| Animation Assignment #7 Character Laughing |
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| This assignment involves a single character. You are to design a character of any type that you want. They must have a face with eyes, nose and mouth (ears are optional). The assignment is to begin with a waist up shot of the character. The character can start by facing away from the camera and then turn to a frontal position (3/4 or face on if you want), or they can already be facing towards the camera from the beginning. The idea is to have the character laughing for 5 seconds. The laugh can be any type that you want (as you will be recording it yourselves). It can be a giggle, snickering, belly laugh, guffaw, maniacal, or any other type that you can come up with. It can start off slow and build in intensity or it can start off big and diminish at the end. The only stipulation is that it must be sustained for 5 seconds total. Actions Involved Principles Involved Obviously a sense of gravity will be involved as well as appropriate timing for the actions to read clearly. On the previous assignment, we dealt with the idea of straight ahead animation. You can use this approach if you wish or you can work in "pose-to-pose" or "key animation", which is what we were doing on all the assignments before the last one. I'll leave it up to you to decide which will work best for your action that you have planned out. One of the new things we'll deal with is the idea of using staggers to create the jerking action involved in laughing. As per usual here are the other principles involved: The "H" portion of the "Ha" sound requires you to exhale hard while tensing your stomach muscles, and the "A" portion is the part where you open your mouth slightly at the end and your stomach relaxes before the next contraction on the next "H" sound. Depending on how long each "ha" is, there might be a breath in (thisa might take place after the fifth "Ha" in some cases. After each "ha" though and the stomach begins it's next contraction the shoulders bob up and down. The overall path of action might be downwards but there is a slight upwards jerk on each "ha" then a movement down, then back up and then down continuing to the lowest point in the overall path. The process is really quite simple: Begin with the drawing of the character at the high point in the "H" position, then draw the first contraction after the "A" of the first "Ha". This will be a fairly subtle movement. Next draw the lowest point of the laugh on the final "Ha" in the high "H" position. You'll need to be sure to plot out the path of action of the overall laugh to make sure it seems plausable. Now draw the low point of the"A" sound after the final "Ha". Again, this movement will be fairly subtle. Next, you Inbetween all the high position drawings (probably with a slow-in and slow-out on either end of the action), then you go back and inbetween all the low position drawings (with the exact same timing chart that you used on the high points). As an example, if your first high point drawing was #12 and the last high point drawing is #19, you'll have 7 inbetweens using the following timing chart. These are numbered: 13, 14, 15, 16, 17, and 18. The first low point drawing will then be numbered 12a and the last low point drawing will be 19a. The seven inbetweens will then be numbered: 13a, 14a, 15a, 16a, 17a, and 18a. Now when you go to shoot them, they'll go in this order: 12, 12a, 13, 13a, 14, 14a, 15, 15a, 16, 16a, 17, 17a, 18, 18a, 19, 19a. This will create the appropriate up and down jerking action but keep the character on the smooth downward path of action. If you want the laugh to go up, start with the low positions and then do the high ones. Of course, you still need to plan the entire scene out the same way you normally would: Thought Process Analyse what happens step by step. Follow the same steps outlined above but after step 4 where you shoot a test of your thumbnails, if you're happy with the action in the pencil test, redraw the thumbnail poses as keys and then go back and straight ahead the inbetweens, aiming to get into the keys. If you end up off a bit, throw out the original keys and use your new one's. This is an assignment where you really can't separate the character into multiple levels and treat it as limited animation. I really want you to get the whole character's body involved in this. Timing Timing Charts Hopefully, it just requires some inbetweens to slow some of the actions down a bit. Inbetweening Be sure to watch your paths of action and the spacing of the drawings so that you don't cluster things together or create a jerking action.
Here's an example of a mouse laughing with an upward path of action. |
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