Download
1 / 57

Character Animation In Videogames - PowerPoint PPT Presentation


  • 326 Views
  • Updated On :

Character Animation In Videogames . Introduction Character animation in videogames thus far…. Animation. Movement Timing. The Flour Sack. Show attitude Strong poses Movement Timing. Computer Animation Vs. Traditional Drawn or Stop-Motion Animation .

loader
I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
capcha
Download Presentation

PowerPoint Slideshow about 'Character Animation In Videogames ' - mike_john


An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript

Introduction character animation in videogames thus far l.jpg

IntroductionCharacter animation in videogames thus far…


Animation l.jpg

Animation

Movement

Timing


The flour sack l.jpg
The Flour Sack

Show attitude

Strong poses

Movement

Timing


Computer animation vs traditional drawn or stop motion animation l.jpg

Computer Animation Vs. Traditional Drawn or Stop-Motion Animation


Traditional drawn animation 2 d animation l.jpg
Traditional Drawn Animation (2-D animation)

  • Advantages

    • Animator can work between key poses

    • Animator can edit as little as one frame of animation without negating the rest of the scene

    • Animator can experiment freely with timing between poses


Traditional drawn animation 2 d animation8 l.jpg
Traditional Drawn Animation (2-D animation)

  • Disadvantages

    • Animator must generate, or “render”, every frame of animation involved (i.e. new drawings for every frame)

    • Animator’s abilities as an artist directly effect, or limit, the quality of the visual presentation of the animation


Stop motion animation l.jpg
Stop-Motion Animation

  • Advantages

    • Animator uses actual models and sets (No need to render characters yourself; characters always stay “on model”)

    • Characters and sets have real depth and make use of actual lighting sources


Stop motion animation10 l.jpg
Stop-Motion Animation

  • Disadvantages

    • Animator must work ‘straight-ahead’ shooting the animation sequentially frame by frame

    • Characters don’t allow for much change of shape, volume or structure


Cg animation l.jpg
CG Animation

  • Advantages

    • Animator uses virtual models and sets (No need to render characters yourself; characters always stay “on model”)

    • Characters and sets have depth and make use of lighting sources


Cg animation12 l.jpg
CG Animation

  • Advantages

    • Animator can work between key poses

    • Animator can experiment freely with timing between poses

    • Animator can edit as little as one frame of animation without negating the rest of the scene


Cg animation13 l.jpg
CG Animation

  • Disadvantages

    • Animator must work indirectly (no direct contact as there is with pencil to paper or animator to model)

    • Animator is only as good as the hardware and software available

    • Still takes a lot of time, a lot of talent…

    • ….and can be a pain in the ass.



Character animation l.jpg
Character Animation

  • Animation techniques and methods

    • Completely independent of the medium being used

    • Same techniques apply in CG animation as they do in 2-D or stop-motion


Character animator part actor part artist l.jpg

Character Animator: Part Actor / Part Artist


Combination of two disciplines l.jpg
Combination of Two Disciplines

  • Actor

    • Performance

    • Timing

    • Staging

    • Expression

    • Emotion


Combination of two disciplines18 l.jpg
Combination of Two Disciplines

  • Artist

    • Posing

    • Silhouette

    • Design




Thumbnails are your friend21 l.jpg
Thumbnails are your friend

  • Thumbnails are beneficial because…

    • They allow you to work out the action before you’ve committed too much time

    • They provide a visual reference when posing the scene


Reference don t re invent the wheel l.jpg

Reference: Don’t Re-invent the Wheel


Using reference l.jpg
Using Reference

  • Reference gives the animator clues to a believable and natural performance

    • Movement

    • Behavior



Dirty up your screen25 l.jpg
Dirty Up Your Screen

  • Use a China Marker or a screen-safe wet marker to plot arcs of action

    • They provide a visual path to follow when working through poses

    • They help ensure that paths of action look and work the way you intended


When in doubt act it out l.jpg

When In Doubt…Act it out!!!!


When in doubt act it out27 l.jpg
When In Doubt…Act it out!!!!

  • Acting out an action gives a clearer understanding of…

    • Movement

    • Positioning

    • Timing

    • Attitude


Contrast in position and movement l.jpg

Contrast In Position and Movement

Giving a character Life


Character animation techniques l.jpg
Character Animation Techniques

  • Contrast In Position and Movement

    • Parts of the character in relation to the whole

    • Character in relation to the environment

    • Animation “reads” more effectively

    • Action is more dynamic


Creating strong and clear poses l.jpg

Creating Strong and Clear Poses

Giving a character Attitude


Character animation techniques31 l.jpg
Character Animation Techniques

  • Creating Strong and Clear Poses

    • Define what the character is doing

    • Define what the character is feeling

    • Communicates these elements clearly

    • Communicates these elements quickly


Timing in animation l.jpg

Timing In Animation

Giving a character Rhythm


Timing in animation33 l.jpg
Timing In Animation

  • “Slowing” or “easing” in and out of poses

    • Character feels more organic

    • Allows audience to “read” poses clearly


Timing in animation34 l.jpg
Timing In Animation

  • Altering the timing of an action effects the perception of character motivation

    • Faster actions are perceived as more aggressive

    • Slower actions feel more cautious or less motivated


Arcs in animation l.jpg

Arcs In Animation

Giving a character Flow


Arcs in animation36 l.jpg
Arcs In Animation

  • Almost every organic thing moves in some kind of arc

    • Arcs tend to feel more natural and help “sell” the action

    • Using arcs provides a more pleasant flow to your animation


Secondary action l.jpg

Secondary Action

Giving a character Weight


Secondary action38 l.jpg
Secondary Action

  • Overlap

  • Follow-through

    • Primary action drives secondary action and direction

    • Degree of secondary action determines the weight of the object


Anticipation l.jpg

Anticipation

Giving a character “Thought”


Anticipation40 l.jpg
Anticipation

  • Anticipating an action serves two functions:

    • Helps audience recognize the action they’re about to see

    • Suggests that the character is “thinking” about what they’re doing


Exaggeration l.jpg

Exaggeration

Giving a character Flexibility


Exaggeration42 l.jpg
Exaggeration

  • Exaggeration has two uses:

    • Helps animation feel more “natural”

    • Utilizes the strength of animation over live-action


Suggested reading on animation technique l.jpg
Suggested Reading on Animation Technique

  • “The Illusion of Life: Disney Animation” by Frank Thomas & Ollie Johnston

  • “Cartoon Animation” by Preston Blair

  • “The Animator’s Survival Kit” by Richard Williams




Cinematic cutscenes vs in game character assets46 l.jpg
Cinematic Cutscenes Vs. In-Game Character Assets a Game Environment

  • Cinematic Cutscenes

    • Occur in a set location

    • Occur in a set order

    • Occur from a set angle

    • Occur over a set period of time


Cinematic cutscenes vs in game character assets47 l.jpg
Cinematic Cutscenes Vs. In-Game Character Assets a Game Environment

  • In-Game Character Assets

    • Occur in various locations

    • Occur in non-linear order

    • Occur from various angles

    • Occur over varying periods of time



Creating solid in game character assets49 l.jpg
Creating Solid In-Game Character Assets a Game Environment

  • The “Idle”

    • Central pose that all other actions work out of

    • Helps maintain continuity between actions

    • Helps eliminate “popping” during transitions between actions


Creating solid in game character assets50 l.jpg
Creating Solid In-Game Character Assets a Game Environment

  • The “Idle”

    • Should consist of a subtle, natural action

    • Should be contained enough to work out of easily


Creating solid in game character assets51 l.jpg
Creating Solid In-Game Character Assets a Game Environment

  • Secondary Idles

    • Actions that keep the character alive

    • Actions that communicate personality


Creating solid in game character assets52 l.jpg
Creating Solid In-Game Character Assets a Game Environment

  • Character Locomotion

    • Needs to feel natural and correct

    • Needs to feel like it belongs in the environment


Character locomotion l.jpg
Character Locomotion a Game Environment

  • Runs

    • A more bounding style of run allows for variations in speed of movement through world

    • Also helps prevent sliding because feet only contact ground for a couple of frames with a wide spacing


Character locomotion54 l.jpg
Character Locomotion a Game Environment

  • Walks and Turns

    • A slower paced movement requires closer synchronicity between pace of world movement and pace of animation


Questions answers l.jpg

Questions & Answers a Game Environment


ad