Showing posts with label walk. Show all posts
Showing posts with label walk. Show all posts

Thursday, 25 November 2010

Follow through and overlapping action

The principle of follow through and overlapping action is there to really bring forward the 'believability' of the characters movement.

The principle is dictated to by the laws of physics and follows them as much as it can; follow through demonstrates this the most with it being the law that as a character makes a movement, any loose items such as hair or an item of loose clothing will continue moving once that character has stopped due to the 'drag' on the item.

Overlapping action is simply a second action that runs at a different time alongside another action or movement. A good example of this is a walk cycle, where the arms are moving at a different time to the body and legs and therefore 'overlap' the action.

Examples:

Fig. 1
The simple follow through action of the hand continuing after the throw as it slows down displays the laws of physics and keeps the piece from becoming static, therefore making the whole action more realistic and enjoyable.



Fig. 2
Notice how the simple addition of the skirt to a bouncing ball gives it more meaning and sense of being. It adds more reference to the laws of physics by introducing the air resistance or 'drag' on the skirt and makes it more believable.




This short walk cycle demonstrates overlapping and secondary action in the characters movement.
Look how a simple standard walk is made more realistic with the simple addition of this principle; the overlapping action of the arms and follow through of the floppy ears give a real sense of weight to the character and show off his features.

Links:


Fig. 1 and 2: http://www.animationbrain.com/follow-through-overlapping-2d-animation-principle.html

Video: http://www.youtube.com/watch?v=ajagVS-M7b0

Tuesday, 16 November 2010

Arcs - Animation Principles

Arcs are in most movement that we encounter in day to day life as most naturalistic action follows a series of curves and arcs; very few natural actions are linear, the majority of such action occurs in more mechanical situations.

Because of this arcs must be incorporated into animated action in order to sustain believability. However sometimes animators may choose to disregard this approach, in order to create more emphasis on the keys rather than the movement. John Kricfalusi did this when producing "Ren and Stimpey" creating more snappy action.

Using an arc within your animation movement essentially means that the action follows a curve of action rather going in a straight line.

















An example of arcs used in animation:





An example of animation ignoring the arcs approach:



I intend to produce my own short line tests illustrating this approach further, alongside more in depth research.

References:
"Animation the Mechanics of Motion" Chris Webster. Pages 50-5
"Animators Survival Kit" Richard Williams. Pages 90-2