Saturday, September 23, 2006

How Do Movements Originate

Some of the things we will be discussing here may seem very philosophical in nature. I often hear conversations relating to animating, particularly from people who are heavily focused on manipulating one software program or another, where they want to learn the “steps” in doing an animated action such as a walk or a head turn. It is only natural for someone to want to have a step by step recipe to follow. But animating isn’t really about following a recipe. Yes, there are techniques that can be practiced and basic rules of drawing and perspective that must be understood but eventually each animator must reach the conclusion that this craft of animating requires a thoughtful interaction between the animator and their creation. I’m not saying that tutorials aren’t useful, but you have to appreciate the fact that most tutorials are basically step by step approaches and they only provide mechanical understanding at best.

I’m not against tutorials, I just want to provide a more complete perspective of learning to animate. So that’s why I try to address the thinking and philosophy behind things.


Today, I want to discuss an important philosophical approach to understanding any action. Do you want to think about animating the form or the force? Think about that for a moment. What motivates motion? Does your arm move because it is an arm or does it move because some internal forces are being applied? First there is thought, conscious or unconscious followed by the expansion or contraction of muscles which produces forces that are translated into movement. Perhaps because we can easily observe the movement of forms we want to draw those forms. Forces are for the most part not visible just the resulting effects of those forces are visible. Yet it is the internal forces, like muscles expanding and contracting, or external forces, like gravity or air resistance or inertia, that are actually responsible for movement. So when you want to animate movement you need to understand and account for the forces first and let the forms follow as the visible result.

Here’s an interesting way to think about this change in philosophical approach. When you draw shadows do you think first about the form of the shadow or do you first think about the sources and directions of light that produce the shadows? Forces have the same type of effect on the movement and distortion of forms. We will return to this approach often as we proceed.


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Wednesday, September 20, 2006

A Performance Context

Animation should be believable and interesting. I’m sure there are many interpretations for believable and interesting as these terms are relative. So I want to begin discussing them by giving you some insights into my sense of their significance. As an animator, perhaps the most exciting aspect of creating is the joy of watching your creation come alive. When you look at a piece of animation that you have created and you suddenly believe your own characters actually exist, that is the sense of believability about which we are talking. Not that they are realistic, but rather that they have transcended into having an acceptance of being. If you as the animator can perceive of their existence then this will translate to the audience. If their actions and behavior take on meaning and provide an opportunity for us to relate to them naturally, then they become believable.

Believable means that the audience feels that the character's actions are the result of its own inner motives. That the character feels thinks and reacts consistently according to their personality, situation and mood.

You might be asking yourself at this point “I just want to learn to do a head turn or a walk cycle, so what does believable and interesting have to do with animating those actions?” The answer is everything. To only learn mechanics or technical aspects is to learn your craft out of context. You need to approach your work as more then following the steps in a recipe. Animating is bestowing a sense of reality and life. Yes, there are technical aspects to how this can be done, but there are equally important aspects where you as the animator are striving to communicate emotions and feeling and how the character is responding and relating to their world. You are in fact giving a performance. You have to get inside the character and translate your attitudes and how you are experiencing situations as them, animating is a performance art. Sure you want your character to move naturally and to conform to a sense of physics, at least cartoon physics, but characters aren’t non-organic. Without regard to the physical appearance of the character, you could have a character that started out as a pencil, but if they are to be a character that is alive then they have to think and respond like a living being.

Beyond just imparting a sense of believability an animator wants their characters to be interesting. To me interesting relates to those aspects that make the character unique. I could have two characters and both could be believable but they need to be more than just believable they need to be unique. Every character moves, walks and talks in their own special way. This is a way of communicating their personality. Ideally characters should exhibit contrasting personalities but that is a different matter related to producing interesting stories. For this discussion we are focused on a single character and our desire to endow them with life. If you observe people you soon will notice that each person has certain gestures and facial expressions and ways of doing things that belong to them as individuals. The way they talk and move is unique to them and also what adds interest to them as characters. A character is not defined only by the look of his face and proportions of his body, physical attributes, but also by his mannerisms.

As we progress in our discussion of The Craft of Making Animated Cartoons, I believe that it is important to keep these aspects in mind so that we don’t lose sight of the overall goal of producing believable and interesting cartoons. We will certainly be exploring techniques and technical methods here but we also want to keep our discussion in a more performance oriented context. We will return to this perspective often.

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Sunday, September 10, 2006

Any Journey Begins With A First Step

Craft
1 : skill in planning, making, or executing
2 : an occupation or trade requiring artistic skill


This is the first step in our journey to explore the craft of making cartoons. This weblog is intended to be a "how to" companion to our studio weblog "
Between The Frames". The reason for creating and publishing a companion weblog is to allow us the opportunity to have a very focused place for exploring and discussing the craft aspects of traditional cartoon making.

We will continue to discuss our own studio behind the scenes topics as well as more editorial type discussions over at "
Between The Frames". But "The Craft Of Making Cartoons" will hopefully develop into a great knowledge and educational resource for anyone who is interested in having a better understanding of the creative aspects of making animated cartoons.

The articles for this weblog will be much more detailed and normally presented in multi-part series. Reader comments and input are encouraged and questions or topic suggestions are also welcomed. So let the journey begin with this first step.

Friday, September 01, 2006

Interesting Links To Visit

These are some interesting links you might enjoy visiting.

Useful Products


Blambot Comic Fonts

Swift 3D (Erain)

Toon Boom Animation

Wacom

Art Work Index

This is the index of art work and examples for The Craft of Making Cartoons blog.


Please Pardon Our Construction Work in Progress

Profile of the Author





I certainly hope that you are enjoying the articles that I'm writing here for The Craft of Making Cartoons. I have been a cartoonist and animator since my early teens in the 1960's. My goal with this blog is to provide knowledge, inspiration and encouragement for anyone who is interested in cartooning and making cartoons. My major focus is on making animated cartoons but I will also cover topics about making sequential strip style cartoons and about drawing cartoon characters in general.


Caricature courtesy of Zeb at ZEBtoonz

In 2002 my company, Connected Concepts LLC., added on
a new area to our management consulting business, Connected Concepts Media Productions, and formed the TallGrassRadio Studios (TGRS) to provide the additional services of producing graphical and animated content for our corporate clients to assist them in their confidential inter-organizational communications of concepts and ideas.

Animated cartoons are far more than Saturday morning entertainment. TGRS combines humor and visualization to enhance our client's business operations during times of change and during the implementation of new operational and organizational paradigms. It is much easier and less threatening to embrace change when the concepts are presented in a less formal and more familiar way, like an animated cartoon. Historically this idea of using animation for information and education has its roots in the work done by most of Hollywood's legendary film makers during World War II. For years I observed how difficult
paradigm change management was for most organizations and I decided to turn my love of cartoon making into a useful as well as entertaining tool.

Contact Information:
JK-TGRS@connectedconcepts.net

Archives Index

Subject Area Article Index

This is the subject area article index for The Craft of Making Cartoons. It is provide here to facilitate your finding a specific article title based on its related subject area.

Animation Timing


Understanding Timing in Animation Part 1
Understanding Timing in Animation Part 2
Understanding Timing in Animation Part 3
Understanding Timing in Animation Part 4
Approaches to Timing in Animation

Basic Animation Concepts

A Performance Context
How Do Movements Originate
Distractions and Expectations
Thunbnails Are Time Well Spent
Acting It Out
Developing Your Cartoon

Cartoon Makers Interviews

Behind the Scenes at Calico Monkey


Introduction

Any Journey Begins with a First Step

Making a Web Comic
Inside Sequential Comic Strips - Part 1
Inside Sequential Comic Strips - Part 2
Relating Web Comics to Making Animated Cartoons
You Just Can't Make This Stuff Up

Chronological Article Index

This is the chronological article index for The Craft of Making Cartoons. It is provided here to record the order of publication of all the blog's articles and also provides a logical path for reading the articles. I tend to publish in a cumulative fashion so that each article builds on the previous article as a basis of understanding.


Any Journey Begins with a First Step
A Performance Context
How Do Movements Originate
Thunbnails Are Time Well Spent
Understanding Timing in Animation Part 1
Distractions and Expectations
Understanding Timing in Animation Part 2
Understanding Timing in Animation Part 3
Understanding Timing in Animation Part 4
Approaches to Timing in Animation
Acting It Out
Relating Web Comics to Making Animated Cartoons
Developing Your Cartoon
Behind the Scenes at Calico Monkey
Inside Sequential Comic Strips - Part 1
Inside Sequential Comic Strips - Part 2
You Just Can't Make This Stuff Up