Okay, some explaining is probably in order for the title.
This part and the upcoming second part are quick animation tutorials
specifically geared towards web comic artists who wanna add animations to their
comics for more dynamic storytelling. These overviews will also give a rudimentary
knowledge of frame-by-frame animation and the most basic tweening using
Photoshop. I'm gonna go ahead and assume a familiarity with Photoshop and for
this post I will be using CS5. None of that will really matter in this post
cause we don't get to that until Part Deux.
Animation can be broken down into frames. Film and animation
standards are 24 fps (frames-per-second). If you do animations on
"ones" you're drawing an altered drawing for each of the 24 frames in
a second. Animating on "twos" means an altered drawing for every two
frames; this can also be called 12 fps. It is common to use a combination of
these two, utilizing animation on "twos" when the movement is very
subtle and there is no noticeable need for every frame to have an altered
drawing. Infamous animator Bill Plympton animates on "sixes" or even
"eights" which means 4 or 3 fps. The logic behind fewer frames of
animation per second = fewer drawings per second = easier BUT the more frames
of animation the smoother everything looks.
NOW, when you first begin laying out the animation, step one
is to place key drawings or poses and time everything out; these are called
"keys" or "keyframes."
By playing through the animation with the key drawings, you get a real
sense of timing.
NEXT are "breakdowns." "Breakdowns" are
drawings places between keys to bridge the gap with the exception of keys
placed so close together that there is no need for one. Playing through the
sequence with keys and breakdowns should really give you a good preview of what
is to come.
LAST, "in-betweens," bridge the final gap between
keys and breakdowns. There is no set number of in-betweens between the drawings
in place-use as many as need be.
The following image depicts 3 keys: first, middle, last or
1-13-25, 2 breakdowns, and quite a few in-betweens
Note: I would personally consider all of the non-key poses
in this sequence to be breakdowns
Note: Note: as depicted-standard walk cycles time at about 1
second-per cycle
The 3 (out of 12) Principles of Animation
There are a full dozen principles but here's the basics.
Squash and Stretch - Generally a reminder to ALWAYS keep weight
in mind. Weight propels motion; squashing when stopped and stretched when in
motion.
Anticipation - Before any movement is set in motion, the
thought must be given time to travel. You got a split second of thinking of
moving an arm before actually moving an arm.
Ease-in Ease-out - Before any movement reaches its full
speed of motion, that motion must begin slowly to build momentum. In stopping
that motion, the momentum must be dispersed, gradually slowing the motion to a halt.
Welp, that ought to give you the basics. For further
education I suggest looking online or better yet you should check out the books
"The Animator's Survival Kit" by Richard Williams and
"Animation: From Pencils to Pixels" by Tony White.
Next time on Dragonball Z...
....basic animation in Photoshop!
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