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For People Crazy About 2D Animation!

Acme Punched! is for people crazy about 2D animation. It may be enjoyed by beginners and others, but it is aimed at animators who know already something about the process of animation and the basics of character animation. In large part, it will attempt to provide a deep look into the problem solving that goes on in my head as I work out a scene, often in step-by-step posts that I will sometimes enter in "real time", without knowing in advance what the outcome will be. Mistakes and false starts will not only be included but emphasized, so that the creative process of animation will be portrayed realistically. And, while my own bias is for 2D drawn animation, many of the effects and principles discussed here can apply to CGI 3D animation as well. I hope the blog will prove useful and instructive for all.

-Jim Bradrick
Showing posts with label Animation Problems. Show all posts
Showing posts with label Animation Problems. Show all posts

Tuesday, December 1, 2015

No. 82, Adventures in Character Design, Part 1: Looking for My Character

What to Do when an Idea Isn't Working

Recently I came to a place in the planning of my new personal film where I felt blocked.  The concept was of two characters having a confrontation in an airport, and as I tried to commit the whole thing to storyboard, my progress and enthusiasm ground to a halt.

The original main characters.

I expressed this to a close friend who is also an animator, and he just shrugged and said, "Well, maybe there is something wrong with the whole idea. Rethink it."

Immediately I felt re-energized. And I also felt relief, because I was keeping with my new resolve not to animate anything without first storyboarding to the end. So I had not wasted a lot of work.

I began sorting through the ruins of my concept like a man standing amid the tornado-riven rubble of his home, looking for what might be salvaged.  There were some good character designs, and there was the airport location. There was a gag about an oversized suitcase that couldn't possibly make it past airport security and size regulations as a carry-on.

Part of the ruin was what had been my main character, a goofy guy who was funny-looking but hard to understand or empathize with, even for me. He was the one with the suitcase, and now I saw that he had to go, and he had to leave the suitcase behind.

Keep the suitcase, lose the guy. These are my first sketches of the character, from a traveling notebook.
 But what could I replace him with?  Was it necessary to start over with that, too?  Or was there possibly something already there?

Next: A New Start

Sunday, November 8, 2015

No. 79, Drawing Problem 2: Breakdown Challenge—“Pulling the Switch”, Part 2

Last time I presented a drawing problem as another exercise in finding a meaningful breakdown drawing between two extreme drawings where the solution was not immediately obvious.

Here again are the extremes:

Extreme Pose 1




Extreme Pose 2

The issue is that if the king pulls down the knife switch, he will have to get out of the way of the arc of the switch handle.  In such a case as this, one might be tempted to re-stage the extremes so that no such problem exists and there is an unobstructed path for the switch, but I chose to persist in trying to come up with a plausible and workable solution. (In post No. 78, I encouraged readers to try their hand at a solution, but there were no takers.)

The Solution

Here is my solution to the problem:

The Breakdown Pose

As you can now see, what happens is that the king has to dodge out of the way of the switch in mid action, which is something we all naturally do in real life.  Approaching a door, for example, we do not always calculate in advance the arc that it needs to pivot on its hinges, and we have to back up a little or otherwise adjust our stance in order to get the door open.

Here is the very brief animation as it was done for the video game I have been working on. Unfortunately, I believe that this scene has been cut from the final game. Nevertheless:


This is just one more illustration of the truism that in animation, there can be multiple ways of doing something, each one arguably as valid as the others.

Sunday, May 24, 2015

No. 78, Drawing Problem 2: Breakdown Challenge--"Pulling the Switch"

Breakdown Challenge No. 2


Some of you may recall that we did this once before, in posts 36 and 37. Recently, in the course of my work on a new casino video game, I encountered another problem where the breakdown had to be an eccentric one in order for the scene to work at all.  That is, a straightforward half-way inbetween would not work; either the extremes had to be re-thought and re-designed, or else a solution would have to be found at the breakdown stage.

Breakdown Review


First let's review the nature of the breakdown drawing. In the process of pose-to-pose animation, breakdowns are the next step after the extreme drawings are done.  A skilled assistant may do them if there is nothing out of the ordinary, but as Eric Goldberg has pointed out so skillfully in his book Crash Course in Character Animation, the animator may often want to do the breakdown him or herself; it is his chance to weight the movement more toward one pose drawing over the other, or to otherwise add extra character to the movement.  The breakdowns are thus capable of being as critical to the final effect as the pose drawings or extremes, unlike the inbetweens which are more mechanical, less creative, and generally capable of being rendered by a far less experienced assistant.

Pulling the Switch


Here I had a scene where the main character of the game, a mischievous villain who is always trying to interfere with the game's players, throws a big knife switch on an electrical box and turns out the lights.

For this game we were under considerable constraints of time to get all the animation done, and so I had established a style of very rapid movement from pose to pose, often using smear or blur drawings. [There will be more about this in a future post.] But here and there, to emphasize some particular movement, I utilized more drawings in the movement to make the action especially clear.

Here are the two pose drawings we are concerned with.

Pose A--drawing 8

Pose B--drawing 12

As soon as I began on the breakdown between these 2 poses, the problem became apparent: the handle of the switch when it is half-way down projects far out to the left, interfering with the character's head and body [Figure 1].

Figure 1

The Challenge


With a little experimentation, I did figure out a way to solve this problem--without altering the pose drawings A and B.  

I invite any of you to take a shot at it.  If you want to give it a try, send me an email to: bradrick@olypen.com, and I will then send you the two extreme drawings above as jpegs for you to print.  Take the printed drawings and tape them each to a sheet of animation paper, so that the registration crosses are in alignment.  Then make your version of drawing 10 on a third sheet of paper.  Remember to trace the registration crosses onto your new drawing.  

Your challenge is to show the switch halfway down while making it work with the character poses as a convincing breakdown pose.  Remember, their may be more than one way to make this work; my way is just the way that occurred to me.

Send me your result as an email attachment, and I will either comment privately or in the blog, as you wish.

Good luck!

I will show you my own solution to this in a subsequent posting.


Sunday, August 3, 2014

No. 71, Me vs Toon Boom StoryBoard Pro, Part Three



The Moving Storyboard


Now we get to the point where StoryBoard Pro is not just a storyboard platform but also a tool for creating an animatic. Like the storyboard itself, the animatic is a planning tool for discovering the best way to tell a story and for discovering problems before all the expense of creating animation and full production art.  Where a live-action film maker might shoot footage at a ratio of ten feet for every foot used in the final edit, the goal of the animation studio with its highly expensive and labor intensive production cost, was a ratio of one to one.  The storyboard and especially the animatic could make that happen.

Originally called a Leica reel, the animatic is a filmed (or videoed) storyboard, with the duration of each panel timed to play as nearly as possible to the calculated length of the same action in the final animation.  Thus an accurate animatic lasting ten minutes and twenty-two seconds onscreen will represent the final production lasting the same amount of time.

One thing that SBP can do is help the animator to accurately time transitions and certain types of movement upon the screen.  Here is my first example from the developing storyboard for my new film The Two Washingtons.



This is the establishing shot for the whole film.  Looking through the grid of a window, we see a huge jet taking off.  An appropriate sound effect will be added.  Then we dissolve to the interior of the airline terminal building, immediately pulling away from the window and widening out to reveal the large gate area crowded with people waiting for their flight to be called.  The background sound will change to the ambience of an airport building, with murmurring voices, footfalls, and the occasional PA announcement.

To accomplish this little sequence I used three of SBP's effects: 1) an animated layer (the airplane), 2) the cross-dissolve from the airplane shot to the interior shot, and 3) a long camera truck-out from the window to a wide shot of the whole room.

Let's think about it piece-by-piece.  The airplane shot might have taken from two to four frames of a conventional storyboard.  Limited to that, I think I would have done it like this:

How this shot might look in a conventional storyboard.


But SBP allows me to do it with just two drawings, the airplane and the window grid, and the result is about as good as I could hope to make it in the final film!

The Animated Layer


The animated layer is about as simple to do as can be.  You select your panel, then the layer you want to animate.  (Of course you will have to have planned this as you constructed your storyboard, so that anything moving will be on its own layer.  If you think something in a scene might move, or of course if the background is to be used in more than one panel, then you should be thinking and working in separate layers.) Next, you use the First Frame Transform tool and manipulate the image to its beginning position.  All the basic transform functions are available, so you can not only reposition but scale, skew, rotate, and so on.  In the case of the airliner, I slid it down out of the camera frame at lower left and also scaled it proportionally down.

The green rectangle is the camera field.


Then I clicked Last Frame Transform and pushed the airplane image off the screen at upper right.  Done!  The plane appears to be taking off outside the window, growing larger as it rises.



This is not actually the last frame position, because that happens near the end of the cross dissolve and is therefore nearly transparent, but it is near the end.


Camera Move

The second panel is done not as a layer move but as a camera move.  With the chosen panel selected, click on the Camera symbol in the toolbar, then open Tool Properties.

Tool Properties panel for Camera
As I am still learning this program, I do not yet fully understand the sections of this panel called Selected Keyframes and Static Attributes.  Here we will be concerned only with the top section, Camera Transform.

From left to right, the first three symbols are: 1) Set Keyframe at Beginning of Panel, 2) Set Keyframe at Current Frame of Panel, and 3) Set Keyframe at Last Frame of Panel. In my shot of the airport interior, I have used just 1 and 3, because the camera is to move throughout the shot. It is important to set both these keyframes, first and last, before moving your camera.  When you do this, the camera fields start out the same for both frames, so they are superimposed.  But at the bottom of the field, there is a green square for the first frame and a red square for the last.  Click and drag on each of these squares to adjust your opening and ending positions.  Here is what mine looked like after making those moves.

The panel in Camera View, clearly showing the move from start (green) to finish (red).


Note: a change in rotation is also possible here, as for example I could have rotated the green window so that the horizontal window bars started out parallel with the match shot in the previous panel.  I decided this was unnecessary however.

I am not quite finished here.  Rather than have the camera move at a constant rate, I decided to add ease in and ease out on both ends, but at different rates.  To do that, go to the Ease In, Ease Out lines in the Camera Transform box and just enter values for the durations of those eases.  In this case I chose 10 frames for the ease in (less than half a second at 24fps) and a full two seconds for the ease out.  These are easy to keep adjusting until they feel right.


The Transition

The last thing I have to do in this little two-panel scene is to add a smooth transition between panels. Find the New Transition icon in the toolbar and click on that.  I want to do a simple cross dissolve, which is the default option. There are also some wipe options.  Select the transition you want by double-clicking on the transition symbol on the timeline, or use the panel view.  The duration of the transition can be changed by pulling the edges of the transition symbol to left or right in the timeline.

Again, I applaud the ease of use of these functions.  I figured all this out and set it up in far less time than it took to write about it.


Next time I will show you another example of camera work in SBP, and I will also talk about some drawing options that are not available in Animate or Animate Pro.

Wednesday, June 11, 2014

No. 67, More About Animating 4-legged Animals


Four-footed Movement


It is worth pausing here to talk a little about animating animal legs.  You might suppose that if you've seen one four-legged critter moving, you've seen them all, but this is far from true. Once I assigned the animation of a little cartoon goat to one of my animators on a children's game.  She did a perfectly acceptable job on it and I approved it, but a week later I happened to see a goat walking and was struck by how the goat appeared to be walking tip-toe, like a woman wearing 5-inch heels and having to bend her knees slightly.  That's how they walk! It would have been a charming touch to have included in the scene.

In my last post I mentioned a book, Dog Lomotion and Gait Analysis, by Curtis Brown (Hoflin Publishing) that is a favorite reference for this kind of thing.

Dog Locomtion and Gait Analysis, by Curtis Brown

If you are interested, I find that this book is still available.  I also see that there are now some others on the same subject, but I cannot speak about them.

Even within a single species, not all animals move alike.  That is especially true of dogs, which have been bred to take so many different forms and proportions. Tall dogs, for example, tend to use the pace (moving both right legs forward together, then both left legs) instead of the trot (a front leg moves forward with the opposite rear leg).  Terriers will never move like greyhounds, even walking and standing.  The book goes into all this and more in great detail--in fact, probably in more detail than one would ever need.  But if I were animating a Lady and the Tramp or a 101 Dalmations today, I would certainly want this book at my desk.

A typical double-page spread from the book.
 I discovered Dog Lomotion by chance, and I have had my copy for many years.  In fact I wrote a review of it for Animation World Network back in 2000. Here is the link if you would like to read that review.

Of course now there is a wealth of movement reference of animals on the internet, most of it free as in YouTube, and I recommend that you take advantage of it whenever your assignments call for some realism in animal movement.

Elegant Anatomy


Let me draw your attention to one particular detail of four-legged anatomy that I think is common to all digitigrade mammals: the pastern.  Digitigrade means walking on the toes, as distinct from plantigrade, which means walking on the flat of the foot. (Bears and humans are plantigrade animals.) Most notably,  horses and dogs and cats have the pastern, as do all their close relatives.  It is a flexible joint in both front and rear feet that allows great energy to be suddenly released in running, and visually it is an animator's delight.


In the drawing above, from left to right, you can see the changes in the pastern joint of the front leg of a dog.  First it is compressed as it bears the full weight of the animal and propels him forward; when it is released and carried ahead it makes a sudden and beautiful flip, dragging the foot behind it; then as the whole leg is brought forward the foot drops down from the pastern, ready to make contact with the ground; and finally, pressure on the foot reverses the angle of the pastern once again.

Of course this all happens very quickly as the animal moves, but to include this action in the animation of dogs or other animals always adds a snappy elegance to their movement, and it is a prime example in nature of what the great animator Art Babbitt called "successive breaking of joints." You can exaggerate it; you can have fun with it; but you should never leave it out.

Here are 4 consecutive drawings from my fox's trot that show the pastern working.




Next:  Thought Process and the Animator






Wednesday, June 4, 2014

No. 66, Creating a Four-legged Walk Cycle

FOXTROT


A short while back ( Acme Punched posts No. 60 thru 62) I showed you my approach to creating a walk cycle for my character Albert.  Now here is a walk cycle, or rather a trot, for the little fox character.

First, a bit of re-design was in order.  I made the original model sheet without much attention to the real anatomy of a fox.  This is a cartoon and you can do that, but he does walk on all four feet so I have now decided it would be good to have him move something like a real fox, and for that, he has to be constructed a bit more like a real fox.



In the original model sheet, above, he is rather swaybacked and holds his tail erect.

The revised design makes his spine arc upward a little, as in real canines, and shows him holding his tail almost straight out behind him when moving.



 The Animation

Once again I wanted to try something I had read about but had never actually done: to animate the head, body and tail before doing the leg animation.  This is effective in animating dance and other controlled movement such as sword fighting.  Disney animators have used the technique in animating such semi-realistic creatures like deer (Bambi), though others actually did the reverse, animating the legs before the body. (I would cite a reference for that, but can't recall exactly where I read it.)

Anyway I thought it might work on my cycle of a fox trotting.



This was the first test.  It was made using just three drawings, with the middle drawing favoring the highest one in its spacing (see Fig. 1). I thought the rhythm was fine, but since the fox will sometimes be quite small on the screen, I decided it was too subtle.



Now for a broader movement, in which I simply let his body drop down farther.



At the time (we will come back to this) I thought it was fine, and went with it. Here is the spacing.



Then I was ready to add in the legs.  This is a basic canine trot.  I referenced a favorite but little-known book of mine: Dog Locomotion and Gait Analysis, by Curtis M. Brown.  Brown is not an animator but a dog breeder and dog show judge, but the sequential drawings of the gaits of various breeds are a gold mine for anyone interested in how dogs move.

Here is the test.


Hmm.  I sort of liked it when I saw it, but...something was not right.  Can you see what is wrong without reading further?

If you said that the head was moving too much, you would be right.  I had lowered the head along with the torso.  It is the same as it was in the second version without the legs (see Figure 2 again also), but somehow it was not apparent to me until I saw it all put together.

Solution?  Leave the torso as it is but just space the head much closer to the other heads.






Now it is working right.  Many animals avoid movement that bounces their heads up and down very much, because either they need steady vision for pursuit of prey or to detect danger.

One more thing I thought to do was to see if I could vary the speed--make him move faster--without removing any drawings.  (He may have to trot quickly to keep up with Albert's brisk walk.)  The slow speed is 8 drawings on 2's, or sixteen exposures, thus: 1, 1, 3, 3, 5, 5, 7, 7, 9, 9, 11, 11, 13, 13, 15, 15.  The numbers in bold are the lowest position.  The obvious thing to try here is to see if it will simply work on 1's: 1, 3, 5, 7, 9, 11, 13, 15.  But it looked too fast and also jerky, so I am not even showing it to you.  Although it does not always work to have some drawings of a walk cycle on 1's while others are on 2's, because of the danger of "slipping" against the steady movement of the background, I decided to try this: 1, 3, 3, 5, 5, 7, 9, 11,11, 13, 13 ,15.  In other words, I dropped the second exposure on drawings 1, 7, 9, and 15--just four frames fewer, but look at the result:





It seems to work!


Next: More about working with 4-legged characters!

Wednesday, April 23, 2014

No. 62, A Walk Cycle for Albert, Part Five: Side View

 Solution to "Mystery Change"


In the last post (No. 61), I challenged you to find a difference in timing between the two versions of the walk cycle.  No one took me up on it, and I admit it was a subtle detail to find amid everything else that was going on in the cycle.  But the answer is: I changed the timing of the right arm (the one holding the bag).  In version 1, as the bag comes forward and then reverses direction to recede again, the movement seemed to me to have a stabbing aspect to it; that is, it took no time and no effort to reverse direction.  I thought this was inappropriate for a bag that might weigh 100 pounds or 45 kilograms.

I therefore took a look at the spacing of the drawings.  As the bag comes forward, it has an appropriate cushion-in.  The chart below shows the relative positions of the seam at the front of the bag.





But as the bag reverses direction, the drawings were not spaced so as to give a good impression of the cushion-out (the spacing that indicates that an object starts out slowly and accelerates.)  The next chart shows both the old and the improved spacings.  Again, it is the seam on the bag that we are following.
The original spacing is shown in red, on the left.  Final spacing on the right.
I think if you will now go back to post no. 61 and carefully compare the two versions, you will observe more of a slow-down and hesitation between the forward and backward movements of the bag.  It is more like the compression and release of a spring, as it should be, rather than like something bouncing.


Translating to the Side View

The obvious way to begin this translation of view is to construct the first image over the corresponding one of the other.  On my drawing board, that looks like this:
The front view showing through on my backlighted animation disk.
In a case like this, which is just a rotation on the Y axis, as the 3D-ers would think of it, many measurements can be directly applied from one drawing to the other.

Here are the two images separated, with a few points of congruence highlighted:
Showing where the top of the hat, the eyebrow, the shoulder seam, the top of the button and the bottom of the body mass coincide in both drawings.
Some things, of course, require adjustment.  Mainly these are the parts that project forward or backward in imagined space from the plane of the torso.  Thus the left hand appears larger in the front view to create the illusion that it is closer to the viewer, and the left foot is drawn smaller to show that it is farther back.

It should be emphasized that a walk cycle--or any animation, for that matter--should be designed with the perspective of its layout or background in mind; note the converging lines like floorboards on the drawing at right above, indicating the plane upon which the character is walking.  If you animate something without regard for the perspective and scale of the layout, you may be wasting time and work.  This should be considered even if creating something such as a gif animation meant to occupy the featureless expanse of a webpage.

Creating other angles wherein the viewpoint is raised or lowered is also possible, but here more sophisticated drawing skills are required to extrapolate from one to the other.
The same pose from a high angle, 3/4-front view.
I once was called upon to animate a character running while the camera swooped all about him--something a 3D animator of today would, admittedly, be able to do easily.  Yet once I had done a version of his run cycle from one viewpoint, I was able to work out all the other angles, and the whole thing worked very well.

Here is the first pencil test of the side view walk cycle:
I thought it worked pretty well, and it was fun to watch, yet something was not quite right for the walk of a man traveling a great distance.  Finally I decided that his stride was a bit too long; he is reaching a bit too far with each step.

So I shortened his stride by this much:
The erased images in red brackets show the original reach of his stride.
Here is the second test, incorporating the somewhat shorter stride along with a few other adjustments to the foot and leg positions in all the drawings:

I like this second version; except for details and cleanup, I am calling it done.

Your comments and questions are always welcome, and if you like what I am doing here, why not click on the Join This Site button and become a Follower?  That way you won't miss any posts, and I promise you many more to come!




Coming soon: Walks for Albert's Companions, a Fox and a Goose--two short-legged characters who must keep up with Albert's rapid pace!

Thursday, April 10, 2014

No. 61, A Walk Cycle for Albert, Part Four: Front View Final

I am going to present two versions of Albert's walk made this past week.  The first is about half cleaned up, with not all of my planned changes yet done.  The second is the final cleanup.  Later in this post, I will explain why I am including the half-finished version as well as the final.
The half-finished version. Here, some of the drawings are still in blue pencil but most of the planned changes are in.

This is the final pencil test; the drawings are all done in graphite pencil now and are ready to be scanned for digital ink-and-paint.

Cheap Trick Department:
When doing cycles such as this, one is constantly comparing the first half of the cycle with the other half; otherwise, the movement will not look balanced. In this case, drawing 1 (the right foot contact drawing) is more-or-less a mirror image of drawing 15 (the left foot contact drawing.)  Thus, each drawing in the cycle has its mirror counterpart.  With 14 drawings to track in this way, I have found it useful to give the drawings an alphabetic designation as well as its numeric one.  So drawings 1 and 15 are both also "A"; drawings 3 and 17 are both "B", and so on.  In this way it is easy to pull out both the drawings marked C or D or whatever for comparision to one another.

Changes made since the version shown in Post No. 60:
--More change of scale front to back.  That is, when Albert's foot or hand is closer to the camera, it is more obviously larger than when it is at the back, farthest from the camera.  This change of scale in what 3D animators call the Z axis can add depth and drama to a scene, even when the character's body remains a constant distance from the camera.  Opportunities to utilize this enhancement should not be neglected.

--Left arm animation.  As mentioned in No. 60, I was unhappy with the arc of the arm as it came forward.  This has been fixed.

--Shorter pants legs, with socks showing.  Shown only in the final.  Albert's socks are red, so there will be an amusing flash of color there.  Also I am simply complying with my own model sheets for Albert, bringing him on model.  The pants legs also are animated as a follow-through to the leg movement but this is rather subtle.

--Precise drawing.  Cleaning up the images in the same order in which they were drawn as roughs (extremes, then breakdowns, then inbetweens), everything has been tightened up.

--Foot slippage.  This could come under the heading of precise drawing, above, but in walk or run cycles it rates its own category.
Foot Slippage chart on drawing 17.
In doing the rough animation, I had just "eyeballed" the foot positions, but when it came time to clean the drawings up, I scrutinized them closely and found it useful to make this chart.  The lines represent the back of the heel on drawings where they are in contact with the ground.  Note the ghost images showing where the feet originally were in this drawing.

--Mystery Change ???  There is one other change I made here, and I challenge you to find it by comparing the Half-Finished and Final pencil tests above.  No new drawings were added, but something I haven't mentioned has been re-timed.

Can you find it?  I will post the answer next time, but I would like to hear from anyone who can find the change.  Moreover, can anyone tell me why I made this change?


Next: We Rotate Albert 90 Degrees and See His Walk from the Side.

Wednesday, April 2, 2014

No. 60, A Walk Cycle for Albert, Part Three: The Full Test

In addition to filling in all drawings for this walk cycle, this week I have improved the readability of these pencil tests.  Because I often do my rough drawings in blue pencil, the tests done in Toki Line Test software have been of such a low contrast that by the time they have been rendered as Quicktime Movies, they are hard to see, especially if there are multiple levels.  Now I have greatly improved this by exporting the drawings from Toki as jpegs, then adjusting their values in Photoshop before importing them once again into Toki Line Test.  I think you will appreciate the sharper, more high contrast result.

This test is now working in most ways.  A good walk cycle includes many details of movement besides just moving the feet and legs and swinging the arms. Here are some things I included in Albert's walk:

Rhythmic vertical movement. Does the character rise up or drop down on the passing positions, and by how much?  I have Albert rising up enough to be noticeable.

Shoulder action.  Albert's upper torso rotates in opposition to his hips, but his right shoulder is kept highest at all times because of the load he is carrying on that side.

The legs and feet.  They are working well.  Just before each of the contact drawings I inserted a little kick; he throws his foot out past the point of contact for one drawing (2 frames) which adds a nice confident snap to his walk.  It has an impact more felt than seen. Here is the detail showing that:

Two drawings before contact.
One drawing before contact; the foot is thrown forward, beyond the contact point.  


The contact drawing (his right foot.)
Head action.  I have made his head tilt to alternate sides on the contact drawings and to be verticle--untilted--on the passing positions. This will mean that in a side view of the same action, his face will be partially hidden by his hat brim when the right foot makes contact (see drawing above) but I have planned for that.

The swinging arm.  This works pretty well but I don't like the way the arm comes forward.  It should swing out farther rather than in as I have it now.

Follow through actions.  [1] After the contact drawings, the belly descends and delays coming up for a couple of drawings, giving him an appropriate heaviness.  I want to refine this some more.  [2] When the left hand reaches its full extent at the front it flips up.  [3] The hatbrim flips up and down a little as he bounces along, but that needs more refinement also.

These details and others can be thought about and added in now that the basic elements of the walk are in and approved.  Although it is possible to suggest secondary and follow-through action during the first pass through the animation, usually they will need some adjustment, and it is perfectly alright not to put them in at all until the first pass is complete.  A walk cycle like this presents a lot of challenges, so it is all-important to get the basics right first.

For an exhaustive look at animating walks, see Richard Williams' book The Animator's Survival Kit.


Next: Refining the Details of the Walk

Saturday, March 29, 2014

No. 59, A Walk Cycle for Albert, Part Two: Point of View

A Different Point of View


In thinking about this walk for Albert, I have most often pictured it from one side, the standard view for getting the most out of your drawing cycle.  In 3D terms he is walking along the X axis, but the camera stays with him and matches his speed so that he stays centered on the screen, while the background can be seen slipping past.

But even though I want to show this profile angle, there is a problem in designing it in this way because of the sack of grain he is carrying; its great weight forces him to walk assymetrically, and from the side this is very hard to visualize.  Here are a few sketches showing my struggles with this problem.



I seem to remember reading of an animator (Frank Thomas?) advising that if you are having trouble drawing a character from the camera angle, to first draw it from a more obvious angle, then extrapolate back to the original angle.  In other words, draw it first at an angle  from which you can understand the proportions and mechanics, and then rotate it in your mind to whatever it must be.  This is difficult but it is a skill most long-time pencil animators have developed.

So in this case, I decided to try looking at the walk from the front:


Right contact position.
Immediately I could see that this was the way to go.  Here are the other three key drawings for the cycle.

Passing position.
Left contact position.
Passing position.
And now I have a first pencil test made with just these 4 drawings:
The cycle is designed to last 28 frames at 24fps, a bit longer than usual.  Also I am putting the emphasis on the contact positions, so in the test, instead of exposing the 4 drawings equally, seven exposures for each, I gave the contact drawings 8 exposures and the passing positions only 6 each.  It still adds up to 28 frames, but the rhythm more nearly matches what I want the final result to be.


Next: The Test from the front, with all drawings filled in.

Tuesday, March 25, 2014

No. 58, A Walk Cycle for Albert, Part One: The Brief

If you have been following this blog at all, or if you go back now and look at some of my previous posts, you would have seen or will see a lot of my two human characters, a man and woman I call Albert and Victoria.

The long sequence I have been detailing for the blog has them facing each other, mostly standing in place.  But there are other planned scenes in which Albert is doing a lot of walking.  Mostly when he is walking, he is encumbered by a heavy burlap sack of grain under one arm.  Sometimes the full-grown goose is being carried under the other arm.


An early concept drawing of Albert walking.

Now that I am at the actual point of animating his walk, I want to pull together all the thoughts I have had about it as I worked with Albert in other ways.

Here is what I know about Albert and his walk:

  • He is a big man, overweight but solid rather than soft, and he is very strong.  
  • The sack of grain may weigh 100 pounds [45 kg] but it is not too much for Albert to carry under one arm.
  • He has miles to walk, so his walk will be deliberate and measured; something he can maintain over a long period of time.
  • He does not mind hard work, so to walk a long way with such a load does not in any way make him unhappy, and he is by nature a cheerful and optimistic man.

This is the kind of thinking that should go into the planning of any animation, but sometimes novice animators forget this when it comes to walks.  They think, I'll just sit down and animate my character walking, because they want to see it, but there really should not be any such thing as an all-purpose walk.  If a character is crossing a room, it is for some reason.  It will affect his or her posture, as well as the speed and style of the walk. His entire state of mind is important, too; whether he is in haste, is anxious or relaxed, is fearful or self-confident, is fatigued or energetic.

Perhaps a walk must be done even more carefully than non cyclic animation because it is a cycle and will be seen in repitition, giving the viewer time to study it that is not the case with a one-off.

I have been thinking about Albert's trekking walk a long time, and now I am ready to animate it.


Next: Choosing the Best Point of View for Designing the Walk

Monday, January 13, 2014

No. 54, Jim on a Limb: One (Part 7)

Here is a composite pencil test of a section--the most complicated section-- of this scene on which I have been working for the past few weeks.


I wish I could display it better but there is a limit to the number of layers you can effectively include in a single test, especially using blue pencil, as I do, for my roughs.  So, here and there I have turned some layers off to make it work.  (At times there are seven layers working!)  But you can see all the interaction going on among the woman, the man and the fox.

Not included are some character eyeblinks, which I will create during the inking process in Animate Pro, and the animation of the fox's tail.

I am at last satisfied with this difficult action, directing the viewer's attention in turn to each character as needed.

[For the whole story, see parts 1 through 6 of this 7-part post, which is also designated by the post numbers 42, 44, 45, 48, 49, 50 and 54, and which goes back all the way to June 17. ]

Sunday, November 17, 2013

No. 50, Jim on a Limb: One (Part 6)

Animating the scene shown and described in No. 49 was a matter of trial and error.  For the most part, the poses worked and it was just a matter of working out the timing.  For example, the two changes of expression (from despair to determination, then to cunning) were at first almost identical in their timing.  I realized then that coming one right after the other, they needed to be different from each other.
Despair to determination is now shorter in frames, and the hold at the end is also shorter, than both those things in the second transition, from determination to cunning.  The latter thus gets more stress, and fittingly becomes the more important.

Three expressions: despair, determination, cunning.


To view the difference in timing, go here.

One pose that had to be re-done was this one showing her slumped down in despair.  For this character I wanted to use that limp-wristed attitude that at one time was so common among women when their hands were idle, but my first try had produced a pose that did not quite express the despairing mood. 



Also, when I saw the test in animation, I didn't like the movement, which showed the forearms and hands pulling back up too far after dropping down. It did not express the intended attitude of resignation and despair.

I replaced that pose with the one shown below, and I damped the movement until it seemed just right.



But one thing did go as I had hoped, and I got it right first time out.  This is the final movement where she settles into her attitude of supplication; she is saying, "Give me a break!  What did I ever do to you?"  Her arms come up and she knocks her fists together three times, hunching up her shoulders.



When something like this does go right, it makes all the other struggles worthwhile.


Next: Jim on a Limb: One (Part 7)  Doing What Is Necessary

Sunday, November 10, 2013

No. 49, Jim on a Limb: One (Part 5)

Note: I have now numbered all my posts chronologically, in addition to having series and subject headings.  I think this will make it a little easier for me to refer back to previous posts, and for you to locate them, especially as the parts of  series are are not always consecutive.

 

The Pencil Test


Here is the pencil test of Victoria as promised in my last post.  Remember that the fox has her firmly by the nose throughout this scene.  I have not included that layer of the fox only because using too many layers in a pencil test makes for a dark and murky image that you may have trouble viewiing.

[movie]

It works pretty well now, but as in most complex things that one tries to plan in advance, there were some changes along the way.


Changes to the Plan


First, two new extreme poses were added.  They fall between poses E and F as shown in Part 4.  Here are those poses again, with the new ones placed inbetween.

Pose E
Pose E expresses her feeling of despair.


Pose E-1
The first new pose, call it E-1, shows her stubborn nature returning; she will not be defeated!


Pose E-2
The second new pose, E-2, is a cunning expression; she has an idea and she is calculating whether it will persuade the fox.


Now we go to pose F and then G, where she gathers herself and then adopts an attitude of pleading or supplication.


Pose F

Pose G

Thus we have her thinking her problem through in a way that the viewer can easily follow.  This is the sort of deep exposition that I am just now learning to do, and which I have often failed to understand in the past, largely because my experience in professional animation has been mostly confined to commercials of 30 seconds or less, with no time and frames to spare for looking into a character's motivations and thought process.


In Part 6, I'll talk about how the animation itself went on this little scene.

Next: What Came Easy, and What Was Hard