2D animation see Classical animation
3D animation see Stop-frame animation
360-degree design, 144–5
Abstract animation, 191
Accent, 197
characterization, 109–15, 119–21
interaction, 121–4
props and costume, 125–6
scene planning, 124–5
temperament and pace, 115–19
Action sheets, 148–9
Actions, 69–70
analysis, 157
motivation and objectives, 112–13
tertiary, 39–40
Activity, 69
Aeroplane cycle exercise, 64–6
Alterations, 209
Analogue technology, 184
flight, 168–77
four legs, 158–68
‘Animation bible’, 143–4
Anticipation, 98–103
Atmosphere track, 185
Attitude, 197
Avery, Tex:
holds, 211–12
naturalistic animation, 8
physical acting, 114
soundtrack, 181
squash and stretch, 22–3
temperament and pace, 116
Balloons, 35
Bambi, 114–15
Beauty and the Beast, 24
Believability, 107, 109–10, 143
Birds, 168–77
exercise, 171
Blair, Preston, 53
Blanc, Mel, 111–12
Body language, 114
Body-sync, 197
Boils, 218
exercise, 32–5
Brown, Blain, 228
Budget:
agreeing, 137
design implications, 133
line test implications, 220
production, 235–6
Bugs Bunny, 109
Camera moves, 224–6
Cast members, 142
see also Characterization
Chaplin, Charlie, 99–100, 113, 126
Characterization, 109–15
design, 142–52
interaction, 121–4
props and costume, 126
walking, 73
Charts:
production charts, 230–2
Checklists:
acting, 126
animal motion, 168
birds, 177
design, 154
dope sheets, 219
drag, 49–50
follow-through, 49–50
layouts, 226
overlapping action, 49–50
production management, 236
sound synchronisation, 199
weight and balance, 98
Clarity, 125
Classical animation:
camera moves, 224–6
colour, 146
cycle animation, 55
equipment and materials, 3
keys and inbetweens, 27–8
layouts, 221–6
lines of action, 52
model sheets, 145
pose-to-pose animation, 26
straight-ahead animation, 27
Clothing see Costume
Colour models, 145–7
Computer animation:
bar charts, 205
camera moves, 226
cycle animation, 55
documentation, 144
dope sheets, 205
line tests, 221
model sheets, 145
recording, 228
Computer games:
design criteria, 152
motion capture, 158
timing, 131
Concept art, 150
Constant speed, 30
Constructed time, 5
Construction sheets, 148
Contacts, 251–2
Continuity, 125
Costume:
acting, 125–6
colouring, 146
model sheets, 145
tertiary action, 40
Culhane, Shamus, 153
Cut-offs, 222
Cycle animation, 55–61
drag, 47
follow-through, 47
interlocking cycles, 56
overlapping action, 47
see also Repeat animation; Running; Walking
D’Arcy, Chevalier, 4
Dark Matter, 152
Design, 129–54
animatics, 139–41
characters, 142–52
criteria, 152–4
storyboards, 133–9
Dialogue:
acting, 111–12
key frames, 26
sound synchronisation, 189
timing, 195–6
see also Lip-sync
Digital cameras, 228
Digital technology, 184
Disney studios, 131–2, 182, 220
Documentation:
‘animation bible’, 143–4
production folders, 234–5
soundtrack, 182–8
Dog ears, 46
Double takes, 103
Dowlatabadi, Zahra, 236
‘Ease in’/’ease out’ actions, 28–9, 31–2
Editor, 182
Educational institutions, 251
Efficiency, 26
Emotions see Acting
Empathy, 113
see also Kinetic energy
Equal and opposite actions, 15, 16, 97–8
Equipment and materials, 3–4, 182–4, 227
see also Software
Exercises:
advanced action, 167–8
aeroplane cycle, 64–6
bouncing balls, 32–4
characterization, 119–21
flag cycle, 58–61
flight cycle, 171
flip book, 8–14
interaction of characters, 123–4
lip-sync, 197–8
run cycle, 89
running, 167
sound synchronization, 198–9
take-off and landing, 176–7
temperament and pace, 117–19
Exposure sheets see Dope sheets
Faces:
double takes, 103
drag, 48
squash and stretch, 23
takes, 102
Falling objects, 17–18, 19, 21
Fantasia, 53
Field guides, 221–6
Figurative animation, 67–103
Film:
formats, 227
frames per second, 5
versus video, 226–9
Final Cut Pro software, 184, 228–9
Fischinger, Oscar, 181
exercise, 58–61
Fleischer brothers, 182
Flexibility, 136
Flight see Birds
Flip book exercise, 8–14
Flipbook software, 228
‘Fly-through’ shots, 224
Follow-through, 35–6, 45–7, 49–50
Fps see Frames per second
Frame counts, 185
Frames per drawing, 208
Frames per second (fps), 4–6, 141, 183
Freelancing, 232
Front view:
running, 87
walking, 77
Further reading, 245–8
Further viewing, 249–50
Gag sketches, 135
Glossary, 239–44
Gollum, 109–10
Graticules see Field guides
Hanna Barbera studio, 212
Height relationships, 145, 146
History of animation, 6, 134–5, 209
further reading, 248
Horses, 158–68
Human figure, 73–4
see also Figurative animation
Ideas:
capturing, 136
communicating, 153
Illusion of movement, 4–5
Impact, 21
Inbetweens, 27–32
over-animation, 192
Interaction of characters, 121–4
Interlocking cycles, 56
International production, 150, 152
Jogging, 87
see also Running
Jones, Chuck, 109
Key-frame animation see Pose-to-pose animation
Key frames:
holds, 209–12
inbetweens, 27–32
physical acting, 114
running, 86
walking, 76
Kricfalusi, John, 50, 114, 181
Landing, 175–7
exercise, 176–7
Lasseter, John, 110
Laws of motion, 11, 14–18, 50, 70
Layouts, 221–6
Leica reels see Storyboards
Line tests, 220–1
Lines of action, 50–5
dope sheets, 206
exercise, 197–8
Living creatures, 36–45
see also Animals
Lord of the Rings, 109–10
McLaren, Norman, 8
MagTrack (magnetic tape), 182–3
Marey, Jules, 157–8
Materials see Costume; Equipment and materials
Merry Melodies, 182
see also Structural models
Morgues, 153–4
Morph, 116
Motion capture, 158
see also Gollum
Motivation for actions, 70, 103, 112–13
Mouth shapes, 189–96
Movement:
animals, 155–77
categories of, 69–71
illusion of, 4–5
Moviola projector, 220
synchronising, 141
National Television Standards Committee (NTSC), 227
figurative animation, 67–103
lines of action, 50
lip-sync, 191
pose-to-pose animation, 26
squash and stretch, 23
Newton, Sir Isaac, 15–16
Nightmare Before Christmas, 152
Noddy, 152
Non-linear editing, 229–30
NTSC (National Television Standards Committee), 227
Objectives:
actions, 112–13
scene planning, 125
Onionskinning, 228
Over-animation, 190, 192–3, 197
Overlapping action, 35–45, 49–50
flight cycle, 172
Pace, 115–19
exercise, 117–19
Pacing, 12
Paint and trace software, 146–7
PAL (Phase Alternation by Line), 227
Pantomime, 113–14
Passive characters, 122–3
Pencil tests see Line tests
Performance, 110–11
see also Acting
Persistence of vision, 4
Personality see Acting
Perspective, 62–5
Phase Alternation by Line (PAL), 227
Pic Sync (picture synchronisation machine), 182
Planning scenes, 124–5
Pluto, 126
Pose-to-pose animation, 24–32
staggered timing, 37
Practical texts, 245–7
Pragmatics, 153
Premiere software, 141, 184, 228
Presentation storyboards, 137–9
Production:
charts, 230–2
design implications, 132
processes, 229–36
Props, 125–6
Psychological acting, 114–15
Psychology of characters, 11, 70–1, 189
see also Acting
Pushing, 97–8
Quinn, Joanna, 219
Random doping, 218–19
Reference material, 153–4
see also Cycle animation
Resources, 133
Retina, 4
Retracting, 212
Rhubarb and Custard, 219
Rigidity, 23–4
Roadrunner, 22
Samurai Jack, 132
Scale, 145
Scenes:
bar charts, 187
dope sheets, 206
planning, 124–5
Schedules, 233–4
storyboard, 134
versus performance, 110
SECAM system, 227–8
Second-hand equipment, 227
Shadow puppets, 181
Shaw, Susannah, 227
Shots, 206
Silent characters, 112
Silent movies, 181
Silly Symphonies, 182
The Simpsons, 149
Slapstick, 114
‘Slow in’/’slow out’ actions, 28–9, 31–2
Slow motion, 5–6
The Snowman, 219
Software:
animatics, 141
choosing, 227
classical animation, 228
paint and trace, 146–7
recording, 228
soundtrack synchronisation, 183–4
stop-frame animation, 228
Sound effects, 184–5
Sound synchronisation, 179–99
bar charts, 182–8
dialogue and narrative, 189
exercise, 198–9
lip-sync, 189–98
Soundtrack see Music; Voice track
Speeded up action, 5–6
Sprinting, 88
see also Running
Staggered doping, 212, 214, 215
Staggered timing, 36–7
Standing up, 44
Steamboat Willie, 182
Steenbeck editing machine, 183
Stock animation, 231–2
Stop-frame animation:
concept art, 150
design criteria, 152–3
equipment and materials, 3
layers of action, 41
line tests, 221
lines of action, 52
recording, 228
Stop Motion Pro software, 228
Story reels see Storyboards
Storyboards, 133–9
pace, 115
presentation, 137–9
scene planning, 124
thumbnail/rough, 136–7
Storylines see Scripts
Straight-ahead animation, 24–7
Stretching, 212
see also Squash and stretch
Structural models, 158–61, 173
see also Model sheets
Studios, 251–2
Style:
design implications, 132
Subcontracting, 232
Suppliers, 251
‘Sweatboxes’, 220
Synchronisation:
animal motion, 162–7
exercise, 176–7
Technical issues, 201–36
dope sheets, 203–19
formats, 226–9
layouts and field guides, 221–6
line tests, 220–1
production processes, 229–36
Telecine process, 228
Tell Tale Heart, 132
Temperament, 115–19
exercise, 117–19
Terminator II, 7
Tertiary actions, 39–40
Test animation, 143
Theoretical texts, 247–8
Throwing, 25, 51, 93, 95–7, 100
Thumbnail storyboards, 136–7
Timing, 4–14
alterations, 209
computer games, 131
design, 131
dialogue, 195–6
dope sheets, 205–7
frames per drawing, 208
lifting, 94
psychological acting, 114–15
recording, 208–9
running, 86
staggered, 36–7
variable, 28–32
walking, 77
Tom and Jerry, 22
Toon Boom software, 228
Toy Story, 111
Trade press, 227
Trotting, 165–7
Turning:
body, 37
Unbalance, 75
UPA (United Productions of America), 131–2
Variable timing, 28–32
see also Drag; Follow-through; Overlapping action
Video:
formats, 227
frames per second, 5
versus film, 226–9
Villains, 115
Vision, persistence of, 4
Voice track:
pace, 115
scene planning, 124
synchronising, 141
Walking, 13–14
arm swing, 51
drag, 49
figurative animation, 72–85
front view, 77
horses, 162–3
keys and inbetweens, 76
perspective, 63
primary action, 37–8
repeat animation, 214
timing, 77
Walking With Dinosaurs, 109
Weight, 89–98
Williams, Richard, 45
Winder, Catherine, 236
Wings see Birds
X-sheets see Dope sheets