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Animator's Secret —— Law of Motion
Friends who have seen Miyazaki Hayao's father Spirited Away, the domestic animation "Three Monks" or the Bili Bili Opera should all find that the outline of the protagonist in these animations is clearly visible and looks a little rough, but the drawing of the background is often more detailed than the drawing of the characters. Why?

Generally, we will honestly say that the background is good and the characters have outlines, because the funds are simply not enough! In contrast, the difficulty of drawing fine figures will be greatly improved. But in fact, I think there is another explanation-animation is more important than the law of motion, and the difficulty lies in the law of animation, and lines are the best medium to draw the law of animation.

The so-called animation law actually literally means "the law of moving objects".

Presumably, everyone will think that we should abide by the laws of exercise in our lives. If you need the movement law of something, record it with a mobile phone or a high-speed camera and study it a little! That's true, but not all actions can be found in life. For example, create new characters in animation, such as the anthropomorphic elephant below. You are unlikely to find an elephant that can walk like a human in life. At this time, you need to know some laws of sports to create a credible image.

On the law of exercise, predecessors have summarized more comprehensive related terms for us to learn. Mastering these concepts can not only help us improve the efficiency of drawing, but also play a certain role in judging the quality of an animation work.

Let's take a look at the relevant technical terms of the law of motion:

Moving line, as its name implies, is a trend auxiliary line that can show the dynamic trend of moving objects, the main line that shows the action characteristics, and the changing style of the center line of sports theme.

The definition looks complicated, but you can understand it by looking at the picture. Moving line is more important in painting. It can clearly show the motion state and trend of the subject, help the designer to grasp the amplitude and momentum of the action as a whole, and play a very important role in action design, modality and gesture expression.

When drawing dynamic lines, we need to pay attention to: grasp the key points-dynamic lines are generally manifested in the large-volume change relationship of human movement. When drawing the profile of a character, the dynamic line is often reflected on one side of the outer contour; When drawing the front of a character, the dynamic line highlights the changes of the spine and limbs.

Exaggeration is a kind of expression technique that exaggerates the deformation degree of action and prolongs the deformation time according to the principle of denaturation, so that this moment leaves a deep impression on the audience. Include elastic deformation, inertial deformation, etc.

Exaggeration in animation does not mean bigger movements and pictures, but an in-depth study of movements, which shows the things contained in them, such as action effect, strength and texture, mood and personality.

In other words, exaggeration can't be arbitrary, and its form and degree should not only match the overall style of the film, but also depend on the action characteristics of the current scene.

This concept means that in the process of drawing animation, the length of each animation should be reasonably arranged according to the effect and purpose of the action. This concept is also used to describe the overall narrative time of the film and the time occupied by each shot.

Reasonable arrangement is actually to show the internal reasons of exercise. For example, the coin movement mode in the above picture is variable speed movement or the movement law of the coin above. If it moves according to the following laws, we can know at a glance that it is moving at a uniform speed, and the internal reasons of the two modes of movement are inevitably different.

As can be seen from the above example, the distribution of animation time determines the speed and rhythm of animation, such as acceleration, deceleration, super-fast and super-slow.

We can always sum up a rule here. The factors that affect the action rhythm are the distance of the same object on adjacent frames, the time required to move such a distance and the amplitude of the action. The greater the distance, the shorter the number of frames (the number of frames required to move this distance), the greater the deformation and the faster the speed.

Pause is relatively simple, that is, a sudden stop during the exercise.

What's the use of a pause? It is to create a dramatic effect, so as to better express the action scenes with static contrast.

Pause exists only to express "movement" better, and it can't make the audience realize (animation has pause, and if it is not handled well, the audience will often think that the animation is stuck), so it should arouse the audience's thinking in an intriguing form. Remember not to make meaningless pauses in continuous movements or turning movements, because this will easily affect the overall coherence of the movements.

Different pause times can produce different movement rhythms. In order to prevent the audience from misjudging, subtle movements can be added when the main movements continue to pause to increase the artistic appeal.

Circular animation refers to the process of shooting the same group of actions many times, that is, putting the start and end of the action in the same position, such as running several laps in the stadium, and generally repeating the action many times between the start and end to form a group of cycles.

Loop animation mainly solves repetitive actions, such as the animal actions in the above picture. Repeating these actions two or three times can't obviously feel that the production team is lazy, which lightens part of the burden of the animators.

There are two kinds of loop animation, one is a loop unrelated to the background, and the other is a loop related to the background (which has certain interaction with the background).

This is actually an exaggeration of animation, which means that the direction and size of expression are expressed through the deformation of objects under the action of external forces, and the degree of deformation is exaggerated to emphasize the effect of force. The effect is shown in the figure below.

In fact, the deformation of animation pays more attention to the overall movement effect, rather than every animation effect. For example, in the war between Payne and Naruto in Naruto animation, Payne's expression is almost abolished, but it does not affect the overall movement fluency.

Therefore, condensation stretching can not conform to anatomy to enhance expressive force. But you can't do whatever you want. As mentioned above, the performance and degree of deformation depends on the action nature of the current scene and matches the overall style of the film.

Motion trajectory refers to the motion route of the main body and the motion trajectory of each moving part itself, which is a sketch of the motion effect.

The movement track can tell whether the movement is smooth or not. Designing the motion trajectory of the action and then determining the original painting according to the spatial position of the speed change can avoid the inconsistency between the animation effect and the picture environment.

At the same time, studying the movement sequence and trajectory of objects is helpful to express the sense of weight of the role.

In physics, these two concepts can only be expressed by the concept of "acceleration", which refers to the speed change of an object after being stressed. Acceleration does not simply reflect the actual speed phenomenon, but exists to highlight the action effect, making the action fast, orderly and more rhythmic. At the same time, it is also conducive to depicting the emotions of the characters (when the mood is happy, the acceleration of the characters is greater than normal).

The acceleration of processing action, as mentioned above, involves the number of animation grids, the distance and the rhythm of dynamic amplitude. At the same time, we should correctly handle the start and stop of the action to reflect the charm of the action (elegance and rudeness).

The preparatory action refers to the suggestive action opposite to the main action, but it is not simply to extend the time of the first picture at the beginning of this action, but to make this action attract the attention of the audience before this action begins. The preparatory action is as small as the expression change of the character and as big as the preparatory action of the whole body, as shown below.

The preparatory action mainly plays the role of paving the way, making the audience pay more attention to the main action and emphasizing the suddenness and aftereffect. At the same time, it can also strengthen the sense of weight of the role and make the action more interesting.

Refers to the process of object movement, and the thematic appendages follow the subject in the same direction before winter and summer. Often, the subject changes the state of motion first, and the appendage is delayed for a period of time to express the weight of the appendage and the speed of the subject, giving the action poetic, which is actually inertia.

When drawing the following action of an object, we should first consider the lag time of the following action, and then consider the independence of the following action, that is, the amplitude of the subject action and the texture (material) of the follower; Finally, consider the artistic effect of following the action, that is, exaggerate appropriately to enrich the artistic effect of the action.

It refers to the process that when the moving subject suddenly stops moving, it stops slowly because of overcoming inertia, and of course it is also because of inertia.

It is characterized by a sudden stop when accelerating. An important sign is that the direction of the body's center of gravity is at a small angle, at least less than 90 degrees. The buffering action includes three links: recoil, shaking and ending.

The above are related technical terms about the law of motion. Knowing these concepts, even if you don't want to be an animator, can help you understand the details of animation and feel the degree of animation. There should be more related content in the future. See you next time!