Generating Fluid Animation Drawings ^^
(It has been a very long time since I post
anything here. I thought the site has
gone to cobweb and forgotten. But it
seems you are here and new readers as well.
Thank you very much for your very kind interest; I do feel most
grateful. You inspired me to write this
new post… and maybe I’ll try to be more regularly much as I can) :D
Animation is a language that communicates through
motion. Aside from its graphics natures,
animated movements include the traveling distances of space in 24 fps time. The flow of a movement is
a collection of relating single instances.
The instances are made of drawings but with no individual drawing can take
sole importance. All the drawings are important collectively, regardless being
keys, extremes or inbetweens. Together
in their successive orders of unfolding, they are ONE movement, expressing ONE
particular moment in time.
To arrive at this unison, each new drawing must
be shaped by the feel of movement that has been formed by the preceding
drawings.
The feel to a flow of movement must be the KEY
building point to every part of the animating process, from thumbnailing, to
rough pass, tie-down, all the way to final clean-up.
To be more specific in the animating process,
roll the preceding drawings, to feel the movement- then to strike each new
line.
For a movement to be fluid, avoid striking a new
drawing statically on its own without relating it to the preceding drawings.
(Above is an example of my tie-down process from
the feature ‘My Little WORLD’ that I’ve been very busy with. The preceding tie-down drawings are placed
underneath, then the rough drawing to be tie-down, then striking its tie-down
on top.)