Академический Документы
Профессиональный Документы
Культура Документы
animation beginner... animated sequences that will break the "keys" and
"inbetween" two element rule. For example, "straight
ahead" animation is where there are no keys but the
animator creates a "drawing one" then moves on to
drawing "two", drawing "three", drawing "four", etc...
successively adding a slight change of movement each
time until an entire moving sequence is built up.
Alternatively, a sequence of movement might involve
additional indirect elements such as "extreme"
drawings, which essentially define the extent of a
moment within two key positions but are not
necessarily linked to either.
1
Keys & Inbetweens 3: Simply stated, a "key" is a Keys & Inbetweens 4: In a large professional studio, it
drawing that defines the beginning or the end of an is the assistant who almost exclusively produces most
action. An "inbetween" is a drawing that is created of the inbetweening (unless the animator chooses to
between two other drawings... whether these draw their own inbetweens for reasons best known to
drawings are keys or other inbetweens. Consider for themselves, or else a production budget cannot
example, a ball rolling from A to C. The two key handle an extra salary). It is therefore essential that
drawings in this case are "A" and "C”. the professional assistant animator be extremely fast
and accurate in creating what the animator has
requested (yes, even under pressure... which is more
norm than not).
3
Slowing In and Slowing Out: It is very rare that an If, on the other hand, the animator places most of the
animator will want to have evenly placed inbetween inbetweens at the beginning of the movement,
drawings between two keys. Nothing in life, except emphasizing a speeding up of the action as it moves,
maybe machines, moves at a consistent, even speed then this is known as "slow out".
and animation that moves well will have to reflect this
fact. Most action involves a movement either slowing Note too that on this chart the breakdown drawing
down or speeding up. Check it out... observe people has changed to number “(7)”.
moving and doing things and you will see this is true.
Therefore, to achieve this naturalness of movement,
an animator will draw a chart differently from key to
key. Ever aware of the enduring principle that the
more drawings there are between two keys the slower
it will be... and the less drawings there are the faster is
it. An animator will devise a chart that arranges
inbetweens in a way that the action will either slow
down, or speed up. Therefore, if the animator wants
an action to slow down at the end, their chart will
indicate that there are more inbetweens towards the Occasionally, with longer and larger movements, the
end of the action than at the beginning. animator may require that the action speed up, and
then slow down, between the two keys. This is known
as a "slowing-out/slowing-in" movement. In such a
case and depending on the nature of what the action
is, the animator would probably draw the breakdown
drawing, in addition to the two key drawings, simply
to remove the heavy inbetweening burden from the
assistant, if the action is complex.
4
Key Points: Assistant animators invariably encounter
inbetweening problems that are far more difficult than
our previous example of a rolling ball! To
accommodate this there are several means by which
dissimilar shapes can be inbetweened quite
accurately, removing much of the guesswork. The use
of "key points" is one such means. For example, let us
consider one shape "T" turning into another "T" using
even inbetweens.
5
Superimposition (or unpegging): Now, taking the Then, turning the lightbox on to allow us to see
"morphing" concept one stage further... if the same through the three sheets of paper at once, the center
shape is changing and moving across the screen at the key point of the breakdown drawing "(5)" is marked at
same time, it raises further problems for the assistant. a precise midway position between the two on the top
For example, the letter "A" animates to the letter "Z" sheet of paper. (Note: The line linking the center
in even inbetweens... points between two keys, upon which the center point
of the breakdown drawing is located, is called a "path
of action".)
6
More often than not however, it is not possible to use
an identifiable center mark as our point of reference
when creating in a breakdown point between two key
drawings. In this case, the assistant must use even
more enhanced visual judgment to assess where this
point, and shape, might be. For example, if a balloon
animates into an irregular shape, such as a hand, the
assistant will have to use their best judgment in
estimating the approximate breakdown position
between the two key shapes. It may be possible to
estimate a center position at the same time but,
usually, it is only really possible to rough estimate an
approximate shape and position between the two
keys and lightly sketch it in with a blue pencil...
7
Flipping: One of the finest skills an animator or
assistant can learn is "flipping”. Flipping is a method of
getting the feel of how a moving sequence is going by Although I personally prefer to animate using the top
simple flipping a number of drawings in sequence, one pegs approach, this way of animating does definitely
after the other... just in the same way the flip books make flipping harder. It takes more patience and
we all owned, or created, as kids created magical finger/eye coordination to flip a collection of five top
movement. However, unless somehow we fix a huge peg drawings at once... but the effort is well and truly
pile of large animation drawings together, the worth it, once it is mastered. With the drawings being
maximum numbers of drawings that can be flipped on on top pegs, it is impossible to use one hand alone to
a peg bar at once are five. (That being the number of interleave between the drawings. Therefore two
digits we have to work with on a human hand.) There hands have to be used. This is done by having the
are three kinds of flipping possible.... "bottom pegs" index finger and thumb of the left hand to hold the
flipping, "top pegs" flipping and "whole scene" second from the top animation drawing, and the next
flipping. two fingers of the same hand to hold the top sheet.
The right hand performs similarly, gripping the fourth
Bottom pegs flipping is probably the easiest of all the and third animation drawing respectively. The hard
three. An animator or assistant will place five part is learning to coordinate the relevant finger
consecutive animation drawings on the peg bar... then movements to create a sequential flipping motion
interleave their fingers between the top four sheets. It with the drawings. It is hard, and will take trial an
is then just a process of coordinating the finger error. But it can be done and patience will be
movements to enable the drawings to fleetingly and rewarded ultimately.
consecutively pass the field of vision, top to bottom
and back again. The free hand will probably be
required to hold the drawings securely on the pegs as
the sheets are flipped.
8
Incidentally, as there is no free hand to hold the
animation drawings securely on the peg bar with this
method, there is a danger of them flying off the pegs
as the flipping is attempted. To remedy this, a large
rubber band can be stretched over the peg bar, on top
of the drawings, to create the required stability.
9
Head Turns: It cannot be emphasized enough… However, before you draw your breakdown, try
everything that moves in life, moves in arcs, never in turning your own head and sense what is happening.
straight lines. The animator must always be conscious You will be conscious of a very slight dip in its path of
of this fact when considering any new action and your head's action as it turns... however slight that dip
needs to underline this point to the assistant also. It is may be... and a sense that your head moves up at the
by using arcs, however subtle they may be, that your other end as your eyes focus on what you are turning
animation will take on a greater sense of reality and to see. It's quite subtle, but it’s real. This is the action
naturalness. By way of explanation, let us consider that has to be imitated for our example. Therefore, a
these two key drawings of a basic head turning, more natural-looking breakdown drawing might
showing the head moving from front to profile. appear as…
10
Eye Movements: As earlier suggested, it is a very
valuable exercise for an animator to be able feel out
the proposed movements of a character through their
own body first, wherever possible. To animate well, an
animator truly needs to literally "feel" that action
within them before attempting it. Remember too that
the action of a character is determined by their
inherent thoughts and feelings within the scene... for
thinking always initiates action. Remember too that
animation is not just making drawings move… it is
making drawing move WELL. That is dependent upon a
number of factors that the animator needs to address
before starting a scene, the least of which being the
ability to feel the action within themselves before
animating it. I suggest that this as the "method school
of animation".., where you only really get out what
you put in and what you put in must come from within
your own understanding of yourself and the script.
The more effort the animator puts in up front, the
better the action will turn out. It is an old, well-worn axiom but the eyes truly are
"the window to the soul". We can tell so much about a
With such intentions in mind, start to become aware person, how they are thinking and how they are
of your own body and its movement… specifically its feeling, from the expression in their eyes. When it
less obvious movement. Apart from the arcing comes to films, whether they be animated or
movements discussed, what other events happen otherwise, it is universally acknowledged that the
when you turn your head from front to side? (A word audience will always focus on the eyes when a person,
of caution and reminder here... everyone acts or character, is speaking. And, when it comes to
differently when performing the same action and even market research, to test audience responses to
the same person might turn their head in a number of products in advertising commercials, it is the degrees
different ways, depending on their general alertness, of dilation in the pupils of the eyes of the audience
intention or state of emotion [such as fear, irritation, that acts as a barometer to their receptivity to the
aggression, supplication, desire, etc.]... so don't be products or not. Therefore, so important are the eyes
surprised if your action differs from what follows!) to the enrichment or a character's performance, that
Pretty much universally, the normal expectation of a some additional attention, concerning the animation
head turn is that as it turns, the eyes close fully of eyes, will be invaluable...
midway through. This happens as they are beginning
to adjust to a look in a new direction. Therefore, in the
case of our example, the breakdown drawing will
require a definite eye change if it is to become more
impactful and plausible, which simply closing the eyes
will emphasize...
11
For example, if the pupil is moving from one side of
the eyeball to the other, it is essential that the action
of that pupil also be placed on an arc. If not, the same
sliding effect we discussed earlier with the straight
head turn will occur. Remember too that the eye is a
ball, not just a fiat white circle, so the action must
reflect a spherical one, not a lateral one. Anyway, to
gain strength and plausibility to the moving eye, the
movement will be more successfully achieved as so....
12
Exposure Sheets: An "exposure sheet" ("x-sheet or Although many exposure sheets do differ (mainly in
"dope sheet") is a page (or series of pages) that layout) from studio to studio and country to country,
contains all the relevant information that the animator the information contained here is pretty much
will need to use when animating... including the standard. At first glance the x-sheet will appear a
phonetic breakdown transferred from the bar sheets, formidable adversary... comprising of a confusing
scene "start" and "cut" (end) points, the director's number of vertical columns and horizontal lines.
action notes and timings, areas for logging animation However, once this is all broken down into its various
and communicating shooting instructions to the relevant parts, and understood well enough, the
cameraman, etc. The exposure sheet is therefore the exposure sheet soon becomes a friend, not an enemy.
means by which the animator can both organize their
thinking all in one place and then communicate these Apart from the top section... which clearly provides
thoughts to others in the production chain. In some space for the writing in of the "Sequence", "Scene",
ways, the exposure sheet is quite similar to a bar "Scene Title" and "Page number" information.., the
sheet, in that it reproduces exactly... with frame-by- narrowly-spaced horizontal lines, seen beneath,
frame accuracy... the phonetic breakdown the sound basically represent each frame of film the animator
editor produced for the bar sheets. The only exception will be using. The vertical columns, on the other hand,
to this is that the exposure sheet is smaller in size and represent other aspects of what comprises a scene
formatted somewhat differently. A typical exposure and the animation process... namely (from left to
right) the director's/animator's action notes column,
sheet looks like this...
the dialogue breakdown column, the six columns that
represent the layers possible for cel animation plus
background artwork, and the camera instructions
column.
13
It has always been easy to assess the exposure sheets
in terms of "time"… that one and a half feet of film
equals one second of time... i.e. three sections of the The next column across indicates the phonetic
breakdown of the soundtrack. This will be information
heavier ruling. (Indeed, as I prefer to work in time
terms, rather than footage terms, I invariably circle that has been directly transferred from the bar sheet,
the number of seconds passed in the on a frame-by-frame basis, and will accurately indicate
"director/animator's" column beside the dialogue just on what frame (or frames) each word's phonetic
column.) breakdown falls. (Note: With regards "phonetic"
breakdowns... if the word being analyzed is "barn",
then it will phonetically notated as "B", "AH", "N".
14
The next set of six, vertical columns indicate the
maximum levels of cels... plus background... that can
possibly be filmed together at any one time.
Traditional 2D animation established the fact that a
set maximum of cels only could be shot over a
background at any one time and that any more than
this would render the background and lower cel
artwork too dark. (Due to the fact that each level of
cel [acetate] reduced the light intensity of the artwork
significantly... and therefore it was universally Finally, the vertical column to the right of the
accepted that there could only be a maximum of five exposure sheet is exclusively reserved for the
levels used before the scene would begin to look animator to communicate specific, additional
impossibly dark) instructions to the cameraman. (i.e. "Additional" to
the shooting instructions indicated in the previous six
columns.) Such additional information can include the
"Start" and "Cut" (end) points of the scene, the "field
size" (i.e. area of artwork to be seen by the camera)
required, any "panning & tracking" movements, "fade-
in" and "fade-out" instructions, etc.
15