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Reading Required: Animation principles John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44, July 1987. Recommended: Frank Thomas and Ollie Johnston, Disney animation: The Illusion of Life, Hyperion, 1981. 1 2 Character animation Goal: make characters that move in a convincing way to communicate personality and mood. Walt Disney developed a number of principles. Computer graphics animators have adapted them to 3D animation. Animation Principles The following are a set of principles to keep in mind: 1. Squash and stretch 2. Staging 3. Timing 4. Anticipation 5. Follow through 6. Overlapping action 7. Secondary action 8. Straight-ahead vs. pose-to-pose vs. blocking 9. Arcs 10. Slow in, slow out 11. Exaggeration 12. Appeal We will consider each... 3 4

Squash and stretch Squash and stretch (cont d) Squash: flatten an object or character by pressure or by its own power. Stretch: used to increase the sense of speed and emphasize the squash by contrast. Note: keep volume constant! 5 6 Squash and stretch (cont d) Squash and stretch (cont d) 7 8

Squash and stretch (cont d) Staging Present the idea so it is unmistakably clear. Audience can only see one thing at a time. Useful guide: stage actions in silhouette. In dialogue, characters face 3/4 towards the camera, not right at each other. 9 10 Timing Timing (cont d) An action generally consists of anticipation, the action, and the reaction. Don't dwell too long on any of these. Timing also reflects the weight of an object: light objects move quickly heavier objects move more slowly Timing can completely change the meaning of an action. 11 12

Timing (cont d) Anticipation An action has three parts: anticipation, action, reaction. Anatomical motivation: a muscle must extend before it can contract. Prepares audience for action so they know what to expect. Directs audience's attention. 13 14 Anticipation (cont d) Follow through Amount of anticipation (combined with timing) can affect perception of speed or weight. Actions seldom come to an abrupt stop. Physical motivation: inertia 15 16

Follow through (cont d) Overlapping and secondary action Overlapping action One part intiates ( leads ) the move. Others follow in turn. Hip leads legs, but eyes often lead the head. Loose parts move slower and drag behind. Overlaps apply to intentions. Example: settling into the house at night. Close the door Lock the door Take off the coat etc... Each action doesn't come to a complete finish before the next starts. Secondary action An action that emphasizes the main point but is secondary to it. 17 18 The Wrong Trousers Jurassic Park 19 20

Overlapping and secondary action Overlapping action One part intiates ( leads ) the move. Others follow in turn. Hip leads legs, but eyes often lead the head. Loose parts move slower and drag behind. Overlaps apply to intentions. Example: settling into the house at night. Close the door Lock the door Take off the coat etc... Each action doesn't come to a complete finish before the next starts. Straight-ahead vs. pose-to-pose vs. blocking Straight ahead: proceed from frame to frame without planning where you want to be in ten frames. Can be wild, spontaneous. Pose-to-pose: Define keyframes and "inbetweens". Blocking: Computer graphics animators adaptation Start key-framing at the top of the hierarchy. Refine level by level. Keyframes for different parts need not happen at the same time. Secondary action An action that emphasizes the main point but is secondary to it. 21 22 Straight-ahead vs. pose-to-pose vs. blocking (cont d) Arcs Avoid straight lines since most things in nature move in arcs. Screenshot from Maya 23 24

Slow in and slow out An extreme pose can be emphasized by slowing down as you get to it (and as you leave it). Exaggeration Get to the heart of the idea and emphasize it so the audience can see it. In practice, many things do not move abruptly but start and stop gradually. 25 26 Appeal Appeal (cont d) The character must interest the viewer. Note: avoid perfect symmetries. It doesn't have to be cute and cuddly. Design, simplicity, behavior all affect appeal. Example: Luxo, Jr. is made to appear childlike. 27 28

Appeal (cont d) Note: avoid perfect symmetries. Animation artifact Animation artifact Absolute time limit: 60 seconds shorter is usually better. Don t make an animation that feels like slow motion! Snapshots due by 12pm Tuesday, December 2 Nothing fancy, just something that will help people remember which artifact was yours during voting. Artifacts due by 9am Wednesday, December 3 Artifact voting: In-class voting on Wednesday, December 3 Runners-up: mystery prizes 2nd place: Wall-E DVDs 1st place: Wall-E DVDs + mystery prizes 29 30 Animation production More broadly animation is about making movies and encompasses: Story Art design Modeling Cinematography Motion Rendering 31