Animation Fundamentals: Exercises

1.9.2022 - 5.10.2022 (Week 1 - Week 6)
Chung Yi Ki / 0345014 / BDCM
Animation Fundamentals
Exercises


Quick links

Lecture

Week 2 / Fluidity in animation 

Frame rate
Before animating, decide on the size (resolution and aspect ratio) of the video first, as well as the frame rate.

Resolution of an animation depends on where the video is going to be distributed, whether it's going to be uploaded online in a digital format, or broadcasted to digital or analogue tv or film. Usually, for digital content, the resolution is usually 16:9, as for analogue TV, the resolution is either PAL or NTSC. 

Frame rate determines the ideal number of images to be displayed in one second of a video. Typically, 24fps is used for film, while 25fps is used for videos (both digital and analogue) which is the PAL format. Sometimes, 30fps is used as well for videos, which is the NTSC format. 60fps is often used for slow motion videos.

Method of animation 
Animate on ‘1’ - every frame has a drawing 
Animate on ‘2’ - one drawing hold for 2 frames, i.e: only 12 drawings are needed in 1 second for an animation on 24fps 

The best system is to animate on 2, as the action would be faster and more cartoony. Animating on 1 would lead to jerkiness or a more classical look, which is fluid and smooth animation. (do take note that sometimes an animation that looks too fluid is not appealing) 

Timing

Fig 1.1 Different timing in relation to amount of drawings
Source: Lecture slides

The number of drawings used in any movement determines the amount of time that action will take to complete on screen. More drawing will result in slow timing while less drawing will result in fast timing. How heavy the object is will affect its timing as well. 

Spacing 

Fig 1.2 Different spacing outcome

The distance from a drawing of a key extreme (keyframe) to another key extreme. In other words, the spacing for the in-between drawings. If there's even spacing between key drawings, or in other words, even timing, the animated outcome will have a constant speed which would look stiff. Thus, acceleration (slow out) and deceleration (slow in) should be utilised in the spacing of an animation.

More spacing between key drawings at the start will result in a slow out or acceleration speed. This would result in a gradual change of distance between two key drawings and would look smoother, thus less jerky. Slow in or deceleration is the opposite of slow out.

Timing chart 

In a timing chart, the circled numbers are hte key extreme drawings. The "slurs" are subdivision of the timing between the key drawings, each subdivision is the half of the previous number (or timing). 

Arc

Position of key poses are based on the arc of the motion. The arc is a curve line showing the arching motion of a movement.

Week 3 / Elasticity & Flexibility in Animation 

Animation style 

Fig 2.1 Different art styles in animation
Source: Lecture slides

Animation style can be divided into 3 categories, which are realistic, semi-realistic and cartoony. Cartoony applies the principle squash and stretch while realistic style has an issue of having the uncanny valley effect. 

Fig 2.2 Rotoscoped animation
Source: https://hellobrittm.com/animation

There's also a method of animating called rotoscoping where a video reference is traced frame by frame. But just by rotoscoping itself isn't enough, animation principles need to be applied to give it life. 

Squash and stretch 

Fig 2.3 Maintaining volume when squashing

Squash and stretch gives the illusion of elasticity of the object/material, flexibility of the motion and this result in the illustion of life which makes the character feels alive. A rule when applying squash and stretch is to maintain the object/character volume when applying squash and stretch. 

Drag, follow through and overlapping 

Fig 2.4 Follow through and overlapping box with tail explanation

Fig 2.5 Follow through example
Source: https://www.dsource.in/course/principles-animation/follow-through-and-overlapping-action

Drag, following through and overlapping gives flexibility to an object. Using an example of a moving box with a tail, when the box moves forwards, its tail drags along by starting to move later than the box, when the box stops, the tail follows through by stopping later than the box.

Fig 2.6 Offsetting the timing of different
section of an appendage to achieve overlapping

Fig 2.7 Overlapping example
Source: https://www.dsource.in/course/principles-animation/follow-through-and-overlapping-action

Overlapping is offsetting the speed and position of parts of the appendages. Usually, an appendage can be split into 3 section to apply overlapping principle on. 

Methods of animating 

Pose to pose
Start by first drawing the extremes poses (key poses), then draw the breakdown (the drawing in between the two extremes), and continue to adjust spacing by adding drawing in between drawings. 

Straight ahead
Not good to use for primary action but it's ideal for secondary action and overlapping actions. Using the example of a ball with tail, primary action refers to the movement of the ball and secondary action refers to the movement of the tail. Animating straight ahead means to draw each frame one after another without the key poses and breakdown planning in pose to pose. 

Week 4 / Solid drawing

Line of action 
An imaginary line that runs through a character that describes the motion of the body and the leading force of a character's action. A strong line of action goes through the whole body, illustrate and shows the character's action clearly. 

Fig 3.1 Example use of line of action
Source: https://quotesgram.com/stewie-griffin-fart-quotes/

Try to avoid straight lines when using line of action, make sure the lines are curved. Usually a "S shape" line often shows a stable standing pose, a "C shape" often shows movement or action. 

Fig 3.2 Contrasting sequence of line of action
Source: Lecture slides

Contrast is a good principle to apply when using line of action as well. For example in Fig3.2, Sebastian's right claw in the first key pose is raised high up above his left claw, in the next key pose, his right claw is down below his left claw. 

Structure 

Fig 3.3 Structure of pose

Structure is about applying appropriate weight and balance to a character pose. 

Contrapposto

Fig 3.4 Usage of contrapposto
Source: https://medibangpaint.com/en/use/2020/10/about-posing-basic/

One of the ways to make sure a pose is balanced but contrasting enough to make it interesting is to apply the contrapposto concept. The concept shows that a body is posed in such a way where weight of the body will rest on one leg and thus freeing the other. And so, the shoulder and pelvis will be slanted and shifted. The shoulder will slant towards the heavier part and the pelvis will slant towards the lighter part. 

Poses
There are 4 poses in animation, the key pose, extreme pose, breakdown pose, and inbetween pose. The key pose is the most important pose as it is the one that tells the story of the animation. 

Fig 3.5 Different body proportions
Source: https://www.drawinghowtodraw.com/drawing-lessons/drawing-faces-lessons/dme-good-human-proportions.html

When drawing poses, it's important to understand body proportions to get a character's proportions right. Usually an adult character has the height of 8 heads, while a baby or "cute" character has the height of 3 heads. It's also a good idea to start with a simple form (with basic 3D shapes) of the pose to get the form right before drawing the full figure. 

Fig 3.6 Designing characters using a combination of different shapes

When designing character, it's a good idea to think of the design in a combination of simple shapes first which would help you establish the form and proportion of the character. 

Figure drawing can be divided into observational method and constructive method. Constructive method is suitable for animation as it's able to produce a guideline for other animators and can be drawn in thumbnail form as a gesture drawing. 

Fig 3.7 Straight and curves
Source: https://www.facebook.com/CharacterDesignReferences/photos/straights-vs-curves-by-rad-sechrist-tutorial-of-the-day-gumroadcomradsechrist-ch/1885749354809790/

Using the straight against curves technique can further improve figure drawing skill as well. 

Silhouette 
Fig 3.8 Negative space in character pose
Source: Lecture slides

When drawing character pose, remember to give enough negative space between the character's body and limbs. Avoid overlapping elements as it will make the silhouette and in turns the pose unclear. 

Fig 3.9 Overlapping lines

Though, overlapping certain lines when drawing form will give the drawing a 3D quality. 

Twinning pose 

Fig 3.10 Twinning pose vs non-twinning pose
Source: https://www.pinterest.com/pin/373939575280725907/

Twinning pose is a pose where the left and right side of a character is symmetrical to each other. Avoid twinning poses as it makes the pose look boring.  

Instructions


Exercise 1: Bouncing Ball Animation

For exercise 1, we are tasked to create a moderate (normal) speed bouncing ball animation using Adobe Animate. The animation should be animated on '2' in 24fps and should utilize timing, spacing, slow in and slow out, and arc.

Animation Progress

Fig 1.1 First tryout of animation

Fig 1.2 First tryout of animation with onion skin

Fig 1.3 First tryout of animated bouncing ball

I started by drawing the background line and the arc using the line tool and selection tool, and drew the ball using the oval tool. I followed Mr. Kamal's timing of having a new drawing for every 2 frames and an even slow in and slow out spacing. I also added a ball rolling motion at the end so that the animation won't feel like it ended abruptly. Though, I felt like the timing is a bit mechanical and the arc of the motion is not smooth enough. So, I made some changes in my second tryout. 

Fig 1.4 Second tryout of animation with previous arc guideline

Fig 1.5 Second tryout of animation without arc guideline

In my second tryout, I smoothen the motion arc by adjusting the position of each frame manually. I deviated from the arc guideline I drew previously as I found that it's more flexible fine tuning adjustment without the guideline. I also adjusted the height of the arc so the bouncing looks more natural and has a gradual change to a stop. For the spacing, I gave more slow-out when the ball is bouncing back up and less slow-in when the ball is coming back down so that the animation looks more fluid. 

After that, I exported the animation as a video for submission. 

Final outcome of bouncing ball animation


Fig 2.1 Final bouncing ball animation

Exercise 2: Bouncing Ball with Tail Animation 

For exercise 2, we are tasked to apply squash and stretch to a bouncing ball animation, as well as adding a tail to the bouncing ball and using the drag, follow through and overlapping principle. We are allowed to use back the bouncing ball animation that we did for exercise 1. 

Animation progress

Squash and stretch and tail animation planning

Fig 3.1 Tail animation planning and squash and stretch of ball

Fig 3.2 Tail animation planning and
squash and stretch of ball with arc guidelines

Fig 3.3 Tail animation planning with squashed and stretched ball

I used back my bouncing ball animation that I did for exercise 1 and added squash and stretch to it by resizing the ball when it's falling and bouncing back using the free transform tool. After that, I planned out the tail animation using the brush tool by following Mr Kamal's demonstration of it. I then added a circular shape at the tip of my tail sketch so that it's easier for me to plan out where to use follow through and overlay for the tip of the tail. 

Tail animation clean up 

Fig 3.4 Clean up tail animation with one colour

Fig 3.5 Clean up tail animation with white tip

I used pen tool to clean up my tail sketch and tried to make it to look like a thick fox tail. The white colour at the tip of the tail is added using lasso tool when the first clean up is done. Some frames, especially when the ball is squashed and bouncing back, is a bit different than what was sketched in the animation planning. Since the clean up tail is thicker, it wouldn't bend as much like what was sketched out previously. When the ball is rolling and comes to a stop, I animated the tail to slowly fall down until it's flat on the ground following the follow through principle. I also changed the single line background to 3 rectangles to make the scene a bit more interesting.

Fig 3.6 Bouncing ball with tail animation - First attempt

Fig 3.7 Editing the bottom line of the tail to make sure its smooth

After receiving feedbacks from Mr. Kamal, I edited the lines of the tail to make sure it's smooth and not wavy or sharp.  

Final outcome of bouncing ball with tail animation


Fig 4.1 Final bouncing ball with tail animation

Exercise 3: Emotion Poses

For this exercise, we are assigned one emotion from a list of four emotions: happy, sad, angry and scared. We are required to find an image of a pose that best describes the emotion we are assigned to and draw on the existing image to show line of action, structure and proportion, silhouette and basic form of the pose. The drawing should be done in Adobe Animate at 24fps , in 1280 x 720 resolution and each drawing should be labelled accordingly. Silhouette of the pose can be done in software other than Adobe Animate. 

Fig 5.1 Selected happy pose
Source: https://www.dreamstime.com/stock-image-happy-jumping-woman-image16816861

Fig 5.2 Line of action of pose

Fig 5.3 Structure and proportion of pose

Fig 5.4 Drawing basic form using brush and line tool

Fig 5.5 Solid shapes of basic form drawing using rectangle tool

The emotion that I'm assigned to is happy. I pasted the picture in adobe animate and resize it so that it would fill up the canvas. Line of action of the pose is drawn using line tool and structure and proportion of the pose is drawn using the brush tool. For basic form, the shapes of the form is first drawn out using a combination of brush tool and line tool (Fig 5.4). Then, I used the rectangle tool to make the shapes more visible and add some shading to it (Fig 5.5). A white tint is also added in the original picture layer when showing the drawings over it so that the drawings are more visible.   

Fig 5.6 Creating silhouette in Photoshop

 For the silhouette of the pose, it was done in Adobe Photoshop by first selecting the subject and the selection is then brushed over using a brush tool in black colour. Some fine tuning of the silhouette of the hair strands are later drawn over manually using the brush tool. The image is then brought into Adobe Animate to be arranged in the video. 

Final outcome of emotion poses


Fig 6.1 Final emotion poses video

Exercise 4: Turnaround animation

For this exercise, we were tasked to select a character and find reference images of that character to create a turnaround animation. The character must have a head, body, arm and leg, but the character's body and head can be a combined shape (like Spongebob).  For the animation, the character needs to be drawn in a neutral standing pose in 8 angles: 
Front view, ¾ front view left, side view left, ¾ rear view left, rear view, ¾ rear view right, side view right, ¾ front view right. 

Construction drawing (sketch/rough) needs to be shown with the clean-up drawing on top. The animation should be animated on 2 and looped for 3 turn cycles. The angles can be mirrored instead of drawing all 8.

Visual reference

Fig 7.1 Luz character sheet
Source: https://66.media.tumblr.com/5762d6248e81d8ba044da3bc31faffd9/tumblr_pywmqt4G0W1xa35vmo6_640.png

For this exercise, I decided to choose a character called "Luz" from the animated series "The Owl House". I found a character sheet of Luz for me to reference on for her different angles, though I'll be changing the pose to a standing pose where both arms are let down rather than with one arm behind the back. 

Character sketch
Fig 8.1 Character angle sketch with construction drawing

Fig 8.2 Character angle sketch without construction drawing


I started with sketching out the angles in construction form to find out how the form of the character works. Then, I sketched out the character using the construction sketches as base, with some changes on the head position, the length of the arm and how the hands hang, and length of the shoes to match the proportion more correctly. I drew the 5 main poses, which is the poses needed to complete half a turn cycle, as I'll be mirroring the clean up drawing of these sketches for the rest of the angles. 

Animation process

Fig 9.1 Front view clean up process

Fig 9.2 3/4 front view right clean up process
(traced following the sketch and mirrored)

Fig 9.3 Side view clean up process

Fig 9.4 3/4 rear view right clean up process

Fig 9.5 Rear view clean up process

After that, I pasted the sketches in Adobe Animate and used pen tool and line tool to trace over the sketches, with some adjustments here and there to make the each drawing more refined and line up with the other drawings. 

Fig 9.6 Further clean up drawings - All 8 angles

Fig 9.7 Cleaned up drawings turnaround animation

I then cleaned up the drawings further by removing the excess overlapping lines by using eraser, redrawing some crooked hands and adjusting the height and length of some parts to make them line up with the other angles. I added another small circle to the character's eyes for the eyes highlight as seen in the reference image (Fig 7.1). I also added a small circular platform under the character to make it look like a turntable. The first row in Fig 9.6 are the main drawings while the second row are mirrored drawings, flipped horizontally. 

Fig 9.8 Including the sketch image in the animation for export

Then, I included the picture of the sketches which shows the construction drawing in the animation for submission. The frames are copied and pasted to reach 3 turn cycles in the animation. 

Fig 9.9 Turnaround animation - First attempt

Fig 9.10 Increasing the frames by 1 frame

After receiving feedbacks from Mr. Kamal, I increased the frames of the animation so I'm animating on 3's to make it slower but not too slow. 

Final turnaround animation


Fig 10.1 Final turnaround animation


Feedbacks

Week 11 
Exercise 1
Looks good. looks ok.
Exercise 2
The tail seems to be too thick, hard for him to read the animation. But at some part, the shape of the tail seems to not flow nicely enough. (as in the lines have to flow nicely instead of wavy, jagged lines, smooth and fluid lines). Find the 3 sections of the tail and see how to connect them better. (i.e: not like one part seems disjointed from the other part). But the flexibility is there. 
Exercise 3
No problem .
Exercise 4 
Normally, at front view, the feet is pointing forward not outwards, but you can have it bent, but the front part should be larger than the back part. The timing feels too fast, maybe try 6 frames per drawing, make it slower but not too slow. 

Reflection

The exercises definitely helped me in getting familiar with the workflow of Adobe Animate and the usage of the 12 animation principles, especially with exercise 2 and 4. They are great introductory practices to make for quicker workflow in the proceeding projects. 

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