"The Principles of Animation" by Hjalti Hjalmarsson Blender Conference 2017 Learn more at www.blender.org/conference/ Watch it all: • Blender Conference 2017
Really glad I clicked on this. I thought it might be an annoying Ted style talk- heavy on the sense of enlightenment and light on practical information, but it was completely the opposite, packed with direct practical information. (Funny how he even made a joke about that kind of talk "The new principles of animation".) Thank you Hjalti!
This is the note that I made, You dont need to watch the video after reading these but he's explaining it in entertaining way so the choice is upto you : 1.TIming and Rhythm : It should look natural/real. 2. Spacing: If there's too much gap between keyframes, make sure animation favors the frames in that gap else it'll look weird. 3.Squash and stretch : volume and density must be same throughout anim ,but shape should be changed in a way that'll look realistic. 4. Arcs :body must follow actual physics. 5.Anticipation: body should show potential energy ( making viewers think, now it's gonna do something) 6. Drag & Follow: show inertia. 7.Asymmetry: It's not about first or last position. Make sure they're behaving differently thoughout animation. 8.Overlapping action: body shouldn't move like robot. U need a breakdown pose that will kinda signal that this is gonna happen next. ex: when u turn ur body around, your eyes turn first, then bit of your shoulder, then other parts. This is like making a drama scene. 9. Secondary action: things that's happening but not so important. 10. Exaggeration: don't do over-acting. 11.Consistency: literally 12. Staging & Clarity: if you're doing pose, show it on a silhouette level. 13.Readability & Focus : to let viewers know what aciton the body just did, you need to hold it at least 2 sec. Have 1 focus point, not many things happening at same time that'll confuse viewer.
@@dinoschachten I'm not sure what a "wrong speed" would be. Sometimes I watch things at 1x, but usually that IS a "wrong speed", for me. Everybody's different though. It's nice to have choices.
Nice! I think most of them I already understood intuitively before, but very nicely laid out, especially holding action for a number of frames is an interesting concept! Also a very likeable presentation! :)
Thank you for this video, it's very informative and can point people to subject areas to explore for making good animation with some knowledge. It will probably still improve the world animation level even though it's view count is not that high.
Awesome video! I wonder how much more he has to say about all of this if he were to give the talk on a podcast or something wherre time is not of the essence. And if such video/podcast exists.
Toon Scheur there are a lot more like Morphing and Fabrication (for stop motion) but you can see them as secondary I guess. It just really depends on the animation.
thats not what secondary action means. Secondary action is the action that results from another action, like a horse's tail that bounces along after the horse's butt. What he's describing is sometimes called 'business' in act/directing terms.
Ricardo Mata That "12 frames" figure is an average. They didn't really keep it as 12 fps in a constant manner. It refers more to how many frames the animators would actually sit buts down and draw vs how many frame are repeated. For example, an animator might draw 10 frames for a walk cycle, and then loop it for a minute and half. Or in a Dialog scene the Characters talking are just moving their mouths. This technique is used to same up time and resources for the Big/Important moments (The money shots). like for example an Epic fight scene, epic Dolly zoom or a hot chick tucking her hair behind her ear while the MC looks at her lustfully from the other side of the classroom. In those moments the Animator will go all the way to 24 fps. In Japan they call this "Sakuga". Now of course, with modern Animation software, even with 2d, its posible to generate interpolated frames to get 24 fps. But so far, i only see western children cartoons taking advantage of that. Animated hand-drawn action/adventure shows that want to keep a "Animesque" esthetics, tend to keep it more old school.
OMG That was very stressfull!!!! Why do you HAVE to fit all these things in half time than what you planned? Just leave some parts out or plan your presentation better to fit the time given!!
Hell, I wouldn't like to have this dude as a teacher! He knows what he's talking about but has no idea how to explain it, and makes it really confusing. And he says last time it was a mess! 🥨