Many people have asked me in the past how I make my animations look good.
I just tell them, "A bit of hard work, some practice, and lots of patience."
I don't mean to brag, but many animators out there... well... suck.
But it isn't because they are bad animators; it's mainly because they are new to the program or haven't been told what is wrong or right.
I'll tell you how I went from beginner to pro in less than six months today.
Step one: Learn the BASICS!!!!
Tons of beginners try to start off by making effects and crap when they don't even know how to use the proper physics technique.
The basics are:
1. Physics
2. Fluidity of the animation (how smooth it is)
3. Spacing
Basics part one: PHYSICS!!!
Now if I had a dollar for every time I saw an animation ruined because of the lack of physics, I would be living in a mansion in Rio.
So today I am going to tell you how to use physics to positively influence your animation's quality. (To make it look good)
Physics part one: physics and you.
Physics applies to everything.
And I mean everything.
Even little bitty stick dudes that are being blown up in your computer.
So you need to figure out how physics work.
I could bore you all to death with the quantum theory, or motion transfer, but today I will give you the second-grade level lesson.
I will teach you three different common types of physics that you might use in a lot of anims and how they work.
Physics type 1: motion transfer.
An object in motion will remain in motion unless acted upon by an outside force.
What that means is that if something is moving, and something else runs into it, that first something will be moved by it.
Here's an example:
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Breakdown time!
The black ball wasn't in motion but, (work with me here) it was the object in motion.
The red ball acted as the outside force.
Both balls had properties that they transferred to the other:
Because the black ball was still, the red ball hit it and stopped.
Because the red ball was in motion, it forced the black ball to move forward.
You can apply this property whenever:
1. Making a dude run into a wall
2. Making a dude beat another dude with a hammer
3. Making a dude get hit by a car
Etc...
Physics type 2: Gravity
This might not actually be considered a part of physics, but whatever.
Gravity is what keeps everything on the ground, and it pulls you back when you are off it.
Here is an example:
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Breakdown time!!
The ball started up at the top, but it moved slowly to the ground, gaining speed along the way, until it hit the ground.
Then what happened?
It bounced back up!
Now this is because the ground is stationary. (It can't be moved.)
And once something in motion meets a stationary object, it's motion is reversed.
So because it was moving down, it hit a stationary object and moved up.
Got it? Good.
Physics type 3: weight and motion transfer/gravity
Now, this is for sure not a different type of physics, but I wanted to say it anyways.
The weight of an object will affect how much it affects objects around it.
so lets apply that to motion transfer.
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Mini breakdown:
Pretty much everything I said about motion transfer, except that the red ball was heavier than the black one, so it continued to move forward even after it hit the black one.
Now for weight with gravity:
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Mini breakdown:
Well, this is just about the same thing as above, but the red ball was heavier, so it moved towards the ground faster than the red one.
Yeah...
Basics part two: Fluidity!
Making a choppy anim fluid is basically making crude oil into gasoline.
It flows better, and is better.
Many new animators make their animations
very choppy.
Here is an example of a bad walk cycle: (made by Peter Bone. :P)
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Well, to start, there was absolutely
no easing in that anim.
To figure out how to make an animation less choppy, ask yourself if that would be like someone in real life would look.
Obviously, in that animation, it would be a no.
Here’s an edited version of that walk cycle:
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Anyone smarter than a dead turtle can tell that that was more fluid than the animation above.
The reason being that it had START UP* and SLOW DOWN** frames.
*A start up frame is a frame completely dedicated to starting up the motion.
Normally, a start up frame does not have much movement at all, with normally only about a pixel's worth of movement.
Example:
|-|--|---|--|-|
**A slow down frame is a frame completely dedicated to bringing a movement to a stop. it normally only has a movement of no more than a few pixels.
Example: |-|--|---|--|-
|
You can make an animation fluid by moving
ALL points of articulation in
EVERY frame.
Even if the stick man doesn't need to move his arm when he kicks, make it move with his body so that it doesn't look like his arms are boards.
But you must remember one thing when doing that: Don't overdo it.
If you move each joint a mile each frame, it'll make for a very choppy animation.
Got all that? Good.
Basics part three: Spacing!
If there is one thing I want you to get out of this tut, it is that you MUST use spacing in EVERYTHING.
It applies to physics, fluidity, and everything else.
Spacing is the use of start up and slow down frames along with many other things.
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That animation was used only to demonstrate the need for spacing.
The fact that I moved the guy the same distance every frame made it look very unnatural when he moved forward and then changed direction.
Here is the edited version of that.
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In that animation, I used speed up and slow down frames when he changed direction.
Again, here are the definitions for speed up and slow down frames:
So use all of those techniques together to make a great animation.
You can't have a choppy animation that doesn't flow well that only has good physics.
You need to use all of those together to make a great animation.
So what are you waiting for? Go try them out!