Computer Animation 101: A Guide for the Computer Illiterate Hand-Animator
However, there is not always a lot of communication between traditional
animators and computer animators. Many old-school animators still live
under the misunderstanding that computer animation is far too technically
complex to be any fun to do. They envision bleary-eyed computer programmers
typing "move arm 45.93 degrees to the left, 19.17 degrees up."
Or they think it is far too simple, anticipating college kids with no idea
about the principles of animation, hitting a button that says, "Happy
walk, 16 frames."
Of course, neither of these horrifying visions is true. Today's character
animation programs are all designed with traditionally trained artists
in mind and try to make the jump from 2D to 3D as painless as possible.
At the same time, although these programs are extremely powerful and offer
enormous control over animation, modeling, lighting and so on, they still
require that an educated artist sits in front of the computer and makes
the decisions on every little nuance of movement.
The Technical Stuff
Okay, so how do you actually animate on
a computer? Although the techniques and terms described here vary a little
from program to program, the principles and the process are basically the
same. Digital character animation can be described as a hybrid mix between
puppet animation and cel animation. It is similar to puppet animation in
that you are dealing with a three dimensional character that can be looked
at from every possible angle, and that you are posing it in three dimensional
space. The similarity with hand drawn animation lies in the fact that you
work according to the pose to pose principle, creating key frames that
resemble key poses in drawn animation. You control the way the computer
creates the inbetweens, just like an animator will write instructions to
his inbetweener in the corner of each drawing.
Modeling
Before any animation can be done, a model has to be created. At larger
studios, this is usually done by modeling technical directors (TD's), who
do not do any animation. A computer model can be constructed from geometric
primitives, like spheres boxes and cylinders, but that's not much help
when it comes to creating organic looking characters. Usually the modeler
will use splines, which are lines whose curvature is adjusted with little
handles on the control vertices which are located at the start and end
points of the spline. By connecting numerous splines and dragging them
around in three dimensions, a computer model is created. The model may
be entirely created in the computer, or based on a three dimensional scan
of a clay model.
Bones
A problem in many computer animation programs is that they don't allow
you to have continuous skin between separate body parts. Therefore, the
hand, the forearm, the upper arm, etc. have to exist as separate objects
that are not connected. A limited number of programs, however, allow you
to create the character in one piece. This is known as a mesh. This mesh
only provides the "skin" of the character and is hollow inside.
To move the different parts of the body separately, you then have to construct
a virtual skeleton inside the mesh and connect parts of the mesh to each
individual bone. Thus, when you move the forearm bone, the control vertices
associated with that bone will move the body accordingly.
Key Frames
The first principle that a computer animator has to learn is key framing.
A key frame in computer animation is a frame on which the animator has
specified the start or end of a movement, or a change of direction. As
an example, to move the arm of a character, the animator will set a key
on frame 10 (A), indicating that this is where the movement begins. Then
he jumps forward to frame 20 (B) and creates a new key, on which he puts
the arm into its end position. Thus, from frames 11 to 19 the arm will
be moving from position A to position B.
























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