Storyboard - Camera Shots For 'Captain Ham'
Saturday, 29 March 2014
What is Character Animation:
Character
animation is the process of bringing animated characters to life. It focuses on
the performance of the character rather than the narrative of its subject. This
is produced by using accurate timing and spacing techniques. It is similar to
the movement and fluidity of an actor on stage or film. A successful example of
character animation is able to portray the subject’s emotions, thoughts and
personality without any text or audio.
In the context
of gaming, animated characters are generated as fully interactive and
interesting. A good animated character will be able to engage with its
environments and react to social rapport and dramatic changes in their
surroundings. This creates an immediate ‘effect and cause’ relationship with
the gamer and their character. This is a very rewarding and successful method
of character animation as it achieves high levels of audience engagement within
the game. All game characters have a collection of specific yet basic movements
for them to perform. For example, running, walking, crawling, jumping,
attacking or reacting to injury are the fundamental and necessary controls most
characters posses in games.
There are many
approaches to successfully animating a character. One approach is the ‘Pose to
Pose’ technique. This is when the animator creates key frames and then fills in
the passing poses and midway actions of each movement. This will make the
character appear to move from pose to pose with very specific timing and
spacing elements. This is a very traditional way of animating and is used
regularly in 3D animation. However in the 3D universe it is referred to as
inverse kinematics. ‘Straight ahead’ animation is the opposite to ‘Pose to
pose’ and is a concept which exudes more artistic freedom. This approach has
little or no planning to the character’s animation. This creates a spontaneous
and wild animation style, however results in the animator having less control
over timing as a consequence of having no key frames.
Character Animation
for children’s films focuses on the simplicity and expression of it’s
characters. A young audience responds to vivid colours and simple designs with
minimal detail. Teen film ‘Coraline’ manages to create an alternative world
full of horror. It’s full of Edgy angles, straight lines and elongated
characters. The characters are animated as if they were moving and talking
toys, however it still conveys great heights of realism and this adds to the
horror and unnerving narrative of the animation.
The two important
aspects of character animation is the use of timing and spacing. Timing is the
aspect of animation which gives meaning to a movement. Newton's first law of
motion stated that things do not move unless a force acts upon them. So in
animation the movement itself is of secondary importance; the vital factor is
how the action expresses the underlying causes of the movement. Good timing is split up into sections. The
first is the preparing the audience for an incident. The second is constructing
the action itself. And finally recording the reaction to the action. Different
audiences react to different timings when engaging with visual entertainment.
For example a children’s education show would have a slow pace in order to correctly
connect to the young viewers. However for an action packed film for adults, the
frames would be faster and more edgy.
Character animation is bringing
life, energy, movement and expression to any character. It is approached in the
same way through many mediums and to create successful character animation, the
focus is on the performance of the character as well as capturing accurate
timing.
References:
PopovĂc, Zoran. (2000). Controlling Physics
in Realistic Character Animation.. Controlling
Physics in Realistic Character Animation.. 43 (7), p50-p58.
McKay, R. (N/A). Game Character Animation using
Armatures. Available:
http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2/10.Character_Animation.
Last accessed 27th March 2014.
Giang,T. Mooney, R. Peters, C. O'Sullivan,C.
. (2000). Real-Time Character Animation Techniques. Real-Time Character Animation
Techniques. N/A (N/A), P1-P11
TED-Ed. (2014). Animation basics: The art of timing
and spacing - TED-Ed. Available:
http://ed.ted.com/lessons/animation-basics-the-art-of-timing-and-spacing-ted-ed.
Last accessed 27th March 2014
Animation Tutorials. (2008). STRAIGHT AHEAD AND POSE-TO-POSE
ACTION: 2D Animation principle - See more at:
http://www.animationbrain.com/straight-ahead-and-pose-to-pose-action-2d-animation-principle.html#sthash.A1MOdLhl.dpuf. Available:
http://www.animationbrain.com/straight-ahead-and-pose-to-pose-action-2d-animation-principle.html.
Last accessed 27th March 2014.
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