Lesson #12 – ARCS


-Lesson #12 – ARCS-

A simple principles that will make a huge difference! ♥ HERE THE LESSON! ENJOY 😉

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Can you send me that rig pleaseee?!? :)


Ye…this is the most popular question…?.png

After any video… people usually ask me where to download the Alya Rig or my Ink Rig, so… let me update (again^^) about these rigs 😉


-ALYA-

by Eyad Hussein

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I totally understand that you ask me for this rigs ’cause she’s really appealing and I love her! But the cretor of this rig, my friend Eyad Hussein is still working on that, he’s working in Sony Pictures Imageworks and I know he’s pretty busy so… I recommend you to sign to the pre-registration form (if you haven’t done it yet) and be patient ^^

The one I’m using is a wip version that he shared with me to test it, also…I customize it a bit in some of my videos (like the pink hair one) and that version is not in the rig, but she’ll be customizable with different hair styles and accessorize 😉


-INK-

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Ink is my personal rig and it’s not available for download, sorry 😉 He’s my little, simple rig I really wanted for this channel, no details, no face, monochromatic texture… only the essensial shapes to show you the principle of animation!


So… after this “bad” news, what can I suggest you? There’s a lot of nice free or not free rigs you can download on the web, most of them are what I was using before this ones so..to learn animation is not really important the type of rig you’re using but… let’s hope other great riggers like Eyad will provide us new rigs soon that we can use for our AWESOME ANIMATIONS! 🙂 🙂

Lesson #11 – Exaggeration “RECAP”


Here the written recap of the Lesson #11 based on the animation principle “Exaggeration”

here the Video Lessonindexw

-RECAP-

When we talk about this principle we actually also talk about the other principles we’ve seen so far, because

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It means to go out from the limit of the realism and exaggerate the actions and the poses to make the final result more instantly readable for the users!

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It can be applied on:

  • KEY POSES (pushing the lines of action, exaggerating the way you represent a feeling or an action)
  • BREAKDOWNS (exaggerating the arcs, the amount of squash and stretch and breaking some joints)
  • CHARACTER DESIGN (exaggerating shapes, proportions and caricature elements)
  • STORY (exaggerating a concept, an action to make it stronger)
  • POSES (exaggerating the representation of a mood or an action)
  • TIMING/SPACING (make it more cartoony exaggerating the contrast between acceleration and deceleration of a movement)

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But as animator we have to focus just on some of this:

  • KEY POSES
  • BREAKDOWNS
  • POSES
  • TIMING/SPACING

But it’s not as simple as the word would suggest!

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When we exaggerate we must be sure that it helps to:

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Exaggerate doesn’t means to do something completely out of any physic principle and realism, BUT it means do something starting from realism and exaggerate it to make it more interesting, enhancing and push an idea!

And it gradually increases depending on the level of cartoon style of the animation!

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I’ll show you some of this example but this principle would really requires long talks and practice to really understand it and know how to push it!

Exaggerate Poses

Do it in KEY POSES pushing your poses to cleary show the mood, always based on the style you need. You have different solutions depending on how much of realism you want!

 


In this simple example we can see a normal jump:ex3.gif

…and this other one more cartoony and exaggerated!ex4.gif

If we compare the two jumps, we can see that the first one is more close to reality: there’s a small anticipation, the jump distance is not so long, so this is very close to how a real jump looks like

In the second version: I made a bigger anticipation (the hip goes much more down, the arms raise more) and the spacing is different, there’s more preparation to the jump so during the anticipation there’s a longer pause, then I over stretched the body during the push (especially the legs and the chest), the jump is higher and there’s a slower spacing when he stays in the air so he jumps very fast and then decelerates in the air. Then he accelerates when he falls, I stretched the body again and when he lands I made the feelings that he’s heavier making a stronger lands, with the hips that goes very low and a big pause before he stands up again! Also the jump distance is exaggerated!


You also can use it in BREAKDOWNS: for example when you broke a joint during an action, this is not reality but it’s an exaggeration of the arc that you will create with this movement!

You can use deformers (if there’re in the rig) to accentuate the curve of the arms and give (for just 1 max 2 frames) an innatural flexibility to the “bones” to give more energy and create a nice arc and it also help to create a smoother transition in a very fast spacing whenre the arms moves from point A to point B in few frames!

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Use it in EXPRESSION you can exaggerate the organic feel of the face, make it super flexible. Exaggerate the asymmetry, exaggerate the lines of action, just as for the body poses, to make the acting and the feelings more convincing!

When you stretch a face, push it to give the idea that the head and the muscles could really stretch as a balloon of water! Stretch the eyes, the mouth and the neck and use the shoulders to emphasize the push upward that we have during a take!

Do the same when you squash an head, press it in the chest and raise the shoulders! Also squash and press the eyes between the eyebrows that push down and the cheeks that push up!


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Starting from a realistic bouncing ball, you can create a version more cartoony and exaggerated: increasing the contrast with fast and slow spacing, when the ball is in the air we have a slower spacing, and when it falls we have a big acceleration!

We can also exaggerate the amount of squash and stretch, keeping the stretch longer during the fall and make a bigger squash in the contact!ex6.gif

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In this simple animation of a ball you can exaggerate the timing and the spacing to add energy to the scene and If this would be a character ….. we would have two different jumps and the exaggerated one, with more contrast in the spacing and an exaggerated use of the squash and stretch, results more cartoon and appealing!

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This is all for this lesson, don’t miss the next one! 🙂

LESSON #11 – EXAGGERATION


WHERE WERE WE? 🙂 We still miss 5 Animation Principles and here a new one “Exaggeration”!

Is not so easy to figure out how to use this principle … it requires a marked sensibility, a good eye and a lot of practice! As soon as we’ll finish the principles I was thinking to create an E-Book to gather what we have done so far…so… I’ll keep you update! 😉

Update!


Hi!!!! Sorry for this “break”, I’ve been super busy with the relocation (It took longer than expected :P) but now I’m back 🙂

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Updates of March


As some of you already know… I’m still finishing my relocation! That’s why I’m not posting new videos, BUT…. I’ll come back soon (I promise :P), my next video is in wip!
In the meantime…I’m seeing this my “old” gif shared on Facebook so… I just re-share it with you! 🙂

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COMING SOON: Exaggeration Lesson


Working on the next lesson, the ways we can use Exaggeration are infinite but the good result depends on our ability to use it in a proper way 😉 I’ll need a bit of time to finish this one, is not easy to find the best way to explain this complex principle! 🙂
#animation #learnanimation #exaggeration #lesson #beananimator #animationforbeginner

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NEW: English SUBTITLES!


English subtitles available!

From now on you’ll have the possibility to turn on the subtitles on my next videos and I’m working to add subtitles also on all my previous lessons and tutorials! https://www.youtube.com/watch?v=mFH3EZs1BE4&t=4s

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Lesson #10 – Secondary Action “RECAP”


Here the written recap of the Lesson #10 based on the animation principle “Secondary Action” 😉

here the Video Lesson

indexw

-RECAP-

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Secondary Actions are the kind of things I like to put in my shots to add details regarding the character’s attitude and personality, and ’cause I really like to have some “natural” movements that we usually do in real life but that we probably don’t notice!

This is not the easiest principle, you really have to learn how to use it and when the shot requires it, otherwise you risk to add too much movements in your shot that would result confused and unreadable for the user!

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In a piece of animation you have the PRIMARY ACTION, the main action that is necessary to describe the story

But, you can add SECONDARY ACTIONS to give more depth to the scene, to add more informations about the character’s personality and make the scene more entertaining!

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Example: in a scene we have to see a character sitting at a table, this is the main action, but we can add the action of moving the chair forward and some adjusting movements to make it more natural and interestingSitting01.gifIf we take off the secondary actions, the main action is still clear and it works, on the contrary, we couldn’t take off the primary action ’cause the secondary ones are subordinate to the main one!Sitting02.gif

  • MAIN ACTION + SECONDARY ACTION = tell the story and perfectly work together
  • MAIN ACTION – SECONDARY ACTION = tell the same story
  • SECONDARY ACTION – MAIN ACTION = ? (no sense)

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Secondary actions are just a plus, something we add to:

  • support the main action
  • to make the performance stronger and appealing
  • to add realism and authenticity to the scene

IMPORTANT: This secondary actions don’t have to “steal” the attention from the main action, but just fortify it!


The secondary actions are strictly connected to the characters in the shot and they are based on the character’s personality and mood in that moment

But they are also specific to the location and props in that environment!Schermata 2018-01-10 a 16.23.10.png


Tip: study the body language to add the right gestures to well describe the character’s feelings!


 -Examples of secondary actions created using BODY MOVEMENTS-

  • A character sitting and waiting for someone could be a bit nervous and you can add a movement of the foot to better show this feeling

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  • Or… someone uncomfortable could scratch his head while speaking <- secondary action Scratch2.gif

  • Or… a sad and resigned mood could be emphasized with the body shape but also with a secondary action like kick a pebble, so we add this little movement of the foot kicking a little stonePebble.gif


     -Examples of secondary actions created using EXPRESSIONS and FACE MOVEMENTS-

  • a character crying could wipes a tear with an handSchermata 2018-01-10 a 16.24.30.png

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  • A character that moves his eyes left or right while talking to someone…shows his embarrassmentRight.gif

  • A fast look up during an acting to communicate disappointmentUp.gif

  • During a walk, that is the primary action, you can add the head movements looking around and changing expression according to the character’s mood

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-Examples of secondary actions created using PROPS INTERACTION-

I personally love to add props the characters can play with during a dialogue or in many other situations!

  • A character playing with a pen while speaking to someone, the pen is a prop connected to the location (we have a desk so this is a common prop for this type of location)Pen.gif

  • We could do the same with a prop connected to the character like his glasses, he could take them and use them to support the actingGlasses.gif

 


  • In this case… the character is eating and he just stands there, because he’s thinking and probably someone is speaking to him, but we could add a secondary action of him playing with the food to give the idea that he’s thinking about stuff or just annoyedeat.png

  • If your character is sitting on a sofa, he could bring a cushion to make the action more realistic and interestingSofa

  • If he’s drinking he could touch the glass while speaking or thinking, just to avoid moments where the character doesn’t do nothing and again, in this way it’s easier to have a connection with the character’s feelingsdrink.png

This are just some common and easy secondary actions, with the experience you’ll be able to add more complex secondary actions


Workflow tip: Start blocking the main action first, watch the shot several times and ask yourself…how you could make it more interesting in terms of rhythm, entertaining and to better describe the character’s feelings and mood?

Then decide where to add this secondary actions and watch it again and again to make sure that they …don’t overshadow the main action!

In that case…is better to avoid too many secondary actions! 😉


That is all about this principle! See you for the next one “Exaggeration”! 🙂

Lesson #10 – Secondary Action


One of my favourite animation principle: SECONDARY ACTION! How to play with props (and not only that) to make your animation more interesting 😉

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Rigs:

Alya https://www.facebook.com/AlyaRig/

Ink https://iwanttobeananimator.wordpress…

Lesson 10 “Secondary Actions” COMING SOON


I’m working on this new lesson right now, another explanation with examples of the anination principles “Secondary Actions” 😉

Halloween Break


The life of an Animator is also this… have fun doing anything handmade! ^^ Halloween is coming and so my birthday 😛

What is needed:

– a patient dog

– an even more patient dog ^^’

– a black hoodie and colored felt! 😀

Update


I would definitely need longer days….I’m so busy right now that I can’t create new contents for my blog as much as I would like to! I have so many ideas in mind…but no time to realize them!! 😥

As you know, my tutorials and lessons and all the time I dedicate to create them and give feedback etc….is totally free so… for most of the time…I have to work on other stuff 😀

Besides this, there’s my life: complicated sometimes, there’s my lovely dog that deserves my time, relationships that end, relocations, new jobs….but I really want to continue what I started, so…keep following my blog and I’ll try to do my best to post as mush as I can! 😉ioWORKING

Lesson #9 Follow Through and Overlapping


I had quite busy days during the last month but I finally find the time to create a new lesson … ready to learn how to “section” your character? 🙂

Follow Through and Overlapping RECAP

The principles of follow-through and overlapping will help you a lot to refine your animation and make it more realistic and fluid

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Behind this principle there’s a simple rule:follow_through01.png


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Follow-through is the principle that a parts of the body follows the movement of an other part (the leading one), with a bit of delay

Example: when you have a stop a part stop first and an other one has a delay, so it will stop in a different timeFollow_Through02.gif

Overlapping action is the principle that some parts have different timing or speed compared to other parts, so they overlap the main actionFollow_Through03.gif


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– We can use them to delay each parts of the body:

  • for human characters we can apply this principles on several parts: arms, neck and head, upper chest, legs, hair…

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All this parts will move with a bit of delay compared to the main part of the body that leads the movement, they are offsetted and they OVERLAP the ACTION

  • for animals or anthropomorphic characters we can also have some different elements like long ears or tails to animate using this principles

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Is quite simple, if you analyze for one second the movement… you should be able to recognize which part leads the action, here some examples:


When you know which part leads, you just have to delay the other parts

Don’t forget that… at the beginning of the action, this parts react to the movement of the leading one, by moving in the opposite direction!

In this example we have a simple arm movementFollow_Through05.gif

the shoulder and the upper part of the arm lead the movement, so when they start to move forward, the forearm reacts moving in the opposite direction, then we have the same reaction on the wrist and the fingers

When the leading part arrives to a stop, the forearm, the wrist and the fingers stop with a delay and different timing

So the arm and shoulder drag the lower part of the arm and during this movements you can also break some joints and use some deformers to emphasize the delay and the arcs

So… at first animate the upper part, the leading one, then the lower arm, then the wrist and last…add the fingers animation

You can also delay each finger from the others or even the single parts of the finger

To complete the movement you can add a…follow_through20.png

to avoid a sudden stop, keeping a slight bit of motion for all this parts for more frames

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or add a…follow_through21.pngafter the stop all this parts go back and forth for few times, always decreasing the motion, keeping the delay between a part and an other. The leading part could have just a small and short settle, and the other parts a longer settle

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or just the…

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In this Lesson I explain more in detail Moving Hold and Settle


How to manage follow through, overlapping action, moving hold and settle depends on:

  • -the type and speed of the motion
  • -the length and weight of the parts that follow the movement

 

An other situation where you need to apply this principles is when your character has some cloths like: an hat, a scarf, a coat, a skirt, etc…

This elements will have the follow through and the overlap just like the body parts. The body movement drags this elements and they will react in different ways, depending on the type of cloths, the material’s weight and the speed of the movement


A good way to manage and animate parts with follow-through and overlap is to visualize the body as sections

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In this way will be more easy and fast for you to manage all the delays 😉

Also a tail can be visually split in section:follow_through27follow_through28

the upper part would lead the movement, moving first, the second one would follow this movement, the third one would follow the second one and so on…Follow_Through08.gif

Compared to the main section, the second one has a delay of 1 frame, the third one a delay of 2 frames, the forth one of 3 frames and so on….

in this way your movement would result smooth and realistic! 😉Follow_Through09.gif

Do the same for objects or parts of the character and the practice will help you to naturally apply this principle in the right way!

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Do you need feedback?


I know…sometimes animators are a bit shy and reluctant to show their animations but feedback are really important to improve your skill. A “fresh eye” can see what you don’t see, to have a more “general view” of the shot and can helps you to improve it where really necessary!

I really enjoy the “feedback” process! (♥)

Usually I have a quick view at the shot “Does it works?” “Did I understand what’s going on?”Could be better with just some little modifications?”

After that I got to check the Poses! I have a thing for poses 😀 I love to see the characters in natural and original posesit’s probably the step where I spent most of my time when I animate! Then I check the Timing/Spacing, the Arcs etc..

When I prepare the image reference for the feedback I always try to keep them as much clear and easy to follow as possible, I don’t want to confuse the animator….I should just help him, not make him frustrated 😛

So, have a look on the feedback I’ve created so far (based on you “colleagues” works) and if you have an animation test or a shot and you need feedback…just use the page “Your Animation”and add a link in the comments! I will provide you with a feedback in a couple of days (usually) 😉

Have FUN! 😛

#iWantToBeAnAnimator #beananimator #animation #learnanimation #animationforbeginners

Lesson #8 – ANTICIPATION


A new Lesson available! This time talking about ANTICIPATION and the different types of animations that need it! 😉

In the Lesson I’m using my NEW “cute and super cool” (♥) personal and official channel’s rig INK!!! 😛


Anticipation RECAP

One of your first goal, when your are creating an animation, should always be to make something that is perfectly readable! You can create awesome poses and have a great concept, but…if you don’t make it clear and readable… would be impossible to catch the sense of what you are trying to communicate!Anticipation01.png

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that’s why we use ANTICIPATION! That, as the word suggest, is nothing more than the “preparation to the action”!

We can haveAnticipation03.png

let’s see some example:Anticipation03b.pngwhen the movement of a body (or an object) prepares for an action

Example #1: if a character throws something far, he would prepares the action by moving back the arm with the object (preparing for the throw)

In this way he will have enough energy but this movement also prepares the users for what will happen. From this anticipation, you already can imagine that he will throw the object!

Example #2: a character running out of the screen, is made more readable thanks to an anticipation of the character moving in the opposite direction and raising one leg!

This helps the user to read a very fast action. Without this anticipation…. the user could have some problems to read the scene!

Example #3: or you can use it for a very cartoon effects…. or for something more realistic, with a much more soft anticipation!


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Another way to use an Anticipation is to create a funny effects!
Example: if you see the same run anticipation of the run we’ve seen before, you imagine that he will run away super fast…but…adding a pretty slow run just after this big anticipation…you will create an unexpected result!Run_Fun.gif


Anticipation10Or… you can use it to direct the attention to something that is going to happen or leading the eye in the right screen area.

Example #1: if your character is standing in the middle of the screen and something is going to enter from the right, if you don’t add an anticipation, the users would probably miss the first part (when the second element is entering in the screen) ’cause you are looking at the character in the center.

But…if you add an anticipation of the character looking on the right your attention would be re-directed in the right area, just in time to better follow the action!

Example #2: in case the character is going to take something, a fast look at this object prepares the users to what he’s going to do

Or you can use the anticipation with the hand, holding it in the air for few frames, this is an other way to communicate to the user that he’s going to take the glass!


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Example: thanks to the anticipation you can better feel the weight of the character in two different jumps.

In the one on the left he makes a soften anticipation cause he’s pretty light.

In the one on the right he’s bringing an heavy backpack so he needs more energy for the jump, he needs a stronger anticipation, bending and keeping this pose a bit more


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depends on the action!

Usually with fast action or big change in position we need more anticipation!

Like for the fast run or the cartoon one, both this examples has big anticipation, and a very fast action just after them!
Or, an angry reaction like, a character smashing a door, would require a big anticipation to enphasize the action and after, the door is closed in very few frames


Anticipation20.pngSome Anticipation must be really subtle!

Example #1: an hand that is going to grab a light object would have an almost imperceptible anticipation! The hand just goes upwards for few frames before going down to grab the apple

Example #2: in a simple take we have a little anticipation, a very small movement with the character moving upwards before the take, few frames of anticipation, is there but it’s not so visible


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Example: the door settle doing little movements back and forward in few framesAnticipation25


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You absolutely don’t need an anticipation for every single movements of your character…with practice and experience you will get used to it and you will naturally know when an action need it, as I said, usually we use it before big and or fast action, but also to make the movements more fluid and readable! 😉


Now that you know how to use ANTICIPATION you can follow the Tutorial #08 “How to Animate a Throw” and try to do de Exercise #4 following the steps of the tutorial! 😉

I Like To Present: Ink


INK – Character RIG

I want to introduce you the Official Rig for my Channel – INK 🙂Ink_Rig3.gif

I wanted something simple to better show you same basic principles and I love the 2D effect in general!

Finally is ready and I already started to use it for my new lesson! 🙂

(the Rig is not available for download)

How to make the best use of this channel!


Little and quick video with some explanations 😛

Little Update!


I know….it’s been a while since I’ve posted my last video but in this month I had (in order):

  • a RELOCATION ( from Hamburg to Italy )relocation
  • a “PROBLEM” WITH MY RIGHT ARM (unfortunately I’m not ambidextrous) arm
  • And….I also started an EDUCATION COURSE for my little “tank” EVY……evy

so, I was a bit busy.. 😛

BUT! I’m working on some new videos and soon I will post a lesson based on another animation principle “ANTICIPATION“! So, wait for updates! 😉 LessonTitle_ANTICIPATION.png

Lesson #7 – Squash & Stretch


Let’s continue with the Principles of Animation … let’s see how to handle with “Squash & Stretcht”! 😉

(In the Lesson I used the “Eleven Rig”)