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Release. Pressure. Animate.

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with my current programming knowledge and/or available time - are still inclusive for the<br />

conclusion as the research is a work towards this near future.<br />

Though, as mentioned shortly, stop motion animation is always animated in a straight<br />

forward method applying changes to the character chronologically on a frame-by-frame<br />

basis. This method is maybe, so I feel, an even more important reason why the animator<br />

feels the bond with the character while animating. The WYSIWYG effect of a stop motion<br />

character on set is amplifying this bond even more, as the animator starts to „feel‟ the<br />

poses in an almost similar state as to how the audience – who watches the animation in<br />

the end – will be affected by the character as it‟s already looking like a living character<br />

with his own mind and story on screen. This constant awareness while chronologically<br />

posing the movement of the character is crucial for believability, personality and high<br />

quality animation.<br />

Movement can easily be achieved by drawing the same thing in two different<br />

positions and inserting a number of other drawings between the two. The result<br />

on the screen will be movement, but it will not be animation. In nature, things do<br />

not just move. Newton's first law of motion stated that things do not move unless<br />

a force acts upon them. So in animation the movement itself is of secondary<br />

importance; the vital factor is how the action expresses the underlying causes of<br />

the movement. With inanimate objects these causes may be natural forces,<br />

mainly gravity. With living characters the same external forces can cause<br />

movement, plus the contractions of muscles but, more importantly, there are the<br />

underlying will, mood, instincts and so on of the character who is moving.<br />

(Halas, Whitaker, 2002)<br />

For believable 2 animation any motion on screen should obey to rules that either we know<br />

from real-life or the rules that have been explained and made believable to the audience<br />

by watching the (rest of the) film. But – especially if he chooses not to obey the rules -<br />

the animator should always be aware of the fact that a large mass can‟t suddenly come<br />

to a hold. If he chooses to do so anyway he should be aware of the fact that he‟s<br />

breaking the rule. If he does it as stylization throughout a whole film, for perceiving a<br />

certain effect or any other reason he should still know what he‟s bringing over to the<br />

audience in effect. In animation the animator should constantly be aware of the<br />

character‟s mood and how he will „pull the next move‟ in correspondence with his<br />

thoughts, emotional state and personality at that moment. Even more he should keep in<br />

mind the style of the film, continuity of the scene and progression of the story as well. In<br />

effect there‟s a lot for the animator to focus on. If the animator starts to animate without<br />

any planning whatsoever he‟ll have to constantly be aware of all these and any<br />

technicalities or problems that might come up. Focusing on so many things at the same<br />

time can distract from the focus on the actual movement and living of the character.<br />

At Pedri-Animation they have their own strict pipeline and workflow for getting<br />

2 Believable refers to the realism as developed at Disney like the principles of animation. An in-depth discussion<br />

on this development at Disney and meaning of realism can be found in the following paragraph.<br />

2. The difference in Animation fields<br />

1<br />

8

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