All language subtitles for 10 Animation Complex Actions

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian Download
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:06,373 --> 00:00:07,240 Hello, everyone. 3 00:00:07,240 --> 00:00:08,575 Havtza here. 4 00:00:08,875 --> 00:00:12,379 So now that we've learned a little bit more 5 00:00:12,379 --> 00:00:15,582 about how we do animation in the last lesson 6 00:00:15,582 --> 00:00:17,784 we want to put the things 7 00:00:17,784 --> 00:00:20,220 that we've learned into actual use 8 00:00:20,220 --> 00:00:23,857 and start and create some really interesting animations 9 00:00:23,857 --> 00:00:25,392 because up until now 10 00:00:25,392 --> 00:00:29,696 we've only used simple objects or very simple actions. 11 00:00:30,797 --> 00:00:33,133 In this lesson, I'm going to teach you 12 00:00:33,133 --> 00:00:36,536 how I approach my animation 13 00:00:36,536 --> 00:00:38,738 and how I think when I'm trying 14 00:00:38,738 --> 00:00:43,109 to connect movements and create interesting and realistic actions. 15 00:00:43,610 --> 00:00:45,745 For this lesson, I'm going to show 16 00:00:45,745 --> 00:00:51,785 very simple full body movements with front view, 17 00:00:51,785 --> 00:00:55,889 nothing too complicated, no foreshortening, nothing like that. 18 00:00:56,222 --> 00:00:57,590 We're just going to see 19 00:00:57,590 --> 00:01:00,293 simple connected movements 20 00:01:00,293 --> 00:01:02,462 and learn how we break them down 21 00:01:02,462 --> 00:01:05,131 and how we can find the correct timing 22 00:01:05,131 --> 00:01:07,867 and poses for our animation. 23 00:01:08,201 --> 00:01:11,738 This applies to both simple actions, complex actions, 24 00:01:11,738 --> 00:01:13,039 and we will be using 25 00:01:13,039 --> 00:01:14,974 this same type of thinking 26 00:01:14,974 --> 00:01:18,611 when going forward into most cinematic animation, 27 00:01:18,611 --> 00:01:20,413 with more difficult angles. 28 00:01:21,448 --> 00:01:24,250 I'll be demonstrating with human forms, 29 00:01:24,250 --> 00:01:29,022 but this type of analytical thinking is good for both 30 00:01:29,022 --> 00:01:33,526 objects, animals any other creatures and, of course, humans. 31 00:01:34,427 --> 00:01:36,863 What I'm going to teach you today is actually 32 00:01:36,863 --> 00:01:39,032 how to analyze the movement 33 00:01:39,032 --> 00:01:40,700 and how to break complex 34 00:01:40,700 --> 00:01:43,169 movement down into simple actions 35 00:01:43,169 --> 00:01:46,940 that are easy to time and plan trajectories for, 36 00:01:46,940 --> 00:01:50,577 as well as how to connect multiple unrelated trajectories. 37 00:01:51,678 --> 00:01:54,481 When following the exercises in this lesson, 38 00:01:54,481 --> 00:01:58,651 please try and match the amount of complex movement 39 00:01:58,651 --> 00:02:00,220 that you're going to add. 40 00:02:00,520 --> 00:02:03,723 I'm going to combine around 3 to 4 action 41 00:02:03,723 --> 00:02:05,825 within each demonstration, 42 00:02:05,825 --> 00:02:09,095 but you can always do it with one or two actions 43 00:02:09,095 --> 00:02:11,998 as long as you have just good understanding 44 00:02:11,998 --> 00:02:16,636 of the entire body movement and some connecting movements 45 00:02:16,636 --> 00:02:18,638 so you can practice everything. 46 00:02:19,639 --> 00:02:24,577 I recommend making exercises of between 1 to 3 seconds. 47 00:02:24,811 --> 00:02:25,278 Of course, 48 00:02:25,278 --> 00:02:26,513 if you're more experienced, 49 00:02:26,513 --> 00:02:29,849 you can try and go beyond these number of seconds 50 00:02:29,849 --> 00:02:32,051 and beyond this number of poses, 51 00:02:32,051 --> 00:02:34,988 but remember that we're going to be using this exercise 52 00:02:34,988 --> 00:02:41,327 for the next lesson of adding details and character designs to our animation, 53 00:02:41,327 --> 00:02:42,829 so you don't want to have something 54 00:02:42,829 --> 00:02:44,931 that is too complex or too long, 55 00:02:44,931 --> 00:02:47,834 which would be harder to do in the next lesson. 56 00:02:48,568 --> 00:02:50,870 With that out of the way, let us begin. 57 00:02:52,272 --> 00:02:55,742 A lot of the time when people just start to animate, 58 00:02:55,742 --> 00:03:00,113 they try and rely on their intuitive understanding of movement, 59 00:03:00,113 --> 00:03:01,548 and a lot of the times 60 00:03:01,548 --> 00:03:07,086 they will make a lot of versions of the movement until it looks good, 61 00:03:07,086 --> 00:03:10,790 rather than understanding the reason behind what made it work. 62 00:03:11,224 --> 00:03:13,993 A lot of the time you will also hear corrections 63 00:03:13,993 --> 00:03:17,564 such as give it more weight or make it more energetic 64 00:03:17,564 --> 00:03:19,566 and you wouldn't really know 65 00:03:19,566 --> 00:03:22,202 how to correct these things 66 00:03:22,202 --> 00:03:24,938 if you don't already have a lot of experience. 67 00:03:25,772 --> 00:03:28,141 Most of the time, animators improve 68 00:03:28,141 --> 00:03:31,110 slowly due to working in the industry 69 00:03:31,110 --> 00:03:34,380 and gaining a lot of experience in the actual field, 70 00:03:34,380 --> 00:03:38,017 or with using a lot of reference to improve their craft. 71 00:03:38,418 --> 00:03:41,921 Now this is important and can give you a lot of steady progress 72 00:03:41,921 --> 00:03:43,790 and of course, the more you animate, 73 00:03:43,790 --> 00:03:45,391 the better are going to become. 74 00:03:45,658 --> 00:03:48,695 But if you don't actually think about what you're doing, 75 00:03:48,695 --> 00:03:50,630 your focus will be a lot slower 76 00:03:50,630 --> 00:03:52,198 than if you understand 77 00:03:52,198 --> 00:03:55,368 the reason behind the movement and actions. 78 00:03:56,069 --> 00:04:00,173 Using a lot of reference and a lot of practice of a certain type 79 00:04:00,173 --> 00:04:02,875 without branching out to different areas 80 00:04:02,875 --> 00:04:06,246 can actually kind of harm you as an animator 81 00:04:06,246 --> 00:04:08,481 because you will be limited 82 00:04:08,481 --> 00:04:12,385 by the type of references that you're going to use, 83 00:04:12,385 --> 00:04:14,854 and you might get too comfortable 84 00:04:14,854 --> 00:04:18,057 with one style and one subject of animation, 85 00:04:18,057 --> 00:04:20,326 so you wouldn't be able to tackle 86 00:04:20,326 --> 00:04:22,395 different things when you get to them. 87 00:04:23,963 --> 00:04:26,132 This is especially problematic 88 00:04:26,132 --> 00:04:30,270 if you're doing animation with unrealistic character designs 89 00:04:30,270 --> 00:04:34,140 which require good understanding of actual physics 90 00:04:34,140 --> 00:04:34,907 because you wouldn't 91 00:04:34,907 --> 00:04:39,679 be able to find any reference or any experience 92 00:04:39,679 --> 00:04:40,980 with something like that 93 00:04:40,980 --> 00:04:44,384 because it's unrealistic and you might not have done it before. 94 00:04:44,617 --> 00:04:48,054 So what we actually want to do 95 00:04:48,054 --> 00:04:51,090 is be able to animate any subject 96 00:04:51,090 --> 00:04:54,761 without any reference or previous experience with it. 97 00:04:55,261 --> 00:04:55,862 For this, 98 00:04:55,862 --> 00:05:00,266 we need to understand the universal rules of movement, 99 00:05:00,266 --> 00:05:02,669 which is actual physics. 100 00:05:03,636 --> 00:05:06,873 So the first thing we are going to do 101 00:05:06,873 --> 00:05:09,409 before we start animating 102 00:05:09,409 --> 00:05:11,878 is actually understanding the properties 103 00:05:11,878 --> 00:05:13,713 of what we're going to animate, 104 00:05:13,713 --> 00:05:18,117 be it a character, an object, an effect, a design, an animal, whatever. 105 00:05:19,018 --> 00:05:24,190 We kind of talked about it a little bit in the first character design lesson, 106 00:05:24,190 --> 00:05:27,527 but we need to really understand 107 00:05:27,527 --> 00:05:30,296 the range of movement and the materials 108 00:05:30,296 --> 00:05:32,498 and the properties of the character 109 00:05:32,498 --> 00:05:33,933 that we're going to animate. 110 00:05:34,867 --> 00:05:35,768 You need to understand 111 00:05:35,768 --> 00:05:37,737 what are the character's proportions, 112 00:05:37,737 --> 00:05:39,072 how their joints work, 113 00:05:39,072 --> 00:05:40,673 how flexible they are, 114 00:05:40,673 --> 00:05:44,277 because these questions will help you understand 115 00:05:44,277 --> 00:05:47,246 which poses you can actually create 116 00:05:47,246 --> 00:05:51,084 while keeping your character in model and the movement realistic. 117 00:05:51,317 --> 00:05:55,688 Think about how the proportions affect their weight distribution 118 00:05:55,688 --> 00:05:56,956 because, for example, 119 00:05:56,956 --> 00:06:00,059 a character that is very tall and top heavy 120 00:06:00,059 --> 00:06:02,762 will have a harder time to balance 121 00:06:02,762 --> 00:06:05,698 while shorter and steadier characters 122 00:06:05,698 --> 00:06:08,267 will have easier time to balance, 123 00:06:08,267 --> 00:06:11,637 but might not have the same amount of range of movement. 124 00:06:12,338 --> 00:06:15,608 If they have unconventional body proportions, 125 00:06:15,608 --> 00:06:17,477 they might have more difficulty moving 126 00:06:17,477 --> 00:06:20,179 certain limbs or creating certain actions 127 00:06:20,179 --> 00:06:22,148 because of the overall shape. 128 00:06:23,316 --> 00:06:26,686 Another thing to consider is what the character is made of. 129 00:06:27,353 --> 00:06:30,223 I know this might sound like a weird question to ask, 130 00:06:30,223 --> 00:06:32,091 but in the world of animation, 131 00:06:32,091 --> 00:06:36,662 some characters are going to be made out of rock or fire or water 132 00:06:36,662 --> 00:06:38,464 or the other uncommon material. 133 00:06:38,698 --> 00:06:39,599 So while seeing 134 00:06:39,599 --> 00:06:43,236 regular characters made out of flesh move in realistic way 135 00:06:43,236 --> 00:06:46,038 is almost a staple of cartoon, 136 00:06:46,038 --> 00:06:47,540 if you're creating a character 137 00:06:47,540 --> 00:06:51,244 which is made out of interesting material, 138 00:06:51,244 --> 00:06:52,745 you can't find a reference for that, 139 00:06:52,745 --> 00:06:55,415 you need to understand how it moves by itself. 140 00:06:57,750 --> 00:07:01,454 By deciding how you're going to style your animation 141 00:07:01,454 --> 00:07:04,924 and how the character design is going to affect, 142 00:07:04,924 --> 00:07:07,393 how they can possibly move, 143 00:07:07,393 --> 00:07:09,962 you can create the rules of your universe 144 00:07:09,962 --> 00:07:12,231 and understand 145 00:07:12,231 --> 00:07:15,802 how you can make aesthetically pleasing animation 146 00:07:15,802 --> 00:07:17,870 and break down the movement. 147 00:07:19,472 --> 00:07:20,173 Of course, 148 00:07:20,173 --> 00:07:23,676 you can just choose to ignore all the implication 149 00:07:23,676 --> 00:07:25,445 of your character design 150 00:07:25,445 --> 00:07:29,882 and basically not follow a certain rule of physics 151 00:07:29,882 --> 00:07:31,684 in your animated universe. 152 00:07:31,884 --> 00:07:33,986 But then you will have to consider 153 00:07:33,986 --> 00:07:37,190 each case of animation by itself 154 00:07:37,190 --> 00:07:41,160 and it can be kind of difficult to create aesthetically pleasing animation 155 00:07:41,160 --> 00:07:44,096 because they are unrelated to reality. 156 00:07:45,231 --> 00:07:48,968 Now that we thought about the design and the implication of it 157 00:07:48,968 --> 00:07:50,870 in regards to the animation 158 00:07:50,870 --> 00:07:53,639 and proportions and range of movement, 159 00:07:53,639 --> 00:07:58,044 it's time to combine our animation techniques from our last lesson 160 00:07:58,044 --> 00:08:00,513 and our understanding of the character 161 00:08:00,513 --> 00:08:02,415 and create actual animation. 162 00:08:03,883 --> 00:08:04,951 In real life, 163 00:08:04,951 --> 00:08:07,153 force, mass and acceleration 164 00:08:07,153 --> 00:08:09,222 are all dependent on each other. 165 00:08:09,589 --> 00:08:12,258 When a force is acting upon an object, 166 00:08:12,258 --> 00:08:15,228 it will always create some type of change 167 00:08:15,228 --> 00:08:17,263 in the state of the object. 168 00:08:17,530 --> 00:08:20,132 It can be either in the object position, 169 00:08:20,132 --> 00:08:24,070 its shapes, its temperature or combination of these three. 170 00:08:24,904 --> 00:08:28,374 The direction from which the force is coming from 171 00:08:28,374 --> 00:08:31,711 will decide the direction of the change 172 00:08:31,711 --> 00:08:34,480 which is applied to the object 173 00:08:34,480 --> 00:08:38,618 and the size of the force decides the amount of change. 174 00:08:39,185 --> 00:08:42,121 We can visually represent this change 175 00:08:42,121 --> 00:08:45,291 by doing different types of manipulation 176 00:08:45,291 --> 00:08:47,026 on the object of animation. 177 00:08:47,560 --> 00:08:52,231 So this will be visually represented by acceleration, 178 00:08:52,231 --> 00:08:54,567 mass and the connection between them. 179 00:08:54,967 --> 00:08:56,435 To simplify, 180 00:08:56,435 --> 00:09:01,107 a force is shown by how quickly an object of a certain mass 181 00:09:01,107 --> 00:09:02,642 is going to accelerate 182 00:09:02,642 --> 00:09:05,912 or show a change in its initial state. 183 00:09:06,946 --> 00:09:09,248 This might sound kind of confusing, 184 00:09:09,248 --> 00:09:10,983 but it's actually pretty simple 185 00:09:10,983 --> 00:09:14,120 and I will explain it with these two scenarios. 186 00:09:14,520 --> 00:09:15,922 In the first example, 187 00:09:15,922 --> 00:09:19,892 we have the same force affecting objects with different mass. 188 00:09:20,493 --> 00:09:24,397 Because the force is the same in both direction and size, 189 00:09:24,397 --> 00:09:28,134 the only thing that changes how it's visually represented 190 00:09:28,134 --> 00:09:32,872 is by how it's affecting the object of different masses. 191 00:09:35,007 --> 00:09:38,644 The bigger the mass, the smaller the amount of acceleration 192 00:09:38,644 --> 00:09:41,414 that the object is going to have, 193 00:09:41,414 --> 00:09:46,285 which is expressed by smaller changes in position between frames 194 00:09:46,285 --> 00:09:48,955 and the smaller overall trajectory 195 00:09:48,955 --> 00:09:54,894 as well as an increased rate of the ease out animation pattern. 196 00:09:55,661 --> 00:09:59,732 The smaller object, on the other hand, will move quicker 197 00:09:59,732 --> 00:10:01,934 and accelerate more slowly 198 00:10:01,934 --> 00:10:05,438 until it reaches its final resting position. 199 00:10:06,405 --> 00:10:07,840 In the second example, 200 00:10:07,840 --> 00:10:10,209 we have different forces 201 00:10:10,209 --> 00:10:12,745 affecting the object with the same mass. 202 00:10:13,212 --> 00:10:14,847 Here you can see that 203 00:10:14,847 --> 00:10:18,651 the object with less force is going to move a lot slower 204 00:10:18,651 --> 00:10:23,556 and have smaller trajectory as well as decelerate faster 205 00:10:23,556 --> 00:10:25,358 in comparison to the object 206 00:10:25,358 --> 00:10:28,361 with the larger amount of force acting upon it. 207 00:10:30,029 --> 00:10:34,433 The reason that it's important to understand this concept 208 00:10:34,433 --> 00:10:37,336 when trying to animate complicated movement 209 00:10:37,336 --> 00:10:41,240 is because you can ultimately divide a complicated object 210 00:10:41,240 --> 00:10:46,045 into a bunch of independently moving simple masses or objects 211 00:10:46,045 --> 00:10:49,115 which are connected to a single object 212 00:10:49,115 --> 00:10:51,450 and by understanding the mass 213 00:10:51,450 --> 00:10:54,720 of each part of the object or the body, 214 00:10:54,720 --> 00:10:57,690 you can predict the way that moving certain part of it 215 00:10:57,690 --> 00:10:59,959 will affect the rest of the body. 216 00:11:01,427 --> 00:11:05,031 Now that we understand how independent objects 217 00:11:05,031 --> 00:11:07,733 are connected to mass and force, 218 00:11:07,733 --> 00:11:10,503 let's see how we look at an object 219 00:11:10,503 --> 00:11:12,238 which is more complicated 220 00:11:12,238 --> 00:11:15,441 and is made out of multiple different masses, 221 00:11:15,441 --> 00:11:17,877 which can move independently of each other. 222 00:11:18,210 --> 00:11:22,648 So each object has its own center of mass, 223 00:11:22,648 --> 00:11:25,851 no matter what shape or material it is made of. 224 00:11:26,285 --> 00:11:27,920 This is the one point 225 00:11:27,920 --> 00:11:31,490 on which the entire object can be balanced 226 00:11:31,490 --> 00:11:35,528 and it is dependent on the object's weight distribution. 227 00:11:36,896 --> 00:11:38,130 Think about the way 228 00:11:38,130 --> 00:11:40,399 that you balance a spoon on your finger. 229 00:11:40,533 --> 00:11:44,937 Even though the center of the spoon is in the middle of it, 230 00:11:44,937 --> 00:11:46,739 its actual point of balance 231 00:11:46,739 --> 00:11:50,109 is far closer to the bowl part of the spoon, 232 00:11:50,109 --> 00:11:52,478 where most of the mass of the spoon is. 233 00:11:53,479 --> 00:11:56,482 Understanding this concept is important 234 00:11:56,482 --> 00:12:01,854 because when you understand the character's point of balance, 235 00:12:01,854 --> 00:12:05,057 you can understand how many poses you can make 236 00:12:05,057 --> 00:12:06,525 and how to connect them 237 00:12:06,525 --> 00:12:09,228 while keeping your characters movement natural. 238 00:12:10,262 --> 00:12:11,263 Basically, 239 00:12:11,263 --> 00:12:14,033 any type of action is just a series 240 00:12:14,033 --> 00:12:16,836 of balanced and unbalanced motions. 241 00:12:17,336 --> 00:12:21,373 This balance affects the entire position of your body 242 00:12:21,373 --> 00:12:24,877 because it will always try and self-correct itself, 243 00:12:24,877 --> 00:12:28,514 unless, of course, you're making a motion which is too extreme 244 00:12:28,514 --> 00:12:31,083 and the entire balance of the body collapses. 245 00:12:31,450 --> 00:12:36,622 When we're trying to create realistic poses and animation, 246 00:12:36,622 --> 00:12:38,190 what we are actually trying to do 247 00:12:38,190 --> 00:12:40,793 is find those checks and balances 248 00:12:40,793 --> 00:12:43,496 that help the characters stay grounded 249 00:12:43,496 --> 00:12:46,599 and the movement have a feeling of weight to it. 250 00:12:47,399 --> 00:12:53,439 So when you understand how and when your character is balanced, 251 00:12:53,439 --> 00:12:56,442 you can basically always know which poses 252 00:12:56,442 --> 00:13:00,579 you're going to draw in order to create the correct movement. 253 00:13:01,247 --> 00:13:05,117 So let's see how we're going to find the character balance. 254 00:13:05,484 --> 00:13:09,588 In general, the object will be balanced 255 00:13:09,588 --> 00:13:13,893 as long as its center of mass is above the base. 256 00:13:14,193 --> 00:13:17,530 Now the base is any sort of contact point 257 00:13:17,530 --> 00:13:20,766 between the object or character and the environment 258 00:13:21,033 --> 00:13:23,102 Usually it's going to be your legs 259 00:13:23,102 --> 00:13:24,870 as you're standing on them 260 00:13:24,870 --> 00:13:27,339 but when you're making a length position 261 00:13:27,339 --> 00:13:30,176 or when you're using any other object, 262 00:13:30,176 --> 00:13:33,112 such as a cane or the chair or a branch 263 00:13:33,112 --> 00:13:35,948 to give you additional contact points, 264 00:13:35,948 --> 00:13:39,585 you can enlarge your base and change its shape. 265 00:13:41,086 --> 00:13:44,557 The bigger your base is, the easier it is for the character 266 00:13:44,557 --> 00:13:47,026 to stay balanced and stationary 267 00:13:47,026 --> 00:13:51,497 because the longer the center of mass needs to travel 268 00:13:51,797 --> 00:13:54,466 in order to get unbalanced. 269 00:13:55,935 --> 00:13:58,370 As you can see here in this example, 270 00:13:58,370 --> 00:14:00,606 the higher the center of mass is, 271 00:14:00,606 --> 00:14:03,509 the easier it is to unbalance your character. 272 00:14:04,710 --> 00:14:05,644 The angle 273 00:14:05,644 --> 00:14:09,181 that is required to make the character fall 274 00:14:09,181 --> 00:14:14,253 is a little bit smaller than the shorter character, 275 00:14:14,253 --> 00:14:17,156 especially if they have a good stance, 276 00:14:17,156 --> 00:14:21,527 but even if they are in a more unbalanced position, 277 00:14:21,527 --> 00:14:24,864 it is easier to topple over the taller character. 278 00:14:25,531 --> 00:14:27,733 If your character is disproportionate, 279 00:14:27,733 --> 00:14:31,937 the location of the center of mass is going to change a little bit. 280 00:14:32,171 --> 00:14:34,340 So if they have really thick legs, 281 00:14:34,340 --> 00:14:35,474 for example, 282 00:14:35,474 --> 00:14:37,943 it's going to be lower and it's going to be harder 283 00:14:37,943 --> 00:14:40,045 to topple them over, 284 00:14:40,045 --> 00:14:43,349 or if they have a much more top heavy design, 285 00:14:43,349 --> 00:14:45,951 it's going to be easier to unbalance them 286 00:14:45,951 --> 00:14:50,022 even if they are using a more balanced stance. 287 00:14:50,556 --> 00:14:52,324 It's important to analyze 288 00:14:52,324 --> 00:14:55,227 where is your character's center of mass is 289 00:14:55,227 --> 00:14:56,762 because this gives you 290 00:14:56,762 --> 00:15:02,167 the best understanding on the movement range of the character 291 00:15:02,167 --> 00:15:03,636 before you are required 292 00:15:03,636 --> 00:15:07,072 to make extreme motions and poses. 293 00:15:07,573 --> 00:15:08,707 Otherwise, 294 00:15:08,707 --> 00:15:13,012 you might accidentally create poses or animation 295 00:15:13,012 --> 00:15:14,980 which does not look correct 296 00:15:14,980 --> 00:15:17,049 because the balance is weird. 297 00:15:18,350 --> 00:15:21,754 When your characters are more easy to unbalance, 298 00:15:21,754 --> 00:15:24,890 the range of movement is actually going to be smaller 299 00:15:24,890 --> 00:15:27,693 and the effect of each one of the movements 300 00:15:27,693 --> 00:15:30,062 is going to have on the overall balance 301 00:15:30,062 --> 00:15:32,331 is going to be much more noticeable. 302 00:15:33,565 --> 00:15:37,236 Because the body always strives to stay balanced, 303 00:15:37,236 --> 00:15:40,606 each time your object or character is unbalanced, 304 00:15:40,606 --> 00:15:42,174 you will have movement 305 00:15:42,174 --> 00:15:45,511 and by understanding where the center of mass is, 306 00:15:45,511 --> 00:15:48,714 you know how much movement you're going to have. 307 00:15:57,389 --> 00:15:59,358 In the last two section, we've looked 308 00:15:59,358 --> 00:16:03,062 at how force, mass and acceleration are related 309 00:16:03,062 --> 00:16:06,899 and how the center of mass affects your character movement 310 00:16:06,899 --> 00:16:09,301 by changing its balance point, 311 00:16:09,301 --> 00:16:12,004 which affects its overall range of movement. 312 00:16:12,371 --> 00:16:15,174 Now we will combine these two concepts 313 00:16:15,374 --> 00:16:19,712 to see how the movement of a certain mass in your character, 314 00:16:19,712 --> 00:16:26,719 such as a limb or the entire body will affect the rest of the body. 315 00:16:29,355 --> 00:16:33,492 The thing that connects these two concepts together is momentum. 316 00:16:35,094 --> 00:16:37,930 This is not actually the scientific definition, 317 00:16:37,930 --> 00:16:39,598 but for our purposes, 318 00:16:39,598 --> 00:16:41,367 momentum is the force 319 00:16:41,367 --> 00:16:44,203 which is created by a moving mass. 320 00:16:46,472 --> 00:16:51,043 When one part of the body moves independently of the rest of it, 321 00:16:51,043 --> 00:16:53,278 this creates its own force. 322 00:16:53,479 --> 00:16:54,780 And the bigger the mass, 323 00:16:54,780 --> 00:16:58,751 the more force is required to start and stop the movement. 324 00:17:02,021 --> 00:17:04,123 As I've told you at the beginning, 325 00:17:04,123 --> 00:17:06,992 you need a force to start the movement 326 00:17:06,992 --> 00:17:08,827 which creates acceleration, 327 00:17:08,827 --> 00:17:11,630 and you also need force to stop a movement. 328 00:17:12,131 --> 00:17:15,234 The momentum is not a real force 329 00:17:15,234 --> 00:17:19,104 which is continuously acting upon an object. 330 00:17:20,973 --> 00:17:24,009 It's basically just the residual force 331 00:17:24,009 --> 00:17:27,513 which initially created the movement 332 00:17:27,513 --> 00:17:29,515 and what keeps the movement going 333 00:17:29,515 --> 00:17:32,418 even though there is no active force 334 00:17:32,418 --> 00:17:35,187 which is acting upon the moving object. 335 00:17:38,791 --> 00:17:40,592 As we've seen before, 336 00:17:40,592 --> 00:17:43,862 the bigger the object, the harder it is to make it move. 337 00:17:44,096 --> 00:17:46,865 This is the same for when it stops moving. 338 00:17:46,965 --> 00:17:49,601 So if your object is already moving 339 00:17:49,601 --> 00:17:52,471 and has a large amount of mass to it, 340 00:17:52,471 --> 00:17:56,775 it's going to stop a lot slower than a smaller object. 341 00:17:59,378 --> 00:18:00,379 This makes it 342 00:18:00,379 --> 00:18:03,649 so it has its own independent trajectory 343 00:18:03,649 --> 00:18:06,318 which actually affects the rest of the body. 344 00:18:07,052 --> 00:18:10,889 So when we're trying to animate more complex objects 345 00:18:10,889 --> 00:18:12,958 with more complex movement, 346 00:18:12,958 --> 00:18:16,595 what we're actually doing is basically connecting 347 00:18:16,595 --> 00:18:21,233 different types of momentum in different types of trajectories. 348 00:18:23,001 --> 00:18:27,439 Basically, each moving part of your body creates its own momentum. 349 00:18:27,673 --> 00:18:31,410 This momentum acts like a force on the rest of the body 350 00:18:31,410 --> 00:18:33,612 and creates a chain reaction 351 00:18:33,612 --> 00:18:34,880 which shapes the way 352 00:18:34,880 --> 00:18:36,915 that we're going to pose the characters. 353 00:18:39,451 --> 00:18:44,056 And because mass, acceleration and force are connected, 354 00:18:44,056 --> 00:18:47,192 we're going to see three different scenarios 355 00:18:47,192 --> 00:18:49,795 on how we express this momentum, 356 00:18:49,795 --> 00:18:51,463 how we're going to use it, 357 00:18:51,463 --> 00:18:54,133 and the balance point of the character 358 00:18:54,133 --> 00:18:57,035 to choose the correct poses for our animation 359 00:18:57,035 --> 00:19:00,038 as well as connect them in a realistic manner. 360 00:19:01,073 --> 00:19:05,844 My thought process for animating relies on understanding the forces 361 00:19:05,844 --> 00:19:08,580 which are acting on each part of the body, 362 00:19:08,580 --> 00:19:10,249 how they make it to react, 363 00:19:10,249 --> 00:19:13,152 and how the body tries to balance itself 364 00:19:13,152 --> 00:19:17,789 to find the poses that are most suitable for my timing 365 00:19:17,789 --> 00:19:20,626 and the movement that I'm trying to show. 366 00:19:24,062 --> 00:19:25,531 In this example, 367 00:19:25,531 --> 00:19:28,467 I'm going to show you how to express mass 368 00:19:28,467 --> 00:19:31,837 using momentum and balance with the body. 369 00:19:32,070 --> 00:19:33,572 So in this example, 370 00:19:33,572 --> 00:19:36,408 we can see that the hand has its own mass 371 00:19:36,408 --> 00:19:38,977 with the way that it's accelerating, 372 00:19:38,977 --> 00:19:41,513 but the movement doesn't look very realistic 373 00:19:41,513 --> 00:19:44,349 because it's not affecting the rest of the body. 374 00:19:44,550 --> 00:19:46,084 The momentum is missing. 375 00:19:47,019 --> 00:19:51,957 Now, the more mass a certain body part has, the more momentum it's going to have 376 00:19:51,957 --> 00:19:55,260 and the more it's going to affect the rest of the body. 377 00:19:58,230 --> 00:19:59,631 To create balance, 378 00:19:59,631 --> 00:20:03,302 the body is going to move to the opposite direction 379 00:20:03,302 --> 00:20:05,804 of that of the hand 380 00:20:05,804 --> 00:20:11,143 to try and shift the center of gravity onto the base, 381 00:20:11,143 --> 00:20:15,881 on both side of the connection points, which is the leg. 382 00:20:17,015 --> 00:20:20,819 Now, because the hand is quite big, 383 00:20:20,819 --> 00:20:22,754 it has a lot of momentum 384 00:20:22,754 --> 00:20:27,759 so the force which is required to stop it will be bigger as well. 385 00:20:28,126 --> 00:20:30,829 So the overall range is going to be bigger 386 00:20:30,829 --> 00:20:33,498 because it's going to take more time to stop it. 387 00:20:33,899 --> 00:20:36,368 And we're going to be using more frames 388 00:20:36,368 --> 00:20:41,039 to show the delay in the the deceleration 389 00:20:41,039 --> 00:20:44,409 and the re-acceleration of the object, 390 00:20:44,409 --> 00:20:46,778 because it has more mass to it. 391 00:20:47,879 --> 00:20:48,513 Basically, 392 00:20:48,513 --> 00:20:52,084 we're going to be using the delay technique 393 00:20:52,084 --> 00:20:54,286 that we've seen in the last lesson 394 00:20:54,286 --> 00:20:58,624 to emphasize the weight of the hand. 395 00:21:04,963 --> 00:21:10,369 I also added a secondary movement of the other hand raising up 396 00:21:10,369 --> 00:21:12,371 because we want to show 397 00:21:12,371 --> 00:21:15,340 how the body is trying to balance itself 398 00:21:15,340 --> 00:21:19,711 by extending the mass of the other hand to the other direction 399 00:21:19,711 --> 00:21:22,281 and shifting the center of mass 400 00:21:22,281 --> 00:21:25,751 more to the opposing side of the moving hand. 401 00:21:31,223 --> 00:21:33,792 Finally, when the hand comes down, 402 00:21:33,792 --> 00:21:36,194 we want to show its mass 403 00:21:36,194 --> 00:21:40,232 by making the initial movement slow 404 00:21:40,232 --> 00:21:45,937 because it requires a large amount of force to accelerate 405 00:21:45,937 --> 00:21:49,574 and we're going to make the acceleration itself 406 00:21:49,574 --> 00:21:51,810 a lot quicker and uneven 407 00:21:51,810 --> 00:21:54,780 because the character doesn't have enough strength 408 00:21:54,780 --> 00:21:57,516 to resist the acceleration of the large 409 00:21:57,516 --> 00:21:59,618 mass of the hand on the way down. 410 00:22:00,252 --> 00:22:04,990 By moving the center of mass quickly over the base, 411 00:22:04,990 --> 00:22:09,528 we create more balance and see the character straighten again. 412 00:22:15,934 --> 00:22:17,102 Like the example, 413 00:22:17,102 --> 00:22:19,538 let's see how we're going to use momentum 414 00:22:19,538 --> 00:22:22,174 to show force as opposed to mass, 415 00:22:22,174 --> 00:22:23,775 like the first example. 416 00:22:24,109 --> 00:22:27,012 Here we have two variations of a punch. 417 00:22:32,351 --> 00:22:35,387 The one on the left doesn't look very strong, 418 00:22:35,387 --> 00:22:37,489 even though we use the acceleration 419 00:22:37,489 --> 00:22:39,925 and overshoot to give it extra energy. 420 00:22:40,492 --> 00:22:43,862 Again, this is because it doesn't have momentum 421 00:22:43,862 --> 00:22:46,031 which affects the rest of the body. 422 00:22:50,302 --> 00:22:50,902 Before, 423 00:22:50,902 --> 00:22:54,272 when a large force is applied to a small object, 424 00:22:54,272 --> 00:22:57,008 it accelerates quickly and move fast. 425 00:22:57,709 --> 00:22:58,577 To show this, 426 00:22:58,577 --> 00:23:03,648 we simply make the punch change position and accelerate more quickly, 427 00:23:03,648 --> 00:23:06,218 meaning that the spacing between each frame 428 00:23:06,218 --> 00:23:10,055 is going to be bigger than on the punch on the left. 429 00:23:19,097 --> 00:23:22,467 To compensate for this larger range, 430 00:23:22,467 --> 00:23:26,238 we're going to shift the pose of the entire body 431 00:23:26,238 --> 00:23:28,607 to make it seem more realistic 432 00:23:28,607 --> 00:23:32,778 and actually give the larger range to the character. 433 00:23:33,178 --> 00:23:36,915 Now the hand movement creates its own momentum 434 00:23:36,915 --> 00:23:39,351 and even though the mass of the hand 435 00:23:39,351 --> 00:23:42,053 is small in comparison to the body, 436 00:23:42,053 --> 00:23:45,123 the amount of force behind it is big 437 00:23:45,123 --> 00:23:49,594 so we want to still show a large momentum 438 00:23:49,594 --> 00:23:51,897 and we will be showing this momentum 439 00:23:51,897 --> 00:23:54,833 by the effect it has on the rest of the body. 440 00:24:02,073 --> 00:24:04,242 Because we're trying to increase the range 441 00:24:04,242 --> 00:24:06,778 and because there is a large force 442 00:24:06,778 --> 00:24:08,880 which is affecting the body, 443 00:24:08,880 --> 00:24:14,786 the center of mass is going to move more to the side direction as the punch. 444 00:24:20,826 --> 00:24:23,762 It will always try and balance itself. 445 00:24:24,362 --> 00:24:26,431 So when the momentum 446 00:24:26,431 --> 00:24:30,902 makes the center of gravity follow the punch and unbalance, 447 00:24:30,902 --> 00:24:33,638 you will have to change the pose 448 00:24:33,638 --> 00:24:36,074 in a way that shift the center of mass 449 00:24:36,074 --> 00:24:37,843 back to the other direction. 450 00:24:38,143 --> 00:24:41,947 This can be done by extending the limbs to the other direction 451 00:24:41,947 --> 00:24:45,750 to get more mass over to the base, 452 00:24:45,750 --> 00:24:48,320 by actually increasing the base 453 00:24:48,320 --> 00:24:52,491 or even by changing the location of the supporting leg 454 00:24:52,491 --> 00:24:57,662 and just changing the overall position of the character altogether. 455 00:24:58,096 --> 00:25:00,999 If you're really trying to sell the idea of force 456 00:25:00,999 --> 00:25:03,134 behind the punch or movement, 457 00:25:03,134 --> 00:25:06,705 you can just to break the balance completely 458 00:25:06,705 --> 00:25:11,676 and make extreme movement and unbalance your character 459 00:25:11,676 --> 00:25:17,749 before making it shift to another position, stage or even make it fall. 460 00:25:19,050 --> 00:25:22,921 In this example, I still want to keep my character balanced. 461 00:25:23,188 --> 00:25:26,191 So by making it extend the leg, 462 00:25:26,191 --> 00:25:29,060 we both make the base bigger 463 00:25:29,060 --> 00:25:31,263 and move some of the body's mass 464 00:25:31,263 --> 00:25:33,532 to the opposite direction of the punch, 465 00:25:33,532 --> 00:25:35,166 which keeps the center of mass 466 00:25:35,166 --> 00:25:38,503 over the supporting leg and keeping the character balanced. 467 00:25:39,738 --> 00:25:44,676 Here, the body's actually at the very edge of its balance range, 468 00:25:44,676 --> 00:25:48,113 so as long as we keep its proportions correctly, 469 00:25:48,113 --> 00:25:50,615 we know where the movement and the poses 470 00:25:50,615 --> 00:25:53,051 has to stop for the maximum effect. 471 00:25:53,618 --> 00:25:55,921 If we go above this range, 472 00:25:55,921 --> 00:25:58,857 the character will become unstable and fall. 473 00:25:59,190 --> 00:26:01,359 If we go below this range, 474 00:26:01,359 --> 00:26:03,261 it wouldn't seem like the character 475 00:26:03,261 --> 00:26:05,931 is putting all the force behind the punch. 476 00:26:07,766 --> 00:26:08,800 So basically 477 00:26:08,800 --> 00:26:11,570 when you're trying to create complex animation 478 00:26:11,570 --> 00:26:14,439 and figure out which poses you need to make, 479 00:26:14,439 --> 00:26:19,711 we just need to think about how and when your character is balanced 480 00:26:19,711 --> 00:26:22,314 and how to break this balance. 481 00:26:22,314 --> 00:26:26,084 or get to the very edge of the movement range, 482 00:26:26,084 --> 00:26:29,187 to show the maximum amount of force behind the movement. 483 00:26:30,121 --> 00:26:33,692 This is true for any type of actions that you're trying to animate 484 00:26:33,692 --> 00:26:35,527 with any types of object. 485 00:26:35,727 --> 00:26:39,331 So it's a good idea to try and figure out 486 00:26:39,331 --> 00:26:43,735 the forces working behind each movement 487 00:26:43,735 --> 00:26:45,370 that you're trying to draw 488 00:26:45,370 --> 00:26:48,340 before actually thinking and planning it. 489 00:26:48,807 --> 00:26:50,809 Even if you just write it as a note, 490 00:26:50,809 --> 00:26:54,412 you don't need to actually calculated or anything. 491 00:27:04,255 --> 00:27:06,091 For a third example, 492 00:27:06,091 --> 00:27:10,595 let's see what happens when the body is affected by an external force. 493 00:27:11,029 --> 00:27:12,330 Up until now, 494 00:27:12,330 --> 00:27:16,334 the character itself was the one instigating the movement, 495 00:27:16,334 --> 00:27:18,870 so they have control over it 496 00:27:18,870 --> 00:27:20,305 but a lot of the time, 497 00:27:20,305 --> 00:27:23,274 you will see external forces affecting characters. 498 00:27:23,708 --> 00:27:25,710 You can see that in fighting, 499 00:27:25,710 --> 00:27:27,646 you can see that with terrain, 500 00:27:27,646 --> 00:27:29,948 or you can see that with additional weight 501 00:27:29,948 --> 00:27:32,717 or specialized item and clothing. 502 00:27:33,585 --> 00:27:37,222 You can also show external forces using momentum. 503 00:27:38,056 --> 00:27:41,726 In these cases, similarly to internal forces, 504 00:27:41,726 --> 00:27:44,029 you need to recognize the direction 505 00:27:44,029 --> 00:27:47,132 each force exerts on each part of the body. 506 00:27:47,932 --> 00:27:49,768 This is where understanding 507 00:27:49,768 --> 00:27:54,239 how the momentum creates some kind of chain reaction in the body 508 00:27:54,239 --> 00:27:55,907 becomes really important. 509 00:27:56,941 --> 00:27:58,943 Because the amount of momentum, 510 00:27:58,943 --> 00:28:02,080 each body part exerts on the rest of the body 511 00:28:02,080 --> 00:28:06,017 is going to affect the amount and direction of the movement 512 00:28:06,017 --> 00:28:07,452 of the rest of the body. 513 00:28:08,687 --> 00:28:09,721 Because this time, 514 00:28:09,721 --> 00:28:14,292 we don't actually have the body balancing in itself, 515 00:28:14,292 --> 00:28:17,662 or a base that we can compel the center of mass to. 516 00:28:18,329 --> 00:28:22,734 In this case, a force which is too big for the body to counter 517 00:28:22,734 --> 00:28:24,502 is acting on the hand. 518 00:28:24,869 --> 00:28:29,274 I'll be showing this by using quick acceleration of the hand 519 00:28:29,274 --> 00:28:33,011 and by making it travel a large distance on the screen. 520 00:28:34,045 --> 00:28:37,682 Now the hand applies force to the rest of the body 521 00:28:37,682 --> 00:28:39,851 because, well, it is connected, 522 00:28:39,851 --> 00:28:43,788 so the rest of the body is going to follow the trajectory of the hand. 523 00:28:44,022 --> 00:28:47,459 But because the hand's mass is smaller, 524 00:28:47,459 --> 00:28:49,594 it's going to accelerate much faster 525 00:28:49,594 --> 00:28:50,862 than the rest of the body, 526 00:28:50,862 --> 00:28:52,764 which has larger mass. 527 00:28:53,131 --> 00:28:56,367 Meaning that there is going to be a delay 528 00:28:56,367 --> 00:28:58,670 between the hand and the body 529 00:28:58,670 --> 00:29:02,674 because one is going to accelerate for a longer distance 530 00:29:02,674 --> 00:29:04,876 and much quicker than the rest of it. 531 00:29:05,844 --> 00:29:09,180 We're going to express this by changing the angle 532 00:29:09,180 --> 00:29:11,583 that the body creates, 533 00:29:11,583 --> 00:29:13,151 because the main body 534 00:29:13,151 --> 00:29:15,520 is going to travel a shorter distance 535 00:29:15,520 --> 00:29:20,458 due to it having a smaller mass and having a smaller force acting on it. 536 00:29:22,227 --> 00:29:26,231 The character is going to come to rest once again 537 00:29:26,231 --> 00:29:30,702 and when the center of mass reaches the point above the base. 538 00:29:31,202 --> 00:29:34,339 In this case, the character is too unbalanced 539 00:29:34,339 --> 00:29:36,908 so it's going to reach a complete fall. 540 00:29:38,343 --> 00:29:38,777 Here, 541 00:29:38,777 --> 00:29:41,780 I'm going to use secondary action 542 00:29:41,780 --> 00:29:43,681 and the due to momentum, 543 00:29:43,681 --> 00:29:44,849 the second hand, 544 00:29:44,849 --> 00:29:47,685 which is still not at the resting position 545 00:29:47,685 --> 00:29:50,321 when the rest of the body hits the floor 546 00:29:50,321 --> 00:29:52,957 is going to continue its trajectory 547 00:29:52,957 --> 00:29:55,226 because of its own momentum 548 00:29:55,226 --> 00:29:59,697 until it's going to hit the floor as well, which creates a delay. 549 00:30:01,800 --> 00:30:04,435 The important thing to remember about momentum 550 00:30:04,435 --> 00:30:07,472 is that it's not something that comes directly 551 00:30:07,472 --> 00:30:10,809 from the muscle or a propelling force 552 00:30:10,809 --> 00:30:13,111 but this is something that occurs 553 00:30:13,111 --> 00:30:16,080 because your object is already in motion. 554 00:30:16,648 --> 00:30:19,717 Momentum alone will not start the movement, 555 00:30:19,717 --> 00:30:23,087 but it will try to continue an existing one. 556 00:30:23,521 --> 00:30:24,923 So basically, 557 00:30:24,923 --> 00:30:29,194 a momentum will keep each object moving in its own trajectory 558 00:30:29,194 --> 00:30:31,696 unless there is a larger force 559 00:30:31,696 --> 00:30:35,667 which is acting on the force, 560 00:30:35,667 --> 00:30:40,171 which is acting on the object and changing its trajectory. 561 00:30:41,239 --> 00:30:44,776 This will come into play when you try and stop an action. 562 00:30:45,143 --> 00:30:48,346 And why we usually show momentum in animation 563 00:30:48,346 --> 00:30:51,015 for the way it affects other object, 564 00:30:51,015 --> 00:30:55,587 for delay in timing and making larger projectories 565 00:30:55,587 --> 00:30:58,790 on the details which are following the main action. 566 00:30:59,791 --> 00:31:04,195 By following the thought process of where the force is, 567 00:31:04,195 --> 00:31:06,664 how much momentum it's going to create, 568 00:31:06,664 --> 00:31:10,401 and how this affects the trajectory of the rest of the body 569 00:31:10,401 --> 00:31:13,037 or the details of the character design, 570 00:31:13,037 --> 00:31:16,908 we can predict how we're going to plan the action 571 00:31:16,908 --> 00:31:19,177 and which poses we're going to draw 572 00:31:19,177 --> 00:31:21,212 to make it look more natural. 573 00:31:23,648 --> 00:31:25,683 Now that we have a better idea 574 00:31:25,683 --> 00:31:30,154 on how momentum and force are going to affect the action 575 00:31:30,154 --> 00:31:34,259 that we're animating, both the timing, spacing, 576 00:31:34,259 --> 00:31:37,195 and the amount of frames that it's going to take 577 00:31:37,195 --> 00:31:38,229 and what poses 578 00:31:38,229 --> 00:31:41,966 we're going to make in order to keep our character balanced 579 00:31:41,966 --> 00:31:44,469 and show the force behind the movement, 580 00:31:44,469 --> 00:31:49,274 we want to actually try and connecting multiple different actions together. 581 00:31:49,741 --> 00:31:51,042 In this exercise, 582 00:31:51,042 --> 00:31:54,512 I'm going to show you my thought process 583 00:31:54,512 --> 00:31:57,815 when animating multiple actions together. 584 00:31:58,783 --> 00:32:04,022 Basically what I'm going to do is connect multiple different poses 585 00:32:04,022 --> 00:32:08,393 in a way that makes sense and keeps a certain flow and energy. 586 00:32:08,927 --> 00:32:11,396 I'm going to show you around four poses, 587 00:32:11,396 --> 00:32:14,232 but you can do either one or two 588 00:32:14,232 --> 00:32:16,768 or play around with both full body 589 00:32:16,768 --> 00:32:21,039 or certain parts of the body moving independently. 590 00:32:23,508 --> 00:32:26,311 The point of this exercise is to learn 591 00:32:26,311 --> 00:32:30,815 how to analyze forces acting on different parts of the body 592 00:32:30,815 --> 00:32:34,118 and how we're going to use the animation techniques 593 00:32:34,118 --> 00:32:36,321 that we've learned in the last lesson 594 00:32:36,321 --> 00:32:39,691 to connect between multiple different actions. 595 00:32:40,591 --> 00:32:42,293 So to remind you, 596 00:32:42,293 --> 00:32:47,131 we show speed by changing the distance between each frame, 597 00:32:47,131 --> 00:32:50,601 and we'll create an acceleration and the deceleration 598 00:32:50,601 --> 00:32:54,205 which show that force and mass 599 00:32:54,205 --> 00:32:58,943 by changing the actual size of the spacing between each frame. 600 00:32:59,777 --> 00:33:01,279 To help visualize speed, 601 00:33:01,279 --> 00:33:05,817 we are going to use smear frames and the idea of squashing stretch. 602 00:33:06,784 --> 00:33:08,619 And to show impact, 603 00:33:08,619 --> 00:33:13,191 we're going to use over shoot and impact frames 604 00:33:13,191 --> 00:33:18,429 as well as emphasize certain actions using delay in timing. 605 00:33:20,231 --> 00:33:23,468 When you're choosing your action for this exercise, 606 00:33:23,468 --> 00:33:27,138 make sure that you're trying both full body actions 607 00:33:27,138 --> 00:33:29,774 and the individual body part actions 608 00:33:29,774 --> 00:33:31,576 to get the best experience 609 00:33:31,576 --> 00:33:35,346 and see how you get full body effects in both of them. 610 00:33:46,124 --> 00:33:48,359 For the first 15 poses, 611 00:33:48,359 --> 00:33:51,529 the entire body is going to change position, 612 00:33:51,529 --> 00:33:53,431 meaning that by necessity, 613 00:33:53,431 --> 00:33:56,067 the arms which are connected to the body 614 00:33:56,067 --> 00:33:58,770 are going to be changing position as well. 615 00:33:59,303 --> 00:34:02,874 But I'm going to also move the arm independently 616 00:34:02,874 --> 00:34:04,642 from the main body movement, 617 00:34:04,642 --> 00:34:06,511 so it's a secondary action. 618 00:34:07,445 --> 00:34:10,081 This movement of the arm makes it 619 00:34:10,081 --> 00:34:12,917 so that they have their own momentum, 620 00:34:12,917 --> 00:34:17,121 but it doesn't have enough mass or force behind the movement 621 00:34:17,121 --> 00:34:21,592 to make a significant change in the position of the center of mass. 622 00:34:22,226 --> 00:34:25,730 Especially, since we're making the base bigger 623 00:34:25,730 --> 00:34:29,000 and lowering the center of mass with the new pose. 624 00:34:30,368 --> 00:34:33,304 We're still going to be using over shoots 625 00:34:33,304 --> 00:34:37,775 in both the squatting position and in the range of the hand 626 00:34:37,775 --> 00:34:40,044 to show the energy of the movement. 627 00:34:40,445 --> 00:34:42,180 Without using the overshoot, 628 00:34:42,180 --> 00:34:46,951 it would seem like the character is slowly easing itself down 629 00:34:46,951 --> 00:34:51,089 instead of crouching down with a large amount of energy. 630 00:34:52,123 --> 00:34:54,959 The second shift in position, on the other hand, 631 00:34:54,959 --> 00:34:57,295 does have a lot of force behind it. 632 00:34:57,595 --> 00:35:02,133 So although the mass of the arm is smaller than the rest of the body, 633 00:35:02,133 --> 00:35:05,103 the center of mass does change its position 634 00:35:05,103 --> 00:35:07,038 to accommodate for the movement. 635 00:35:07,371 --> 00:35:11,042 The momentum of the hand is going to make the rest of the body 636 00:35:11,042 --> 00:35:13,277 follow the hand's trajectory, 637 00:35:13,277 --> 00:35:16,247 and the body will try and balance itself. 638 00:35:16,581 --> 00:35:21,953 So it's going to overshoot to show the force behind the movement, 639 00:35:21,953 --> 00:35:23,788 but then it's going to go back 640 00:35:23,788 --> 00:35:25,523 to show the balance of the body. 641 00:35:26,457 --> 00:35:27,992 Next, we have a shift 642 00:35:27,992 --> 00:35:31,729 in the amount of contact points and the size of the base. 643 00:35:32,296 --> 00:35:35,900 We want the character to completely change the position 644 00:35:35,900 --> 00:35:38,336 of the center of mass, 645 00:35:38,336 --> 00:35:43,441 to go above the new contact point and the smaller base. 646 00:35:43,641 --> 00:35:46,744 So first, we're going to show a new force 647 00:35:46,744 --> 00:35:49,213 which is coming from the character's legs 648 00:35:49,213 --> 00:35:52,350 and pushing it over to the position. 649 00:35:53,251 --> 00:35:55,920 But this new force can only work on the character 650 00:35:55,920 --> 00:35:57,522 for a single moment 651 00:35:57,522 --> 00:35:59,757 because then it raises its leg 652 00:35:59,757 --> 00:36:01,926 and it's no longer in contact with the ground, 653 00:36:01,926 --> 00:36:03,561 so there's nothing to push. 654 00:36:04,095 --> 00:36:06,030 What actually helps the character 655 00:36:06,030 --> 00:36:08,633 to complete the new changing position 656 00:36:08,633 --> 00:36:12,570 is the momentum that this initial kick creates, 657 00:36:12,570 --> 00:36:15,239 as well as the additional momentum 658 00:36:15,239 --> 00:36:19,110 which is created by shifting the arms of the character 659 00:36:19,110 --> 00:36:20,578 to the other direction 660 00:36:20,578 --> 00:36:25,550 and closer to the center of gravity above the new base point. 661 00:36:26,617 --> 00:36:29,921 This shift in both mass and force 662 00:36:29,921 --> 00:36:33,391 help the character reach a new position more naturally. 663 00:36:33,791 --> 00:36:38,162 This also helps us understand where we need to position each limb 664 00:36:38,162 --> 00:36:40,665 at each point along the trajectory. 665 00:36:41,399 --> 00:36:45,069 Remember that the force is acting on the character 666 00:36:45,069 --> 00:36:48,539 only at the bottom part of the trajectory 667 00:36:48,539 --> 00:36:52,710 so it's going to use an ease out animation pattern. 668 00:36:53,010 --> 00:36:56,314 We're going to have large changes in pose 669 00:36:56,314 --> 00:36:58,349 at the beginning of the movement 670 00:36:58,349 --> 00:37:00,751 and then as the character reaches to a stop, 671 00:37:00,751 --> 00:37:04,555 we're going to have a small amount of changes in each body part. 672 00:37:05,823 --> 00:37:06,891 Lastly, 673 00:37:06,891 --> 00:37:10,695 we're going to see how the character is keeping balance 674 00:37:10,695 --> 00:37:13,998 after making a very abrupt and big movement. 675 00:37:14,465 --> 00:37:17,868 Here, I made the character balance after spinning 676 00:37:17,868 --> 00:37:22,273 by making it extended limbs in opposite directions 677 00:37:22,273 --> 00:37:27,111 to counterbalance the momentum of the body movement. 678 00:37:28,112 --> 00:37:31,983 Here, the goal is basically to create a new momentum 679 00:37:31,983 --> 00:37:35,786 by using the trajectory of the limbs, 680 00:37:35,786 --> 00:37:38,756 which is opposite to the direction of the spin. 681 00:37:39,724 --> 00:37:41,726 We extend both limbs 682 00:37:41,726 --> 00:37:45,396 because we want to keep the balance of the mass of the body. 683 00:38:02,013 --> 00:38:03,514 In this demonstration, 684 00:38:03,514 --> 00:38:07,151 I decided to let the character keep its balance. 685 00:38:07,652 --> 00:38:12,623 But if I would have changed any type of conditions 686 00:38:12,623 --> 00:38:15,660 within the movement or the character design 687 00:38:15,660 --> 00:38:18,796 would have resulted in a completely different action. 688 00:38:19,363 --> 00:38:23,000 Each increase in the force of each action 689 00:38:23,000 --> 00:38:25,269 or the mass of the limbs 690 00:38:25,269 --> 00:38:27,171 would have created a momentum 691 00:38:27,171 --> 00:38:30,141 which is too strong for the character to balance, 692 00:38:30,141 --> 00:38:33,911 which would have made it fall or stumble in its action. 693 00:38:34,512 --> 00:38:39,116 If not enough force was added to each movement, 694 00:38:39,116 --> 00:38:41,719 the character might not have enough momentum 695 00:38:41,719 --> 00:38:45,456 to complete the trajectory when shifting between poses. 696 00:38:45,990 --> 00:38:47,692 Its change would have given us 697 00:38:47,692 --> 00:38:50,461 a completely different outcome for the movement 698 00:38:50,461 --> 00:38:54,398 so you need to understand the concept of momentum, 699 00:38:54,398 --> 00:38:58,069 mass, acceleration and balance 700 00:38:58,069 --> 00:39:01,706 to choose the correct poses, timing and spacing. 701 00:39:26,931 --> 00:39:30,000 Up until now, we've talked about animation 702 00:39:30,000 --> 00:39:32,069 in a pretty straightforward manner. 703 00:39:32,403 --> 00:39:34,438 Basically, you just see 704 00:39:34,438 --> 00:39:37,742 what forces are acting on each part of your character, 705 00:39:37,742 --> 00:39:38,642 analyze them, 706 00:39:38,642 --> 00:39:41,712 and then decide your trajectories according to them. 707 00:39:42,413 --> 00:39:44,148 But we haven't talked 708 00:39:44,148 --> 00:39:46,684 about how to make your entire animation 709 00:39:46,684 --> 00:39:48,686 more appealing and good looking. 710 00:39:49,286 --> 00:39:50,721 But we haven't talked about 711 00:39:50,721 --> 00:39:53,023 how to make it more realistic, 712 00:39:53,023 --> 00:39:53,958 more appealing, 713 00:39:53,958 --> 00:39:57,461 and make it stand out in comparison to other animations. 714 00:39:58,129 --> 00:39:58,963 For this, 715 00:39:58,963 --> 00:40:02,366 there are two important things that we need to think about 716 00:40:02,366 --> 00:40:05,870 whenever we're trying to animate any type of movement 717 00:40:05,870 --> 00:40:08,272 beyond the regular understanding 718 00:40:08,272 --> 00:40:10,708 of which trajectory we're going to make 719 00:40:10,708 --> 00:40:12,943 and what poses will make it look good. 720 00:40:13,644 --> 00:40:17,214 The secret to doing this is using your timing correctly. 721 00:40:18,048 --> 00:40:19,350 By using it correctly, 722 00:40:19,350 --> 00:40:23,454 I don't mean to understand the timing of each individual movement 723 00:40:23,454 --> 00:40:25,523 in your entire sequence, 724 00:40:25,523 --> 00:40:27,625 but actually how to time 725 00:40:27,625 --> 00:40:30,928 every single movement in comparison to each other. 726 00:40:31,495 --> 00:40:33,964 Most of the time when people animate, 727 00:40:33,964 --> 00:40:37,401 they either make each movement separately from each other, 728 00:40:37,401 --> 00:40:39,970 one after the other, like a chain, 729 00:40:39,970 --> 00:40:42,273 usually with each new movement 730 00:40:42,273 --> 00:40:46,043 lasting the same amount of time as the one before it, 731 00:40:46,043 --> 00:40:49,680 or they try and make multiple motions together, 732 00:40:49,680 --> 00:40:51,515 but they don't actually affect 733 00:40:51,515 --> 00:40:54,118 or relate to each other all that much. 734 00:40:54,385 --> 00:40:55,753 And a lot of the time, 735 00:40:55,753 --> 00:40:58,155 the body will move as one mass 736 00:40:58,155 --> 00:41:01,959 so there wouldn't be a delay between each part of the body 737 00:41:01,959 --> 00:41:04,929 aside from what you will see from regular momentum. 738 00:41:05,796 --> 00:41:09,934 But good looking and realistic animation is actually created, 739 00:41:09,934 --> 00:41:15,406 by creating a good pacing between each individual movement 740 00:41:15,406 --> 00:41:20,244 as well as creating different beats for each length of each action. 741 00:41:21,045 --> 00:41:22,213 By this, I mean, 742 00:41:22,213 --> 00:41:26,984 that whenever you're trying to animate a sequence of movements, 743 00:41:26,984 --> 00:41:28,352 you need to make sure 744 00:41:28,352 --> 00:41:33,991 that each part has a slightly different timing and overall length 745 00:41:33,991 --> 00:41:37,394 to create a more realistic and nice looking pacing. 746 00:41:38,095 --> 00:41:40,564 Another important thing to consider 747 00:41:40,564 --> 00:41:47,238 is that the actual movement of the body or mass is going to take time. 748 00:41:47,505 --> 00:41:51,075 You need to make sure that each movement that you're making 749 00:41:51,075 --> 00:41:54,445 has enough time to start and stop naturally, 750 00:41:54,445 --> 00:41:56,213 as well as give some delay 751 00:41:56,213 --> 00:41:58,716 for the audience to perceive the movement. 752 00:42:00,217 --> 00:42:03,120 This relates to the principle of anticipations 753 00:42:03,120 --> 00:42:05,723 that we've talked about in a previous lesson. 754 00:42:06,223 --> 00:42:08,826 Basically, you want to give enough time 755 00:42:08,826 --> 00:42:11,762 for wind up and wind down of every movement 756 00:42:11,762 --> 00:42:13,030 that you'll try to make. 757 00:42:13,297 --> 00:42:14,431 You want to make sure 758 00:42:14,431 --> 00:42:16,267 that the action trajectory 759 00:42:16,267 --> 00:42:19,136 is always completed between movement 760 00:42:19,136 --> 00:42:21,939 and that you have enough time to perceive it. 761 00:42:22,840 --> 00:42:24,909 By completing the trajectory, 762 00:42:24,909 --> 00:42:29,246 you'll usually going to shift the character's center of mass as well, 763 00:42:29,246 --> 00:42:33,517 especially if the movements are quite big or quite sudden. 764 00:42:34,218 --> 00:42:38,389 This means that you want to shift the entire body 765 00:42:38,389 --> 00:42:40,391 into different direction, 766 00:42:40,391 --> 00:42:43,928 adding the additional movements that created by that. 767 00:42:44,428 --> 00:42:45,195 Ideally, 768 00:42:45,195 --> 00:42:47,565 you want to have a slightly different 769 00:42:47,565 --> 00:42:51,602 pacing and timing for each body part of your character 770 00:42:51,602 --> 00:42:55,072 whenever it is making big movements like that 771 00:42:55,072 --> 00:42:56,373 and have enough time 772 00:42:56,373 --> 00:42:59,410 for each part to complete its own trajectory. 773 00:43:00,511 --> 00:43:03,814 You will also want to have some variation 774 00:43:03,814 --> 00:43:05,883 with the entire movement. 775 00:43:06,383 --> 00:43:08,218 So for example, 776 00:43:08,218 --> 00:43:13,290 if you're making your character stand up or down or spin, 777 00:43:13,290 --> 00:43:14,692 you want to make sure 778 00:43:14,692 --> 00:43:18,896 that each part that follows the initial action 779 00:43:18,896 --> 00:43:22,666 has a slight delay and slightly different timing 780 00:43:22,666 --> 00:43:24,602 to create more appealing movement. 781 00:43:25,736 --> 00:43:27,104 So basically, 782 00:43:27,104 --> 00:43:31,909 the formula for creating nice looking movement and pacing 783 00:43:31,909 --> 00:43:37,047 is to break down your initial actions into main body action 784 00:43:37,047 --> 00:43:42,252 and slightly different secondary actions that result from it, 785 00:43:42,252 --> 00:43:44,254 and then create some changes 786 00:43:44,254 --> 00:43:48,058 with the timing of each action of each body part. 787 00:43:48,993 --> 00:43:51,395 Finally, you want to give enough time 788 00:43:51,395 --> 00:43:53,564 for each action to be complete, 789 00:43:53,564 --> 00:43:57,768 as well as make sure that the entire body weight shifts accordingly. 790 00:43:59,403 --> 00:44:01,472 When your action is only starting, 791 00:44:01,472 --> 00:44:05,342 you want to give enough space and a little bit of a wind up 792 00:44:05,342 --> 00:44:08,312 before you actually perform the main action 793 00:44:08,312 --> 00:44:11,248 so your character may go backwards 794 00:44:11,248 --> 00:44:13,651 to enlarge the overall trajectory. 795 00:44:14,051 --> 00:44:16,420 This also requires some delay 796 00:44:16,420 --> 00:44:20,457 and some additional pacing of different body parts. 797 00:44:21,191 --> 00:44:24,194 You might even want to add some secondary movements 798 00:44:24,194 --> 00:44:25,863 of other body parts 799 00:44:25,863 --> 00:44:28,966 that don't participate in the main action 800 00:44:28,966 --> 00:44:32,703 in the middle of performing other part of the main action. 801 00:44:33,237 --> 00:44:36,373 This will help you to have more detail 802 00:44:36,373 --> 00:44:40,344 and more natural pacing to the overall animation. 803 00:44:42,413 --> 00:44:44,214 I can't stress this enough, 804 00:44:44,214 --> 00:44:46,817 but the secret to good looking action 805 00:44:46,817 --> 00:44:50,788 is having contrast between your fast and slow actions. 806 00:44:51,288 --> 00:44:54,458 You want to have enough variation in your pacing 807 00:44:54,458 --> 00:44:57,895 to create something that looks interesting and natural 808 00:44:57,895 --> 00:44:59,930 with the weight shifts of your character, 809 00:45:00,931 --> 00:45:03,033 both with the main body action 810 00:45:03,033 --> 00:45:05,736 and the secondary actions that result from it. 811 00:45:06,637 --> 00:45:12,776 And if you feel that your animation is looking kind of bland or unnatural, 812 00:45:12,776 --> 00:45:14,244 try spicing it up 813 00:45:14,244 --> 00:45:18,115 by creating variations with these ideas in mind. 814 00:45:19,216 --> 00:45:21,385 Up until now, we focused on 815 00:45:21,385 --> 00:45:26,223 how the forces affect the actions and trajectories and poses 816 00:45:26,223 --> 00:45:27,624 that we are going to choose. 817 00:45:27,991 --> 00:45:31,695 But another thing that we need to consider is the timing. 818 00:45:32,162 --> 00:45:34,631 The timing is actually extremely important 819 00:45:34,631 --> 00:45:38,102 because it both gives you the limit 820 00:45:38,102 --> 00:45:41,505 on how many frames you're going to draw, 821 00:45:41,505 --> 00:45:47,611 which will be done by either the actual length of the scene 822 00:45:47,611 --> 00:45:50,214 or by your own workload. 823 00:45:50,914 --> 00:45:55,285 And it also going to give you the pacing of your action, 824 00:45:55,285 --> 00:45:58,589 which tends to emphasize certain parts of it. 825 00:45:58,589 --> 00:46:03,093 Even if your overall timing is determined in advance 826 00:46:03,093 --> 00:46:04,928 by the length of the scene, 827 00:46:04,928 --> 00:46:08,332 you can still play around with the actual speed 828 00:46:08,332 --> 00:46:10,834 and emphasis of the movement 829 00:46:10,834 --> 00:46:15,239 by changing the timing and actions of your character. 830 00:46:15,739 --> 00:46:18,442 We kind of saw that in the last lesson 831 00:46:18,442 --> 00:46:24,214 with the way that each role in the animation pattern section 832 00:46:24,214 --> 00:46:27,951 looks like it's moved in a different time than the rest of them, 833 00:46:27,951 --> 00:46:30,721 even though the amount of frames was the same. 834 00:46:32,389 --> 00:46:33,891 The general rule of thumb 835 00:46:33,891 --> 00:46:38,729 was to make a small amount of frames for quick movements 836 00:46:38,729 --> 00:46:42,099 and a large amount of frames for slower movements. 837 00:46:42,633 --> 00:46:44,535 This is also very useful 838 00:46:44,535 --> 00:46:46,870 when you're trying to connect different movements 839 00:46:46,870 --> 00:46:49,206 and show different momentums 840 00:46:49,206 --> 00:46:51,341 because you can basically break 841 00:46:51,341 --> 00:46:56,847 any type of movement into smaller sub movements, 842 00:46:56,847 --> 00:46:59,283 each one of them with their own ease 843 00:46:59,283 --> 00:47:00,717 and ease out pattern. 844 00:47:02,553 --> 00:47:06,256 In order to create nice looking and natural movements, 845 00:47:06,256 --> 00:47:09,259 what you need to do is basically realize 846 00:47:09,259 --> 00:47:12,062 where your character is stopping 847 00:47:12,062 --> 00:47:14,231 and for how long they're stopping. 848 00:47:14,998 --> 00:47:17,134 Once you know where they're stopping, 849 00:47:17,134 --> 00:47:19,603 you can just add additional frames 850 00:47:19,603 --> 00:47:23,340 to show the connection movement between each stop. 851 00:47:23,774 --> 00:47:27,277 And by controlling the speed of the movement 852 00:47:27,277 --> 00:47:31,748 and how much distance you have between each pose, 853 00:47:31,748 --> 00:47:33,450 you can understand 854 00:47:33,450 --> 00:47:37,054 how to time your entire animation correctly. 855 00:47:38,222 --> 00:47:40,123 Here, you can see the difference 856 00:47:40,123 --> 00:47:43,560 between the larger movement in the action, 857 00:47:43,560 --> 00:47:46,797 which has more energy and impact to them 858 00:47:46,797 --> 00:47:48,699 and the smaller actions. 859 00:47:49,533 --> 00:47:55,606 I just let the character have more time in the key poses 860 00:47:55,606 --> 00:48:00,444 to show the emphasis of the impact and the range of the movement. 861 00:48:01,478 --> 00:48:03,347 While for smaller movements, 862 00:48:03,347 --> 00:48:07,551 I let the character change position rather quickly 863 00:48:07,551 --> 00:48:11,555 and not let them delay on the connecting poses. 864 00:48:13,357 --> 00:48:16,693 Of course, on each small part of the movement, 865 00:48:16,693 --> 00:48:20,797 I'm going to use the ease in and ease out animation concepts 866 00:48:20,797 --> 00:48:23,400 as well as try and check the balance 867 00:48:23,400 --> 00:48:25,669 and forces working on the character 868 00:48:25,669 --> 00:48:28,472 and add secondary movement as necessary. 869 00:48:30,407 --> 00:48:31,608 For this process, 870 00:48:31,608 --> 00:48:33,043 I actually find that 871 00:48:33,043 --> 00:48:38,115 using the pose-to-pose method of animation is a lot more useful 872 00:48:38,115 --> 00:48:42,753 because you know which movements and poses are important 873 00:48:42,753 --> 00:48:46,423 and just add the additional frames to create better timing 874 00:48:46,423 --> 00:48:48,859 and pacing to the overall animation. 875 00:48:50,327 --> 00:48:53,430 If you've been following along with your exercise, 876 00:48:53,430 --> 00:48:57,701 see where you choose to pause and move your character 877 00:48:57,701 --> 00:48:59,970 and how you chose to balance it 878 00:48:59,970 --> 00:49:03,840 or make it fall and get out of balance. 879 00:49:05,309 --> 00:49:08,378 See if there are any places in the movement 880 00:49:08,378 --> 00:49:09,980 where you can emphasize 881 00:49:09,980 --> 00:49:14,051 and give it more impact by adding additional frames 882 00:49:14,051 --> 00:49:18,388 to create sort of delays, which lets us anticipate the action. 883 00:49:19,990 --> 00:49:22,826 If you do have places like these, 884 00:49:22,826 --> 00:49:25,362 see if you need to add additional frames 885 00:49:25,362 --> 00:49:30,834 or if you can actually space your character poses a little bit differently 886 00:49:30,834 --> 00:49:32,436 to create the same effect 887 00:49:32,436 --> 00:49:34,938 while keeping the same number of things, 888 00:49:34,938 --> 00:49:35,973 remember that 889 00:49:35,973 --> 00:49:39,609 as animators, especially independent animators, 890 00:49:39,609 --> 00:49:42,412 our goal is to draw the least amount of frames 891 00:49:42,412 --> 00:49:46,249 that we can make to have the right effect of the action 892 00:49:46,249 --> 00:49:48,085 that we're aiming for, 893 00:49:48,085 --> 00:49:50,420 because each new frames that we are going to make 894 00:49:50,420 --> 00:49:54,324 is going to be additional time and work on the production. 895 00:49:54,691 --> 00:49:55,892 Also, 896 00:49:55,892 --> 00:49:59,329 instead of adding and subtracting frames, 897 00:49:59,329 --> 00:50:00,664 see if there are places 898 00:50:00,664 --> 00:50:02,599 where you can create a delay 899 00:50:02,599 --> 00:50:05,635 simply by making your animation 900 00:50:05,635 --> 00:50:08,872 on 2s or 3s instead of 1s. 901 00:50:09,873 --> 00:50:13,343 I myself actually go the opposite way 902 00:50:13,343 --> 00:50:15,445 and draw everything on 3s 903 00:50:15,445 --> 00:50:20,350 and then see if I can increase the speed of certain parts of the action 904 00:50:20,350 --> 00:50:22,753 by making it on 2s and 1s. 905 00:50:23,320 --> 00:50:24,221 This makes it 906 00:50:24,221 --> 00:50:26,823 so that they have the most efficient animation 907 00:50:26,823 --> 00:50:28,291 that I can make 908 00:50:28,291 --> 00:50:31,028 because I start with the low frame rate 909 00:50:31,028 --> 00:50:34,731 and then go on the higher frame rate when necessary. 910 00:50:36,800 --> 00:50:38,702 The exercise in this lesson, 911 00:50:38,702 --> 00:50:41,004 if you haven't been following along, 912 00:50:41,004 --> 00:50:44,808 is to create your own version of the examples 913 00:50:44,808 --> 00:50:46,877 that I've given throughout this video. 914 00:50:47,677 --> 00:50:51,948 I recommend making a sequence of three movements, 915 00:50:51,948 --> 00:50:55,118 but you can also make one or two actions 916 00:50:55,118 --> 00:50:57,054 if you're new to animation 917 00:50:57,054 --> 00:50:59,723 as long as they involve the entire body. 918 00:51:00,557 --> 00:51:03,360 When choosing the actions for your sequence, 919 00:51:03,360 --> 00:51:07,597 make sure that you have one shift in your center of mass, 920 00:51:07,597 --> 00:51:09,132 one shift of a limb 921 00:51:09,132 --> 00:51:12,602 which creates movement in the center of mass, 922 00:51:12,602 --> 00:51:15,305 and one change in your balance 923 00:51:15,305 --> 00:51:17,707 and base size of your character. 924 00:51:18,675 --> 00:51:20,410 This will help you understand 925 00:51:20,410 --> 00:51:23,046 how to create different movements 926 00:51:23,046 --> 00:51:25,148 and connect them using momentum. 927 00:51:25,615 --> 00:51:30,720 You can try and work with internal or external forces as you see fit, 928 00:51:30,720 --> 00:51:33,190 and you can create different variations 929 00:51:33,190 --> 00:51:36,460 where your character keeps or loses its balance. 930 00:51:37,160 --> 00:51:40,630 The more experience with these types of animations, 931 00:51:40,630 --> 00:51:42,899 the better you will standing on the forces 932 00:51:42,899 --> 00:51:45,602 working on your character are going to be, 933 00:51:45,602 --> 00:51:48,805 so the easier it's going to be to animate later on. 934 00:51:49,673 --> 00:51:54,611 Make sure that you keep your character's proportions and volumes correct 935 00:51:54,611 --> 00:51:56,480 and that you take into account 936 00:51:56,480 --> 00:52:00,383 the different masses of your character design when animating. 937 00:52:00,917 --> 00:52:02,586 Again, you want to make sure 938 00:52:02,586 --> 00:52:05,922 that you're not having any jittering effects 939 00:52:05,922 --> 00:52:08,191 so you need to have a clear path 940 00:52:08,191 --> 00:52:10,927 and see that no parts of your character 941 00:52:10,927 --> 00:52:14,131 is accidentally going backwards in the trajectory 942 00:52:14,131 --> 00:52:15,866 which will create the effect. 943 00:52:16,500 --> 00:52:18,034 This is especially important 944 00:52:18,034 --> 00:52:19,569 if you have slow movements 945 00:52:19,569 --> 00:52:22,906 which requires very small spacing between frames. 946 00:52:23,940 --> 00:52:24,841 And lastly, 947 00:52:24,841 --> 00:52:27,344 for the best exercise quality, 948 00:52:27,344 --> 00:52:29,813 try and create your characters 949 00:52:29,813 --> 00:52:33,116 while keeping your sketch to the minimum number of lines. 950 00:52:34,918 --> 00:52:35,886 To recap, 951 00:52:35,886 --> 00:52:36,987 in today's lesson, 952 00:52:36,987 --> 00:52:40,857 we've learned the concept of mass, force and momentum, 953 00:52:40,857 --> 00:52:44,861 how to analyze your movements according to them, 954 00:52:44,861 --> 00:52:48,131 and how to show the full acceleration, 955 00:52:48,131 --> 00:52:50,500 and shifting with your character balance 956 00:52:50,500 --> 00:52:53,937 to create the correct poses for our animation 957 00:52:53,937 --> 00:52:59,442 as well as playing around with our timing and spacing of the poses 958 00:52:59,442 --> 00:53:03,647 to create more interesting and varied actions in our animation. 959 00:53:05,115 --> 00:53:06,116 Next lesson, 960 00:53:06,116 --> 00:53:08,852 we're going to learn about animating objects 961 00:53:08,852 --> 00:53:12,189 and showing their characteristics and details 962 00:53:12,189 --> 00:53:14,491 using different animation techniques 963 00:53:14,491 --> 00:53:18,895 as well as how to apply these objects and techniques 964 00:53:18,895 --> 00:53:22,432 to the details that we're going to add to the character design. 965 00:53:23,033 --> 00:53:25,001 Thank you for watching and see you next time. 966 00:53:25,268 --> 00:53:26,102 Bye. 77997

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.