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Some Cartoon Animation Basics

In the world of film, movies are shot at 24 frames per second (fps); in video and 3D animation, 30 fps is the norm. But for cartoons, 12 to 15 fps is usually all that's needed. The cartoon language of motion that we've all learned since childhood has taught our minds to expect this slightly jumpy quality of motion in a cartoon. As an animator, this is good for you, because 15 fps means half the amount of hand-drawing work that 30 fps requires. It also means that you can get your cartoon done within your lifetime and maybe take a day off here and there. Actually, there are a lot of scenes in which as few as three drawings per second will suffice — depending on how well you can express motion with your art or drawing. The rule of motion here is that things that move quickly require fewer frames (drawings), while things that move slowly require more frames. This is the main reason you'll hardly ever see slow-motion sequences in cartoons. Broadcast cartoons have lots of fast-paced motion. Fewer drawings are produced more quickly, making the production less costly. These are very significant factors when battling tight budgets and scary deadlines.

Expressing Motion and Emotion

The hardest part of animation is expressing motion and emotion. Learning to do this well saves time and makes your work more effective. One of the best exercises you can do in this respect is to simply watch the world around you. Videotaping cartoons and advancing through them at single-frame speed can give you insight on different ways that the "real world" is translated to cartoon-land. (If you have digitizing capabilities, you can get a more stable frame by capturing a cartoon to your hard drive and then analyzing the results.)

Another good learning trick is to import raster video to your Flash Timeline, so that you can use a live action sequence as your guide and practice drawing on top of it. While this can help you get a feel for the mechanics of motion, it's really just a start. Cartoons are engaging because they so often deviate from, or even defy, the predictable motion we see every day.

Exaggerate everything! After all, this is what makes it a cartoon.

Cross-Reference 

We have included a tutorial in this chapter by Felix Stumpf, who uses video as a reference for his simple but wonderfully engaging hand-drawn animations. To see more of his work, visit www.felixstumpf.de.

Web Resource 

Tex Avery was a pioneering animator who created cartoons with overblown and hilarious motion, which revolutionized animation. You can read about him at www.brightlightsfilm.com/22/texavery.html.

Anticipation

Anticipation is a technique used to indicate that characters are about to do something, like take off running. Before lunging into the sprint, characters slowly back up, loading all their motion into their feet until their motion reverses and sends them blasting off in the other direction. In a more subtle form, this is shown in Figure 14-1, when Weber the pelican crouches before he takes flight from his perch on the pier.

Image from book
Figure 14-1: Anticipation is used to accentuate Weber's take-off.

Weight

Keep the weight of objects in mind. This helps to make your cartoon believable. A feather falls more slowly than an anvil. The feather also eases out (slows down) before landing gently on the ground, while the anvil slams into the ground with such force as to make a gashing dent in it. Humor can play a role here by giving extreme weight to things that do not have it (or vice versa), thereby causing a surprise in the viewer's preconceived notion of what should happen — surprise is the seed of humor.

Overlapping Actions

Visualize a jogging Santa Claus, his belly bouncing up and down with each step. Because of its weight, his belly is still on a downward motion when the rest of his body is being pushed upward by the thrust of his leg. This opposing motion is known as overlapping actions. Overlapping action does not only happen in an up-and-down motion; it can happen in any direction. An example of side-to-side overlapping actions is shown in Figure 14-2. Note that, as the bully thrusts forward, Weber's body reacts in the opposite direction only to catch up just in time for the thrust to reverse and go the other way.

Image from book
Figure 14-2: Overlapping actions can accentuate movement in any direction.

Blurring to Simulate Motion

Blurring is a technique or device that animators use to signify a motion that's moving faster than the frame rate can physically show. In film, this manifests itself as a blurred out-of-focus subject (due to the subject moving faster than the camera's shutter can capture). You may have already employed this effect in Photoshop, with the motion blur filter. In cartoon animation, blurring is often (and easily) described with blur lines. Blur lines are an approximation of the moving subject using line or brush strokes that trail off in the direction that the subject is coming from. When used properly, this great device can save hours of tedious drawing. An example of animated motion blur used to indicate a spinning motion is shown in Figure 14-3, which is a sequence in which the word "Weber" turns into Weber the pelican.

Image from book
Figure 14-3: Blur lines simulate the effect of motion that is "faster than the eye can see."
On the CD-ROM 

To see animated examples of the blurred line effect, look in the R_Bazley folder inside the ch14 folder on the CD-ROM. Richard Bazley has used blurred lines effectively to create a collapsing ceiling and a rush of wind.


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