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Animation Primer (Part 1): Core Principles
Iâve been meaning to talk about how game animation works in general because itâs such an integral element to contemporary video games. Unfortunately, itâs also one of the broadest and deepest elements in entertainment today, which means that itâs very difficult to talk about any specifics without everyone involved understanding the fundamentals first. Thereâs a lot involved - animation in games is incredibly complicated, because it builds off of general animation principles (art), as well as technology (engineering), and is used in different ways in games (design). So, over the course of several posts, Iâm going to try giving you all a primer on how game animation works. Iâll start from the most basic core principles (the twelve principles of animation), then move on to game-specific animation and how animators deal with it, and finally talk about how the animations work from an engineering perspective.
That said⊠letâs begin. First off, letâs try to understand - what is animation? The best way Iâve heard it described is âSculpting Timeâ - itâs a distinct means of showing something happening in four dimensions (length, width, depth, and time). A punch cannot exist in only two or three dimensions - it must take place over time. Our human brains are very good at taking separate pieces and putting them together into a coherent whole. When we see a whole bunch of distinct, individual images in close proximity to each other, our brains will stitch them together to a single action. That subconscious mental stitching is the foundation of animation.
As artists figured out how this worked, they experimented and discovered ways to make animation look better. Animators took their traditional drawings and experimented with bending and breaking rules, inventing techniques like âsmearingâ - exaggerating characters in individual frames in order to make the overall motion look smoother - in the process. This is why freeze frames of old Disney animated movies are often so weird looking - they are masters of using this technique.
Generally, a âgood lookingâ animation is one that reads well to the viewer - all animation is constructed for the benefit of the viewer more than anything else. As such, it means that the motion has to convey a story to the viewer. Good animation will convey a clearer story to the viewer than bad, and that translates to âlooking betterâ. The animation pioneersâ wisdom was essentially boiled down to twelve fundamental principles.
Today, Iâll go over the twelve principles. All images taken from @the12principles.
The Twelve Principles of Animation
1. Squash and Stretch. When creatures move, they donât just move parts of their body through space. Thereâs a give and take involved, where parts of the body will flatten more and others will stretch further - muscles elongate and contract, bones and joints will change position, and so on and so forth. This doesnât only apply to living things either - inanimate objects like balls, water droplets, and other things will also change shape as force is applied to it. A baseball hit by a bat is most definitely not round at the point of impact. Humans understand this on a subconscious level, and are keyed to look for it. Seeing bodies contract and expand makes the viewer feel like the motion is more palpable.Â
2. Anticipation. Humans subconsciously look for clues for something to happen, even if it happens only a fraction of a second before it. By showing the viewers something to clue them in as to what is about to happen, it primes them for when the action actually does happen. Without it, it can feel like the action came out of nowhere. By giving a momentâs notice, the action is conveyed more clearly.
3. Staging. Staging is about clarity of intention. You want the viewer to understand what feeling or emotion is being conveyed by the animated object at all times, and it should be clear through the motion exactly what that feeling is. By providing clarity of feeling, the viewer subconsciously relates better to the moving object.
4. Pose to Pose. This is the idea of having several key poses for the moving object, and then filling in images for what happens in between those key poses. This is a natural extension of computersâ ability to interpolate between numbers and figure out what happens âin betweenâ at a specific time step between two numbers. There is another method of doing this called âStraight Aheadâ where the animator creates images from frame to frame without a clear goal of where to end up and that lends itself better to things like morphing shapes or visual effects like fire burning, explosions, water splashing, etc.Â
5. Follow Through. Action canât exist in a vacuum. Similar to Anticipation above, Follow Through means that the movement doesnât just stop. It continues moving because it has weight, and thus has a result. Our brains are primed to look for this. Stuff that just stops moving all of a sudden feel abnormal to the viewer. By allowing the viewer to see the results of the motion, it feels more real.Â
6. Slow In and Slow Out. This principle means that our brains are primed to see things start slow, end slow, and do most of the movement in between. Slow In and Slow Out is similar to Anticipation and Follow Through but at an even more basic level. It only refers to the speed of the movements at these crucial end points, but it smooths out the transition and helps our subconscious brain because itâs primed to think about things in terms of weight and inertia - we expect things to slide to a stop, we expect things to require more effort to start, and we expect gravity to play a part.
7. Arcs. Circles and arcing motion are pleasant to the human eye. When we move, we tend to move in arcs, rather than straight lines. When we walk, our heads naturally bob and dip, creating an arc. When we gesture, our arms usually move in a circular motion, rather than a straight line. When we speak, we subconsciously adjust for a natural cadence in our voices, rather than maintain a constant monotone. Humans like arcs. In animation, we subconsciously want to see them.
8. Secondary Action. Secondary Action is similar to Follow Through above where we expect to see the results of the motion. Nothing moves alone in a vacuum, after all. This means that the stuff that the moving thing may be touching or interact with should also show effects from that movement. An object on a table might get jostled when the table is bumped, yelling at someone might cause the listener to wince, or firing a gun would cause recoil in the arms of the person firing it. Itâs important to incorporate secondary action into motions to make them more believable.
9. Timing. Timing affects how we perceive things to be by watching them move. Observe the two actions animated above. What does this tell you about the big cube that the smaller cubes are pushing? Perhaps the bottom big cube is heavier and requires more effort than the top one? Maybe the top one is on a floor thatâs easier to slide things on than the bottom? See how just the timing of the motion affects your perception of it.
10. Exaggeration. We tend to lose a lot of the nuance of natural motion, especially when viewed at a distance. When creating an experience for a viewer, we donât want to take that risk⊠so the best way to make sure that the viewer doesnât miss it is to exaggerate its motion. Arcs become bigger, timing becomes tighter, secondary motions become more elaborate. This helps them read better to the viewer. It might feel like making the motions obvious would be a little hamfisted to the viewer, but itâs actually very useful.
11. Solid Drawing. Solid Drawing means to take the principles of perspective and weight into account when creating the moving object. When an object of a certain size and shape moves, viewers will assume certain characteristics like inertia, weight, and so on. Animation does not inherently carry these sorts of constraints, but the wise animator will still take them into account when creating those motions. An enormous object should treated as if it were heavy. A thin object might bend, flex, or shatter. A round object might roll. A fragile object can break.
12. Appeal. This is kind of tough to describe, but Appeal basically refers to the character being interesting and memorable to look at. Something about the character stands out in your mind and you have a generally good reaction towards it. You should be able to recall the character from memory. Even villains have Appeal - Ganondorf and Ganon are extremely memorable visually, even if they arenât heroes. But Megatron from Michael Bayâs Transformers movies has too much detail clutter and obfuscates what visually defines him. If youâve seen the movies, can you remember any sort of visual distinction about him? Could you choose him out of a silhouette? Thatâs what happens when Appeal is missing.
If youâre observant, youâll see that actual real-life motion often incorporates these principles in general. These arenât just suggestions for making animation look better, but an understanding of all of the little details that go into motion in order to make it look believable.Â
Further Reading:
[Art Eaterâs blog post on the 12 principles of Animation using Darkstalkers as an example]
Next time, we will go over how 3D animators actually deal with making things move.
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This semester I assigned myself to draw Portugal in the Steven Universe style! Tbh I canât even believe they all done SMH! Steven Universe and @rebeccasugar is a huge inspiration to me
Well! Hereâs some of my faves! Enjoy!
Yes, I do teach creative writing: your opening scene
The opening scene is the most important piece of your novel. This scene determines whether your reader is pulled in or puts the book down. Here are some important doâs and donâts.
DO write it as a scene, not a data dump. You may have a fantastic premise, a marvelous alternate history or post-apocalyptic world or magical realism to die for, but if you donât engage your reader in an actual scene, you will bore them.
DO write a scene that immediately introduces a character that the reader can root for. Yes, I know Stephen King has had great success introducing victims that are then shortly afterward killed off. Thatâs a horror trope and we expect it. But if you are caught up in world-building and havenât dreamed your way into a character who is worth following through 100,000 words of writing, your story is pointless. I have read many pieces of fiction by would-be writers who canât grasp this essential concept, and without exception, they fail to engage the reader.
DO introduce the stakes right away. In case thatâs a challenge that needs some exposition to develop, create some immediate stakes (a life threat works) that keep the tension high and the reader engaged until you can lay out the larger stakes.
DO begin in medias res, which means âin the middle of things.â Most beginning fiction writers make the mistake of starting too early in the plot. Meet the monster on page 1.Â
DONâT include a flashback in the first chapter. Work on a scene, which means time is NOT compressed. It should include dialog, action, description, setting, and interior monolog. Keep everything happening within that scene for at least the first chapter. You can bring in a flashback in Chapter Three.
DONâT shift points of view within a single chapter. Let the reader establish a strong bond of interest (even if itâs with a POV villain) over the course of a whole chapter.
DONâT open the story with your character waking up unless itâs because sheâs got a gun in her face (or a knife to her throat â you get what I mean). We donât need to follow a character through their mundane daily routine.Â
DONâT be coy. Beginning writers often have this idea that they need to hold back on revealing all their secrets â whatâs in the box, whoâs behind the curtain, where theyâre going next, etc. Their well-meant plan is to slowly reveal all this over several chapters. Trust me on this one: tell your readers instead of keeping it a mystery. You WILL come up with more secrets to reveal. Your imagination is that good. Spill it now, and allow that revelation to add to the excitement.
A faerie introduces himself. Then, holding out a hand, asks, âAnd your name, please?â
And, like a fool, you give it to him.
I got asked for clarification on this (but canât reblog that particular post cuz on mobile), which Iâm more than happy to provide.
In this post, a faerie is asking for âyourâ name. The way he is wording it, however, and the accompanying beckoning motion, makes it seem as though he is asking for you to physically hand your name over. Which, because of how some faeries operate, he is.
In this instance, saying your name aloud to the fae would be literally giving your name over to him, the exact consequences of which are left up to the imaginationâusually, a fae even knowing your name gives it some measure of power over you, but giving something your name would likely let it completely take over your life.
In this instance, the wording you want to use is something like âI will not give you my name, but I will tell you that itâs [name].â Alternately, you can just lie to him.
Might i suggest the less direct yet still name-preserving âyou may call meâŠâ? It dodges the request while still giving an answer of a name, which does not even have to be yours, but any name you feel like telling the fae they can use to refer to you. I would recommend âAinselâ.
The first time he asks for your name is the first time you meet him. He appears as you walk by the fĂŠrie ring, that you have not entered because your grandmother has repeated so many times not to do so, and, curious of your presence, watches as you jump when you notice him.
You recognize him instantly. It is the FĂŠ whose influence your village is under, the one the elders have told you and your friends to be wary about, for the people who have been seen walking away with him have never come back.
You donât know what he does to them. The villagers have never dared to confront him about it, never dare to address to him at all. He is not evil: he sometimes speaks blessings upon the cattle, talks the horses to calm after a storm, ensures a good harvest for the farmers, makes the flower bloom in spring even when the weather is still too cold. He is, simply, a FĂŠ, whose ways humans cannot understand.
Continuar a ler
Enticing
âLuna has apparently bonded or is just obsessed with my daughter. This is the 2nd cat weâve had that is like this with her.â
(Source)
told my parents i miss archaeology and my mom was, very sympathetically, like: âdo you want to dig holes in the garden?â and i was like. yes. i want to dig holes in the garden.
my wife, after reading this to me aloud: Itâs your people! âŠdo you want me to break a clay pot for you to put back together?
me, burying my face in my hands: Maybe�
These are both moods, but unfortunately I am primarily a bioarchaeologist. (IE, I specialize in digging up old human skeletons.) And, uh, home-made bioarchaeology is tragically discriminated against by law enforcement.
Only if you get caught
Moon Glow | Brenda Erikson
When you learned of the god of war, you thought heâd be tall and muscular and angry. When you were about to meet him, you braced yourself for the worst.
You werenât quite expecting the short, scrawny, shy kid you ended up getting instead.
Olive skin, black hair, skinny, dirty face with pale lines where tears had sliced through the ash and dust. AÂ white chiton dress and a threadbare shawl draped over her shoulders.
A pair of wings - huge, black vulture wings, far too large on her tiny body - were the only things that suggested she was divine.
The general shifted his weight from foot to foot. Obviously respect had to be given to gods, but⊠âEr - Iâm sorry, I was invoking Ares? The god of war?â
The child god shrunk in on herself, and pulled the shawl over her shoulders. She muttered something. âSorry?â the general asked.
âAres is the god of slaughter,â the child god said in a slightly louder voice. âNot war.â
The general looked at the priest. The priest shrugged, clearly lost at sea. âWell,â the general said, âthen maybe Athena? Goddess of tactics in war?â
âTactics,â the child god repeated. âNot war.â
There was a long, ugly silence, as the huge vulture wings shifted with the whisper of brushing feathers. âMy name is - was - Iphigenia. Daughter of Agamemnon, king of Mycenae, commander of the Greeks who stormed the walls of Troy. When my father disgraced Artemis, and the winds of Greece would not blow her battleships to Troy, I was brought to Aulis. For my wedding, I was told. I was-â
She sobbed. Teardrops dribbled off her chin and fell to the temple floor. âI was fourteen. And then I was brought to the highest altar in Aulis, and - and then - and-â
Another sob. âI was fourteen,â she said.
The vulture wings draped over her, and she disappeared under the cloak of black feathers. When they parted, and when the child god looked up at the general, he fell backwards. Those eyes. Eyes heâd seen a thousand times in battle -
âI am the true spirit of war, general,â the child god said. âI am the goddess of bloodshed, of sacrifice, of the slaughter of innocents. I am invoked when men ravage, burn and pillage. I am invoked when mothers cry out, when sons die, when daughters are stolen. I hear it all, general. I have heard it all since the fall of Troy.â
The terrible wings opened up. The child god loomed over the fallen man, twenty, thirty feet tall. Somewhere, the priest was screaming. âHow dare you call upon my name.â
James Blake âRetrogadeâ Apocalypse twist
Been listening to this song over and over again, and the more I listen to it, the more I canât get rid of this Apocalypse reading of the Lyrics.Â
So this is going to be a story telling interpretation song I guess? I made a few changes in the lyrics because that was how I heard it in the first place and also because I think it suits it better.
The lyrics will be in bold, including the changes.Â
I hope you enjoy.
- Lost, in the most beautiful secret -
by Pedro Gabriel
- She was there, beyond the sea -
by Pedro Gabriel
- What do you see? -
by Pedro Gabriel