So far we commit animations with intervals - what I mean is all the inbetweens among breakdowns and gold poses. There are many ways to do this. You can simply do frame by frame, or can think of your main poses with the help of Graph Editor.
Using a graph, you can understand if your animation is accelerating or decelerating, if you have holds and other problems solvable by GE.
"Are you telling me that not only need to know to animate, but also need to read graphs??"
This is not something to be afraid. The tool is here to help, not hinder. When you have too many keyframes, your timeline will appear to be bleeding, and you can easily get lost in what you are doing or where you need to fix. Besides, sometimes you want your animation do something like go ahead or nice arcs.
"Okay. You are convincing me. Tell me exactly what it is that Graph Editor do"
Basically, the graphis a Inbetweener. But he sucks! That's why we say that the computer doesn't the work for you. And that is why the Graph Editor is malleable: fix by yourself and do what you want.
Let's talk about the tangent types and how it's looks like. Firstly you have something in the Y-axis represents the value (can be height, distance, amount of squash & stretch, etc) and the frame on the X-axis.
The first type is the STEPPED mode. The Graph Editor will not interval for you. Will display only the frames you did with holds lasting until the next keyframe. It's used to see if your timming is working. Normally is the first stage in a 3d animation. It will looks similar with this:
Your poses are working well with your timming? Great! Let's see this in LINEAR mode. Here you will see everything at a constant speed. It's used currently of blocking for you be able to see if everything is okay before leaving for next step.
After that you finally can put straight easies in and out from the graph with FLAT tangents. "Yes, we can!"
Having this basic knowledge, you begin to realize that you not only organizes the way that your animation is going, but also can add anticipations, overshooting, easies long or short... everything!
Also a clean graph editor will give for you much more fluid animation, so it's good to get use. Don't let the computer do the work for you!
Hello! Long time...
After half class achieved, this post will be a little different. Is not about my exercises or animation theory, but animation in general. Many friends don't even know what I do and what is needed for a final product in the movies or series, commercials, or their video games, then this post is directed to it.
Animation consists briefly of imaging and representanting action. You will represent a sequence of events! It all depends on who and how you want to tell the story. Norman McLaren once said "how it moves is more important than what moves". The basic ingredient is the storytelling, design and how it will move. This means: you need to have a good solution in your story with a beginning, middle and end; a nice design that makes sense to relate a scenario X with characters Y and Z, with good color palette and all of this can talk among themselves.
Sounds easy when you think of doing but is not. The making of animated film requires a large volume of work and technical processes of some complexity.
Below, a simple process that I will talk about is the 3d animation.
1: Everything start with an idea. So work this idea until it's polished, solid and then you can move to drawing!
2: Here you, as a filmmaker, will use drawings to develop the action of the film. Even scrawled drawing, transmit emotion and the action of your story!
3: Record the voices of your film so we can join with the designs of their actions in your storyboard! This will make us able to see what works and what doesn't.
4: Here you will make the necessary cuts and adjustments, give the final timing or your animation and make the X-Sheet, which is nothing but a simple and efficient form where animators write down the action and dialogue for a scene or shot. This helps in accurately and not run from what was proposed.
5: Animators start to animate!
6: Here the characters are finalized with their textures, colors and everything else. The scenarios will also be finalized.
7: You have your completed picture on disk with sound elements to dubbing! Backup it!
8: Synched and laid everything digitally. We are almost there!
9: Put your sound and picture on tape, or other media.
10: Go to film recorder to make film copies and distribute it to everywhere!
There are several ways to obtain an animation. This is only one, guys...
For a good final result, you literally need to give your soul for it. The ingredients previously mentioned you will get in your routine and a looot of studying while there is love for what you do. Pete Docter once said "If you love what you do, it's not really 'work' anyway."
Also, for better understanding, watch this amazing shortfilm that despicts the process of a animation film. From beginning to the end.