John Lasseter 1987 PRINCIPLES OF TRADITIONAL ANIMATION APPLIED TO 3D COMPUTER ANIMATION PowerPoint PPT Presentation

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Title: John Lasseter 1987 PRINCIPLES OF TRADITIONAL ANIMATION APPLIED TO 3D COMPUTER ANIMATION


1
John Lasseter1987 PRINCIPLES OF TRADITIONAL
ANIMATIONAPPLIED TO 3D COMPUTER ANIMATION
2
Introduction
  • Three Little Pigs
  • Academy Award Winner
  • Oscar for Whos afraid of the Big Bad Wolfe?

3
Principles of Animation - Introduction
  • 1920s and 1930s animation was popular.
  • Disney noticed no lifelike movement for animal or
    human figure.
  • Disney established drawing classes at Chouinard
    art in LA.
  • From these classes the following principles were
    established.

4
Principles of Animation
  1. Squash and stretch -- defining the rigidity and
    mass of an object by distorting its shape during
    an action.
  2. Timing -- spacing actions to define the weight
    and size of objects and the personality of
    characters.
  3. Anticipation -- preparation for an action.
  4. Staging -- Presentating an idea so that it is
    unmistakably clear.

5
Principles of Animation
  1. Follow through and overlapping action -- the
    termination of an action and establishing its
    relationship to the next action.
  2. Straight ahead action and pose-to-pose action --
    the two contrasting approaches to the creation of
    movement.
  3. Slow in and out -- the spacing of the inbetween
    frames to achieve subtlety of timing and
    movement.
  4. Arcs -- the visual path of action for natural
    movement.

6
Principles of Animation
  1. Exaggeration -- accentuating the essence of an
    idea via the design and the action.
  2. Secondary action -- the action of an object
    resulting from another action,
  3. Appeal - creating a design or an action that the
    audience enjoys watching.

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SQUASH AND STRETCH
8
SQUASH AND STRETCH
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SQUASH AND STRETCH
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SQUASH AND STRETCH
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SQUASH AND STRETCH
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TIMING
  • http//www.comet-cartoons.com/toons/3ddocs/charani
    m/

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TIMING
  • NO inbetweens ........... The Character has been
    hit by a tremendous force. His head is nearly
    snapped off.
  • ONE inbetweens ......... The Character has been
    hit by a brick, rolling pin, frying pan.
  • TWO inbetweens ......... The Character has a
    nervous tic, a muscle spasm, an uncontrollable
    twitch.
  • THREE inbetweens ..... The Character is dodging a
    brick, rolling pin, frying pan.

14
TIMING
  • FOUR inbetweens ........... The Character is
    giving a crisp order, "Get going!" "Move it!"
  • FIVE inbetweens ........... The Character is more
    friendly, "Over here.""Come on-hurry!"
  • SIX inbetweens ........... The Character sees a
    good looking girl, or the sports car he has
    always wanted.
  • SEVEN inbetweens ........... The Character tries
    to get a better look at something.

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TIMING
  • EIGHT inbetweens ........... The Charaeter
    searches for the peanut butter on the kitchen
    shelf.
  • NINE inbetweens ........... The Character
    appraises, considering thoughtfully.
  • TEN inbetweens ........... The Character
    stretches a sore muscle.

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ANTICIPATION
17
ANTICIPATION
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ANTICIPATION
http//www.comet-cartoons.com/toons/3ddocs/charani
m/
19
STAGING
  • In Luxo, Jr. all action was staged to the side
    for clarity.

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STAGING
  • Andres scratch was staged to the side for
    clarity.

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FOLLOW THROUGH
  • Follow through of Wally Bs feet.

22
OVERLAPPING ACTION
  • Overlapping action of Wally Bs feet.

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Walt Disney Definition of Overlapping Action
  • It is not necessary for an animator to take a
    character to one point, complete that action
    completely, and then turn to the following action
    as if he had never given it a thought until after
    completing the first action. When a character
    knows what his is going to do he doesn't have to
    stop before each individual action and think to
    do it. He has planned in advance in his mind.

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Walt Disney Example of Overlapping Action
  • The mind thinks, "I'll close the door - lock it -
    then I'm going to undress and go to bed."
  • Well, you walk over to the door
  • before the walk is finished you're reaching for
    the door before the door is closed you reach for
    the key
  • before the door is locked you're turning away -
    while you're walking away you undo your tie
  • and before you reach the bureau you have your tie
    off.
  • In other words, before you know it you're
    undressed - and you've done it in one thought,
    "I'm going to bed."

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STRAIGHT AHEAD ACTION OR POSE-TO-POSE
  • Pose to pose (Keyframes).
  • Animator creates keyframes.
  • Straight ahead.
  • Characterized by zany action.
  • Animator makes one drawing after another.

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SLOW IN AND OUT
  • The spacing of the inbetween drawings between the
    extreme poses.

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SLOW IN AND OUT
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ARCS
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EXAGGERATION
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EXAGGERATION
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SECONDARY ACTION
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APPEAL
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APPEAL
34
PERSONALITY
  • When character animation is successful and the
    audience is thoroughly entertained, it is because
    the characters and the story have become more
    important and apparent than the technique that
    went into the animation.
  • the success of character animation lies in the
    personality of the characters.

35
CONCLUSION
  • the first goal of the animator is to
    entertain.
  • The animator must have two things
  • a clear concept of exactly what will entertain
    the audience
  • and the tools and skills to put those ideas
    across clearly and unambiguously
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