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B1 中級 英語 24:03 Educational

12 Principles of Animation (Official Full Series)

AlanBeckerTutorials · 15,338,404 回視聴 · 追加日 3週間前

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B1

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字幕 (480 セグメント)

00:00

Hey, guys...

00:00

So, I decided to make a video series dedicated to the 12 principles of animation,

00:05

as described by the legendary animators Frank Thomas and Ollie Johnston.

00:10

So the first principle is "squash and stretch".

00:12

This is the principle that animated objects will get longer

00:16

or flatter to emphasize their speed, momentum, weight, and mass.

00:21

Here's a bouncing ball that has squash and stretch.

00:25

And here is one without squash and stretch.

00:28

See the difference?

00:31

The amount that an object squashes and stretches says something about its mass.

00:35

The more squash and stretch, the softer the object.

00:38

The less squash and stretch, the stiffer the object.

00:41

This first one looks like a water balloon and the second one probably would be a bowling ball.

00:46

Squash and stretch applies to characters, too.

00:47

Look at how this figure is stretching from the speed that he's coming down with,

00:51

and then he squashes after he lands before settling in his pose.

00:54

You can also use squash and stretch to exaggerate facial expressions.

00:57

Let's add some squash and stretch to this face:

01:00

when his eyes are closed, his face is squashed,

01:02

and when he opens his eyes in disbelief,

01:04

his face stretches up and settles back to normal.

01:06

It's very important to keep the volume of the object consistent.

01:10

This is what a lot of people mess up with when they're first trying to do "squash and stretch".

01:13

They'll elongate the ball like this, and flatten it like this.

01:17

This is what you should NOT do.

01:19

The overall volume of the ball must be the same:

01:22

so as the ball gets longer, it also gets narrower;

01:26

when it gets flatter, it also gets wider.

01:28

The same goes with cubes.

01:30

If you're going in with one line, the other lines must go in the opposite direction.

01:34

The cube should start out narrow, get flat, get narrow again, and then rest.

01:39

In -betweening with cubes is easy because you can measure the line in between the two lines

01:43

and then connect them to make the cube.

01:45

If you master "squash and stretch" with cubes, the next step is to try to do it in 3D.

01:50

Another important note is that the ball does not have to be stretching the entire time that it's falling.

01:54

When it's just starting to fall, it should have its normal shape for the most part,

01:58

and then when it's just about to hit the bottom,

02:00

that's when it has the most stretch.

02:03

So, do not overdo "squash and stretch" in this sense.

02:06

Alright! The second principle of animation is called Anticipation.

02:10

This is when a character prepares for an action to give the audience a clue

02:13

as to what is happening next

02:14

As well as to make the action appear more realistic.

02:18

One example is when a character is about to jump.

02:20

Before leaping into the air, he has to prepare for the action

02:23

by crouching down to build energy.

02:25

It's like a spring that coils up before releasing.

02:27

Look at this character jumping without any anticipation.

02:30

It looks very unrealistic because the energy to jump comes out of nowhere.

02:34

Here's another example: a punch.

02:36

To add power to the punch and communicate to the viewers that he is about to punch.

02:40

He reaches his arm back and then punches.

02:42

By contrast having no anticipation results in a very weak punch.

02:47

You'll see this in a lot of cartoons before running a character will wind up, before taking off.

02:51

In the previous video about squash and stretch this face actually uses anticipation as well.

02:56

Instead of immediately stretching up, the face squashes first to anticipate the stretch

03:00

and give it more power.

03:02

Anticipation helps communicate actions to the audience by preparing them for the next action.

03:06

This can happen in many ways

03:08

If a character is about to take something out of their pocket.

03:10

They make their hand very visible and up in the air before going into the pocket.

03:14

Otherwise the audience might miss it and wonder how they got that object in the first place.

03:18

The most important thing is that the viewer notices the hand and the pocket

03:21

so the character cannot be performing any competing actions.

03:24

Let's say that something is about to happen on the right.

03:26

A character may prepare for that action by pointing their eyes and head to look in that direction

03:30

leading the viewers to also look there

03:32

It's important to make it as easy as possible for the audience to understand what's going on

03:36

without having to watch it twice.

03:38

But this can also be used to trick the audience too.

03:40

If you lead their eyes in One direction

03:42

and then surprise them by having something happen on the other side of the screen.

03:45

Taking anticipation of step further

03:47

you can actually have multiple levels of anticipation

03:50

Let's go back to our punch animation where the character winds up before punching.

03:53

This animation has one level of anticipation

03:56

Now look at this one.

03:58

The character is actually winding out for his wind-up

04:01

by going forward then winding up and then before punching

04:05

he throws his other arm back to further anticipate the punch.

04:08

This punch is very complex.

04:10

It's actually similar to what a baseball pitcher does when he's getting ready to throw the ball.

04:14

So the third principle of animation is called staging.

04:17

Staging is the presentation of any idea so that it is completely and unmistakably clear.

04:22

This is a very broad principle because it covers so many areas of animation.

04:26

It can apply to acting, timing, camera Angle and position and setting.

04:32

So when you're animating you want to be in full control of where the audience is looking.

04:36

You're essentially saying look at this,

04:38

now look at this

04:39

and now look at this.

04:41

This control is achieved through staging.

04:43

All of the elements of the scene work together to move the viewers eyes around the screen.

04:47

Here's an example of bad staging.

04:52

The characters are competing for stage presence, so the viewer doesn't know which one to look at.

04:57

The camera has a lot to do with this.

04:59

It's important to know when to be closed up and went to be far away.

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