Release. Pressure. Animate.
Release. Pressure. Animate.
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