![]() ![]() ![]() And since it's a repeating movement the animation software can save a lot of work too.ĥ is totally different. This time it's a matter of length of limbs, weight, and speed. So an animation program only needs to know the start and end position, or even just the start position, and some representation of physics, to be able to calculate all frames in a way that the resulting movement looks convincing.Ĥ is more difficult, but because the overall movement is so powerful it can be calculated as well. The forces involved are known and can easily be quantified. an actor on stage, reciting Shakespearġ, 2, and 3 are quite simple - so simple they can be described completely with a mathematic formula. It's all a question of how much artistic expression and control you want to have in your animation.ĥ. I come from a 3D software background and drawing all frames is a new concept to me. I’m sorry if the answer seem obvious to you. That is what computers are for, to take some of the work load off the animator.Īnyway, some of the 2D software that my book listed:ĭo any of these let an animator only draw the key frames, or do they require the animator to draw all frames? I don’t understand why any animator would want to draw every frame. In a program like Toon Boom or Anime Pro, do you have to draw ‘all frames’, or do you just create the key frames only? I would, of course, prefer to buy a 2D software that only require me to draw the key frames if possible. I don’t have to setup every frame, or 24 frames per sec. In my 3d program (Lightwave), I only have to, create or setup, the key frames, and Lightwave generates the frames ‘between’ these key frames. It was discussing the use of onionskin in making these drawings. I was reading a book on anime 2D animation last night, and it was saying that the animator has to hand draw ‘all frames’ for each second of the animation (16 drawings per sec). ![]()
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