Archive for the ‘education’ Category

Friday, November 4th, 2022

STUDENTS: Learning To Animate- Simplicity vs Complexity

simplicity vs complexity

We had a question from a Facebook follower… It was in reference to the motion studies Nicholas John Pozega has been posting every day… “What kind of relevance do the the motion and principles of cartoons like Popeye and Mickey Mouse hold to contemporary cartoons or cartoons with more realistic designs with anatomy and different styles of motion?”

That is an excellent question, and it goes to the heart of how we as human beings learn.

When you start out to master any difficult skill, you should learn it in a progression from simple to more complex. If you try to juggle too many complexities when you are just starting out, you end up making a high splat on the wall and you end up learning nothing.

The great jazz pianist Bill Evans discusses this idea in relation to musical improvisation in this video. Please watch this video before reading further. Don’t just skip by this video. It’s very important to what I am trying to explain here, and it gives an astoundingly clear demonstration of this particular principle in practice…


Bill Evans: The Creative Process and Self Teaching
https://www.youtube.com/watch?v=5MSCReTIeH8

When you begin to play a musical instrument, you start with scales. You don’t start out playing Bach or Liszt. Animation is no different. Drawing volumetrically and solidly is difficult. Drawing a complex realistic human form volumetrically and solidly is extremely difficult. Animating a realistic human form volumetrically and solidly is completely impossible for someone just beginning to develop their animation skills.

The animators who created Snow White and Pinocchio all started animating in the rubber hose style. Using simple forms allowed them to focus on learning how to convey the spirit of a walk cycle or express personality through rhythms, gestures and expressions. The simplicity of the model allowed them to refine and perfect their basic principles… line of action, clear silhouettes, control of volumes in space, appealing proportions… without having to add the compounding difficulty of complex planes, anatomy, musculature and turning highly organic shapes in three dimensions.

When you have learned the principles one by one through experimentation and practice using simple forms, you can begin to add complexity a little at a time, and over a period of years, perhaps you will have the experience and understanding to attempt to animate a realistic human form. Milt Kahl and Mark Davis weren’t born with the experience and draftsmanship to be able to animate realistic human characters the way they animated them in Sleeping Beauty… They worked their way up to it by animating characters with more basic shapes and built their chops. They animated rubber hose characters. And the rubber hose animation in the early 30s Mickey Mouse and Popeye cartoons is drop dead brilliant. If you can’t see the genius in the Popeye walk cycles Nicholas has been posting, go back and look at them again and analyze them for the principles of motion, posing and staging they embody. I bet you’ll find that you were looking at the surface level- the model of the character- and not even considering the way it’s posed and animated.

Students are always impatient and they want everything now. That’s only natural But if you allow your impatience to prevent you from learning in a logical, orderly progression, your impatience can cripple you. Keep your eye on the ultimate goal, but keep putting just one foot in front of the other until you get there.


Fall is time to save when you join Animation Resources as a student member. For the next two weeks our Student Membership will be discounted to only $60/year! Best of all, you will continue to get that savings every year you renew as a student for up to three years. Yes, this applies to full time educators too. Why should you join? Each day we’ll be highlighting more reasons why you should be a member of Animation Resources.

$60Reference PacksSTUDENT MEMBERSHIP

For the next 2 weeks ONLY!
$70/year $60/year (recurring)

Animation Resources membership is offered at a discounted rate for full time students and educators. After sign-up you will be required to email a photo of your current student ID card or proof of educational employment to verify your status. Renewals at the student rate is limited to three years. Invest in yourself by becoming a member of Animation Resources.


JOIN NOW Before This Offer Ends!
https://animationresources.org/membership/levels/


FREE SAMPLES!

Not Convinced Yet? Check out this SAMPLE REFERENCE PACK! It will give you a taste of what Animation Resources members get to download every other month!
Sample RefPack

FacebooktwitterredditpinterestlinkedinmailFacebooktwitterredditpinterestlinkedinmailby feather

Friday, July 29th, 2022

Instruction: Animation Reference

Muybridge_race_horse_gallop

Muybridge – Horse Gallop

Today I’m going to be showing everyone my planning process for using photographic reference to plan and execute a naturalistic horse run cycle. This process has been used by generations of artists to help analyse and capture the motion patterns of real-world objects and creatures. This type of study is invaluable for building an internal “motion library” in your mind, so that when you have to make guesses about how something impossible might move, those guesses can be as educated as possible. For the beginning animator, doing motion analysis can also help give a stronger sense of what motion details matter, and which are best to remove to get an optimal stylistic motion.

First up, here is the finished animation: Horse_gallop

In a complex cycle like a horse gallop, there are many things to understand, and without experience animating similar creatures it would be difficult to plan ahead for this animation considering that we have so much to keep track of.

Get Video Reference

If you can film your own reference, then that’s a great first step, but if you can’t, the first place I search is the BBC Motion Library at Getty Images. This collection has thousands of real-time and slow-motion shots of sports, nature, vehicles, and much more. It’s free to view and download, which is ideal as we will need to carefully go through our shot frame by frame in order to analyse it.

Here is the shot I used for reference. As stated above, it’s free to download (non-commercial use of course) by right clicking the clip and choosing Save as.

A few notes about the shot:

  • It is playing in real-time, not slow motion, so we can use it for timing information
  • The shot isn’t stabilized, so we can’t use it to track body parts necessarily
  • The whole body is visible, including the feet as they touch the ground
  • The speed of the run is relatively stable for a few seconds, ideal for a cycle

Use A Frame by Frame Video Software

Next we need to be able to see each frame of the video one at a time. You can do this by importing the footage into any video editing software if you  have it. I prefer to use a much simpler method by opening it in QuickTime.

quicktime

QuickTime interface

To my knowledge, QuickTime is the only freely available video software which allows you to step through a video one frame at a time (using the left and right arrow keys). Many others allow you to skip several frames, but none that I’ve found allow this level of precision. Another benefit of this software shown above, is the ability to switch the timecode to frames, so we can easily count and locate keyframes in our action.

Before using the shot for any timing information, you’ll need to know the frame rate of the video. I figure this out by going to 1 second in the timecode, the switching to frames to see how many have elapsed. This shot is in a standard 25fps for european PAL broadcast. This will effect our conversion to our frame rate. In my case, I’ll be animating at 24fps (see the conversion math later on at the bottom of my Xsheet).

Get Additional Reference

Although we could use a single source of reference, it’s better to have several similar sources to draw from, and the plates from Edward Muybridge’s animal studies have been a source of inspiration to animators for a century. We have an extensive library of Muybridge here. These images (shown at top) are invaluable because they show a flat sideways perspective of a horse galloping with extracted frames to display the entire cycle of motion. The only problem with this is that we don’t know how fast it should be moving, a problem we’ve already addressed with our video reference.

Here is a playback of the muybridge_horse set to a realistic 40fps.

By comparing the frames to our video, I determined that the approximate speed of the original Muybridge shot was a brisk 40fps. I also adjusted the frames to stabilize the ground, put vertical and horizontal lines in to help track key parts of the body, and finally tracked each hoof with a colored ball. All of this information provides almost everything we need to put together our plan.

Horse Gaits

basicsGaitsGallopR or basicsGaitsGallopL

The last bit of information we need is an understanding of the pattern we hope to find and reproduce. This information I found easily on an equestrian website, along with footfall patterns of all the primary horse locomotion speeds.

muybridge_tracking

Path of feet shown in color code through cycle duration.

Record Observations and Refine

Finally we are ready to utilize all of this information into a formal plan for animating our horse. By stepping through the video and referring to the Muybridge plates, I record all of the pertinent information I can onto an Xsheet.

xsheet3D_Horse_Gallop-1

Modified Xsheet for planning CG animation

By examining the sheet above, you can see that I’ve sought out the most important aspects of the motion and spaced them out in time so that they flow fluidly. Here is a list of the things you should look for before continuing:

  • Key Frames – These should be the most informational single images for the action, without which, none of the remaining actions can possibly hope to illustrate the action properly. In my case, I chose the Squashed mid-air position, and the Stretched leaping position of the horse.
  • Extremes -The foot contacts must all be present, as well as the maximum and minimum vertical positions of the chest and flank.
  • Breakdowns – Wherever necessary, plan for the passing or half-way positions of body parts and poses, so you do not miss the nuance of the motion pattern.
  • Small patterns– Note the path and notes about the head, these patterns are important and shouldn’t be missed. Make notes of any details you might easily forget later.

For one reason or another, the use of Xsheets has never fully translated over to computer animation, which I think is a major loss. Although these sheets were originally used to plan for the exposure of cell levels in traditional animation, they can find a valuable second life in helping to plan body part motions and musical timing.

Execute Plan

With all of this preparatory work, the only thing left to do is to use this roadmap to complete your animation. By this point, you should have such a solid idea of what your animation is going to look like, that the actual work of animation is almost an afterthought. In The Illusion of Life, as well as The Animator’s Survival Kit, the authors tell stories of their lengthy and strenuous planning procedures, and how once planned out, an animation scene was practically complete before pencil ever touched page. This method allows you to keep a solid focus on your scene even between work sessions, and frees you to focus on the details without becoming lost in the larger patterns of motion.

Taber Dunipace
Director of Membership
tdunipace@animationresources.org

FacebooktwitterredditpinterestlinkedinmailFacebooktwitterredditpinterestlinkedinmailby feather

Thursday, June 9th, 2022

Instruction: Willard Mullin on Animals

Willard Mullin

FA BindersFA BindersA couple of months ago, we posted a section of the Famous Artists Illustration Course… Chad’s Design For Television. Today, we are bringing you another Famous Artists article, this time from the Cartooning Course… Willard Mullin on Animals.

Willard Mullin was a type of cartoonist that doesn’t exist any more… a newspaper sports page cartoonist. In the days before high speed film and well lit night games, newspapers relied on cartoonists to illustrate the sports stories that photographers were unable to shoot. They did this by caricaturing the players and utilizing team mascots to represent who was on top and who was in the doghouse.

Mullin was not only the greatest sports cartoonist of his day, he was also one of the most talented artists ever to work in newspaper comics. His drawings are dynamic and full of energy and life. His lines flow beautifully, while still defining the solid forms that underly his drawings. When it came to drawing animals, he was unmatched. I hope you find this useful in your own work.

Willard Mullin
Willard Mullin
Willard Mullin
Willard Mullin
Willard Mullin
Willard Mullin

These pages provide just a small sample of Mullin’s work. If you can, find a copy of his book, "A Hand In Sports". It’s packed with wonderful sketches by this underappreciated cartoonist.

The Famous Artists school is still in operation. Visit their website at www.famous-artists-school.com.

As an added treat, here is an early Mullin piece celebrating the victory of the horse, Omaha in the 1935 Kentucky Derby. Archive supporter, Ted Watts found this treasure in a thrift store and generously allowed us to scan it for the archive. Amazing stuff!

Willard Mullin

Stephen Worth
Director
Animation Resources

INSTRUCTIONINSTRUCTION

This posting is part of an online series of articles dealing with Instruction.
Editorial CartoonsEditorial Cartoons

This posting is part of the online Encyclopedia of Cartooning under the subject heading, Editorial Cartoons.

FacebooktwitterredditpinterestlinkedinmailFacebooktwitterredditpinterestlinkedinmailby feather