became classics: Snow White (1937), Pinocchio and Fantasia (1940), Dumbo (1941), and Bambi (1942).

The twelve principles are mostly about five things: acting the performance, directing the performance, representing reality (through drawing, modeling, and rendering), interpreting real world physics, and editing a sequence of actions. The original principles are still relevant today because they help us to create more believable characters and situations. They can be applied to almost any type of animation, even though they work best for comedy. But, some of these principles require updates, and a few new additional principles are also needed to address the new techniques and styles of three-dimensional computer animation.

Animation techniques and styles, and the scope of productions, have changed tremendously since the 1930s. The dominant, almost exclusive, style of animation then was hand-drawn pose-to-pose cartoon narrative animation. Today we have more styles including non-linear interactive videogames and non-narrative music videos. In the 1930s some animation techniques and capabilities were underdeveloped, camera moves and lighting for example, or misunderstood: rotoscoping or stop-motion. Consider too the new tools that have transformed our craft: hand-held cameras, television, non-linear editing, compositing, motion capture, computer graphics and procedural tools. Other artforms have greatly evolved since the 1930s, creating new languages and new principles. It is time to do the same with animation, it is time to reinterpret and expand the original principles. We also need to create new additional principles that address today’s new animation styles and techniques. This is our collective challenge.

Squash and stretch, the first principle from the original twelve, is used to exaggerate the amount of non-rigid body deformations

usually with the purpose of achieving a more comedic effect. Three-dimensional squash and stretch can be implemented with a variety of techniques: skin and muscle, springs, direct mesh manipulation and morphing. It can also be implemented in more experimental ways with weighting, especially for dynamics simulations, and unusual IK systems.

The technique of anticipation helps to guide the audience’s eyes to where the action is about to occur. Anticipation, including motion holds, is great for “announcing the surprise.” In three-dimensional computer animation it can be fine-tuned using digital time-editing tools such as time sheets, timelines, and curves. More anticipation equals less suspense. Horror films, for example, switch back and forth from lots of anticipation to total surprise.

Staging, or mise-en-scène as it is also known, is about translating the mood and intention of a scene into specific character positions and actions. Staging the key character poses in the scene helps to define the nature of the action. Three-dimensional animatics are a great tool for previsualizing and blocking out the staging before the primary, secondary and facial animation. There are many staging techniques to tell the story visually: hiding or revealing the center of interest, and a chain reaction of actions-reactions are a couple of them. Staging can also be aided with contemporary cinematic techniques such as slow motion, frozen time, motion loops, and hand-held camera moves.

Straight-ahead action and pose-to-pose are two different animation techniques that yield fairly different results. In the early days of hand-drawn animation pose-to-pose action became the standard animation technique because it breaks down structured motion into a series of clearly defined key poses. In straight-ahead action the character moves spontaneously through the action one step at a time until the action is finished. Motion capture and dynamics simulations, even three-dimensional rotoscoping, are clearly the straight-ahead techniques of three-dimensional computer animation. They can all be blended intelligently using channels.

Follow-through and overlapping action are two techniques that help make the action richer and fuller with detail and subtlety. Follow-through action consists of the reactions of the character after an action, and it usually lets audiences know how he or she feels about what has just happened or is about to happen. In overlapping action multiple motions influence, blend, and overlap the position of the character. In three-dimensional computer animation a lot of the common follow-through motions of clothing and hair, for example, can be animated with dynamics simulations. The layers and channels in three-dimensional computer animation software allow us to mix and blend different overlapping motions from different areas of the character.

Slow-in and slow-out consist of slowing down the beginning and the end of an action, while speeding up the middle of it. A snappy effect is achieved when motion is accelerated and retarded in this way. In three-dimensional computer animation slow-ins and slow-outs can be fine-tuned with digital time-editing tools. When using motion capture techniques for cartoon-style animated characters it is essential to remind performers to do slow-ins and slow-outs. The inverse variation of this effect, a fast-in and fast-out, is often times seen in TV commercials and music videos where the beginning and end of the sequence are accelerated while the middle is slowed down giving it a surreal or dreamy feeling.

Using arcs to animate the movements of characters helps achieve a natural look because most living creatures move in curved paths, never in perfectly straight lines. Non-arc motion comes across as sinister, restricted or robotic. In three-dimensional computer animation we can use software constraints to force all or some of the motion within arcs. Even motion-captured performances can be fine-tuned with curve editors, as long as the motion is not flattened.

Secondary action consists of the smaller motions that complement the dominant action. In three-dimensional computer animation we can take advantage of layers and channels for building up different secondary motions, for example, a layer for hair, a layer for the character's hat, a layer for the cape, and so on.

Timing is the precise moment and the amount of time that a character spends on an action. Timing adds emotion and intention to the character’s performance. Most three-dimensional computer animation tools allow us to fine tune the timing by shaving off or adding frames with non-linear time-editing.
Timing can also be controlled and adjusted by placing each character on a separate track, and using sub-tracks for parts of the character such as head, torso, arms and legs.

Exaggeration usually helps cartoon characters to deliver the essence of an action. A lot of exaggeration can be achieved with squash and stretch. In three-dimensional computer animation we can use procedural techniques, motion ranges and scripts to exaggerate motion. The intensity of a moment can be increased with cinematography and editing, not just with performance.

Solid modeling and rigging, or solid drawing as it was called in the 1930s, emphasizes the clear delineation of shape necessary to bring animated characters to life. Solid and precise modeling helps to convey the weight, depth and balance of the character, and it also simplifies potential production complications due to poorly modeled characters. Animation rigs are at their best when they are optimized for the specific personality and motion of the character. Pay attention to silhouettes when aligning characters to the camera.

Character personality, or appeal as it was originally called, facilitates the emotional connection between character and audience. Characters must be well developed, have an interesting personality, and have a clear set of desires or needs that drive their behavior and actions. Complexity and consistency of motion are two elements of character appeal that can be easily developed with three-dimensional computer animation. Writing down the ways in which the character moves, how he/she reacts to different situations, and how he/she relates to other characters can help define the main characteristics of the character’s personality. Fine-tune the personality with the key poses and the character turnarounds.

A Few New Principles for 3D Computer Animation

A few of the new issues that need to be addressed by new principles of three-dimensional computer animation include: visual styling, blending cartoon physics with real world physics, using cinematography, mastering facial animation, and optimizing user-controlled animation.

Visual styling in three-dimensional computer animation means more than just how things are supposed to look. Visual styling also has a significant impact on rendering, on animation techniques, and overall production complexity. As we develop a visual look we must keep in mind that it is feasible to produce within the boundaries of the project. A certain look for the skin of a beast, for example, might look cool but might also require too complex a rig, too detailed a model and too complex an animation process.

It is possible today to blend motion from different sources, and we need to develop a clear approach for blending cartoon with realistic motion. Before production starts it is necessary to define clear guidelines for a variety of motion/animation styles including cartoon physics, realistic cartoon, realistic human motion and rotoscoping. Above all, we must direct live performers when capturing their motion to add intention to their movements.

Since we have absolute control over camera positions and movement in three-dimensional computer animation, we should make the cinematography a crucial component of our animation, not just an afterthought.
The composition, lighting, and sequencing of our moving images has a huge impact on storytelling. Most of this work can crystallize during previsualization and the assembly of the three-dimensional animatics. The lighting style needs to be addressed separately, since it impacts both the look and the rendering pipeline.

Most of the thoughts and emotions of characters are expressed on their faces. Three-dimensional computer animation offers more facial animation control than ever before, including the subtle motion of eyelids and eyeballs. Establishing early in the process the level of facial control and techniques has a positive effect on the styling of the character and the design of the production flow. Building a catalog of facial morph targets or blend shapes for production and reuse is today as essential as building walk cycles.

Computer and platform games put much of the animation control in the hands of gamers. This poses the challenge to create great animation that works regardless of what move the gamer decides to make. Games are a combination of user-controlled animation and preset/narrative animation. One of the creative animation challenges is to find a balance between the narrative and the improvisational aspect of the game. Look at the model of participatory street theater (different from traditional stage theater) for ideas on how to constraint the gamer-action to establish strong staging. User-controlled animation relies on strong animation cycles with built-in anticipation that are able to branch smoothly into reaction shots. Fortunately many of today’s game engines have built-in intelligence that can smooth transitions between animation cycles. The combination of preset and dynamic user-controlled cameras is also unique to games

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#6 10-10-2003 20:55:45

françois
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Re: Les 12 principes de l'animation

tiens en fait je vais faire du rendu moi....

 

#7 11-10-2003 01:13:28

anouch
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Re: Les 12 principes de l'animation

le plus simple pour les interesses c d acheter THE ANIMATOR SURVIVAL KIT
y a des images!!!!
lol

 

#8 11-10-2003 01:17:25

Sylver
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Re: Les 12 principes de l'animation

ouais, d'ailleurs, j'devrais p'tet vendre le mien, j'viens de telecharger le bouquin sur internet...
en +, j'vais du rendu surtout... tongue

 

#9 11-10-2003 01:23:47

Gen-X
Pinnochio
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Date d'inscription: 03-10-2003
Messages: 141

Re: Les 12 principes de l'animation

Moi !! Combien ? smile

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#10 11-10-2003 01:28:28

Sylver
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Re: Les 12 principes de l'animation

300 Fr, dédicacé par la Team Don't Panic !

diable-4

 

#11 11-10-2003 01:32:11

Gen-X
Pinnochio
Promo 2004
Date d'inscription: 03-10-2003
Messages: 141

Re: Les 12 principes de l'animation

Grrr  diable-3
Don't Panic n'étant pas encore sorti, les signatures ne valent rien... Même si ça vaudra peut-être cher après diable-4
15 euros !  tongue

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#12 11-10-2003 02:04:54

Sylver
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Re: Les 12 principes de l'animation

et il est pas près de sortir...
je recommence tout le rendu à zero, sous renderman.
15 euros ? bah c'est l'prix du bouquin, nan ?

 

#13 11-10-2003 02:18:05

Gen-X
Pinnochio
Promo 2004
Date d'inscription: 03-10-2003
Messages: 141

Re: Les 12 principes de l'animation

Il me semble que c'était 27... mais si tu veux je te l'achète à 10 euros et tout le monde est très content !  roll-2

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#14 11-10-2003 14:59:56

Sylver
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Re: Les 12 principes de l'animation

le doute m'envahi... confus

 

#15 11-10-2003 20:53:41

françois
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Re: Les 12 principes de l'animation

si tu me le donne, je te dirai "merci", ça te va?
mais d'un autre côté, je me dis, s'il existe en pdf, je vais pas me chier à l'acheter... ah non tu me le donne, c'est vrai... : o)

 

#16 11-10-2003 22:10:40

gerem
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Date d'inscription: 22-04-2003
Messages: 767

Re: Les 12 principes de l'animation

j'croyais que tu voulais faire de l'anim ?

Tu devrais l'avoir en double ce bouquin... un pou le lire et l'autre pour etre sur d'avoir compris

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#17 11-10-2003 23:17:50

françois
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Re: Les 12 principes de l'animation

ben en fait cette année je vais jouer "l'anim du povre", à savoir l'anim de celui qu'à pas de quoi s'acheter des bouquins d'anim! : o)

 

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