动画原理

钟骥

目录

  • 1 课前准备 Preparing
    • 1.1 动画工具的准备 Animation Tools
  • 2 第一章 动画的基本概念 The Basic Conception of Animation
    • 2.1 1.1 何为动画?What is Animation?
      • 2.1.1 1.1.1 动画的定义 The definition of Animation
      • 2.1.2 1.1.2 动画产生的基本原理 The basic principle of animation
    • 2.2 1.2 动画制作流程简介 Brief Introduction of Animation workflow
      • 2.2.1 1.2.1 传统二维动画制作流程 Traditional 2D animation workflow
      • 2.2.2 1.2.2 三维动画制作流程 3D animation workflow
      • 2.2.3 1.2.3 数字二维动画制作流程 Digital 2D animation workflow
      • 2.2.4 1.2.4 动画制作流程案例 Animation Workflow Samples
    • 2.3 1.3 动画创作工具 Tools for Creating Animation
  • 3 第二章 动画创作术语 The terminologies of Animation
    • 3.1 2.1 帧 Frame
    • 3.2 2.2 显示分辨率 Display Resolution
    • 3.3 2.3 关键张、原画、小原画、动画 Keypose, Key animation, Breakdown, Inbetween
    • 3.4 2.4 轨目 Chart
    • 3.5 2.5 安全框 Safe Area
    • 3.6 2.6 中割练习 Practice of Inbetween
  • 4 第三章 动画原理的学习与研究方法 Study and Research Methods of Animation
    • 4.1 3.1 如何看动画 How to Watch Animation
    • 4.2 3.2 收集与研习素材资料 Collect and Analyse References
    • 4.3 3.3 原画临摹 ‘Copy’ Good Animation
  • 5 第四章 基础动画原理 Basic Animation Knowledges
    • 5.1 4.1 时间与空间 Timing and Spacing
    • 5.2 4.2 一拍1,一拍2,一拍3 On Ones, On Twos, On Threes
    • 5.3 4.3 力的体现 The Force
  • 6 第五章 运动规律基础 Basic principles of animation
    • 6.1 5.1 夸张 Exaggeration
    • 6.2 5.2 挤压与拉伸 Stretch and Squash
    • 6.3 5.3 曲线运动 Arc
    • 6.4 5.4 预备与缓冲 Anticipation and Participation
    • 6.5 5.5 跟随运动 Follow through and Overlap
    • 6.6 5.6 速度的表现方法 Speed
    • 6.7 5.7 姿势线
  • 7 第六章 两足角色的常规运动
    • 7.1 6.1 走路 Walk
    • 7.2 6.2 跑步 Run
    • 7.3 6.3 个性的走路 Walking emotionally
    • 7.4 6.4 不同角度的走、跑 Running and Walking in Different Angles
  • 8 第七章 自然元素
    • 8.1 7.1 水 Water
    • 8.2 7.2 火 Fire
    • 8.3 7.3 烟 Smoke
4.2 一拍1,一拍2,一拍3 On Ones, On Twos, On Threes

4.2  1拍1,1拍2,1拍3 Animate on ones, on twos, on threes


Q:下列运动有什么不同?What’s the differences between these three moving balls?


第一个球,使用了“一拍一”,也就是1张画面,拍摄了1帧。

The first ball was animated ‘on ones’, that means one image was shot on one frame.

第二个球,使用了“一拍二”,也就是1张画面,拍摄了2帧。

The second ball was animated ‘on twos’, that means one image was shot on two frames.

第三个球,使用了“一拍三”,也就是1张画面,拍摄了3帧。

The third ball was animated ‘on threes’, that means one image was shot on three frames.



所以他们的流畅度是不一样的。哪个更流畅?

Their fluency is different. Which is smoother?


         



全动画与有限动画(full animation&limited animation)

全动画:动画完全描绘出动作的所有状态,每一张都画出全部身体。迪斯尼、梦工厂等欧美派动画公司经常使用,高质量动画电影也经常使用,因为钱多

Full animation is the technique of making traditional animation that completely draw all the states of the action, each picture shows the whole body. Disney, Dreamworks and other big companies usually use this technique in high quality animated film because they have a big budget.

有限动画:动画中有对动作的省略,或将角色大部分部位静止只留下少许动作(分层),或将运动的中间状态用高速变形、速度线等代替。日本动画,和TV动画经常使用,因为钱少

Limited animation is a process in the overall technique of traditional animation of creating animated cartoons that do not redraw entire frames but variably reuses common parts between frames. It is often used in Japanese Anime and other TV animation, for cutting budget and saving time. Anime features scenes of mouth moving with occasional eye blinks, rendered long shots of detailed backgrounds and rare use of 2D fluidity on motion-blur filled action alongside reused drawings.




Full animation




Limited animation


人类的视觉系统每秒可以处理10到12幅图像,并分别感知它们,而较高的速率则被感知为运动。

The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion.

所以,商业动画大多数动作使用“一拍二”来画就可以了,这样可以节省人力、物力、财力和时间。Therefore, for commercial animation, most of the action can be animate‘on twos’, that can save human resource, material resource, financial resource and time.

只有在一拍二的拍摄达不到效果时,才需要画一拍一。

It is only necessary to animate ‘on ones’ when ‘on twos’ doesn't work. 

一般来说,动作越快,越需要用一拍一。在慢的动作中,连续的动画相隔距离很近,眼睛从一张跳到另一张并没有什么困难。但在快动作中,因为动作时间的限制,每张相隔距离很大,如果一拍二的话,人眼会有察觉。

Generally,  the faster the movement, the more we need to animate ‘on ones’. In slow motion, the space between two frames are closed that it is not difficult for the eyes to feel skipping. However, in fast motion, due to the limit time, the distance between each frame is large, if we do ‘on ones’, the audience might feel ‘jumping’.


作业Assignment

乒乓球弹跳

要求

1. 画乒乓球从画面一边入镜,最后停在同一个画面中。

2. 先规划好路径

3. 弹跳要流畅