Wed, Nov 27, 3:48 AM CST

Renderosity Forums / Animation



Welcome to the Animation Forum

Forum Moderators: Wolfenshire Forum Coordinators: Anim8dtoon

Animation F.A.Q (Last Updated: 2024 Nov 13 3:03 pm)

In here we will dicuss everything that moves.

Characters, motion graphics, props, particles... everything that moves!
Enjoy , create and share :)
Remember to check the FAQ for useful information and resources.

Animation learning and resources:

 

[Animations]

 



Checkout the Renderosity MarketPlace - Your source for digital art content!



Subject: what are theses terms ?


ablc ( ) posted Wed, 08 October 2003 at 3:36 PM · edited Wed, 27 November 2024 at 3:40 AM

Hello Can anyone explain me, with "normal words" what are : - in betweeens - holds in animations... Thanks laurent


bluetone ( ) posted Thu, 09 October 2003 at 6:10 AM

In animation, when you setup a pose for a character, (or vehicle, or camera, or whatever,) you set a keyframe for one point in time, usually represented on a timeline. Next you move later on the timeline, and set another pose. What about all the time 'in-between' the keyframes? The great thing about computer animation is that the computer then calculates the motion for you, and sets all the 'in-between' frames, or 'in-betweens.' Most times you can adjust how the computer interpretes the motion, and the adjustments you make are to the 'tweeners' or, the type of interpretation. Is it linear? Or, does it follow a curve? OR... does it NOT move between two points on the timeline? Then the 'tweener' would be set to 'hold' the animation for that time. Hope this helps. :> If you want, IM me for more info. Have fun!


ablc ( ) posted Fri, 10 October 2003 at 7:35 AM

Yep it help :)


samsiahaija ( ) posted Sat, 11 October 2003 at 2:38 AM

In the world of traditional (handdrawn) animation, the method most frequently used is called Pose To Pose Animation. First, the main Poses are drawn; the key poses (eg Arm up, arm down). After this, the animator draws the so called breakdowns; drawings needed to determine the arc of motion. eg arm in the middle; without this drawing there is no arc, but only a straight line between the upper- and lower arm key drawings. After this, the animator writes down the Charts; notations indicating the spacing of the drawings inbetween, better known as Inbetweens, to determine the acceleration and de-acceleration. These drawings are usually drawn by inbetweeners. If spaced out correctly, more drawings are used at the beginning and the end of the motion; the arm will start moving slowly, has the biggest velocity somewhere in the middle, and will then de-accelarate again to come to a halt. Inbetweens are mostly the mechanical part of the animation; inbetweeners are expected to stick exactly to the directions of the key-animator, who determines the exact timing of the scene. A Hold is also known as a Held Drawing. Animation (for film) runs at 24 Frames per second; if possible, animation is drawn on 'twos', meaning that each drawing is shot for two frames, resulting in twelve drawings per second (which still gives fluid motion), or, whan neccesary, on 'ones, where there is a seperate drawing for each and every fame of film. Usually, scenes consist of a mixture of ones and twos. Sometimes, in order to 'read' a pose or expression, the action needs to be frozen for a longer time; say eight frames or more. Often, it is better to have secondary characters in a scene not move too much, in order to not draw away the attention from the main character of the scene. As a rule, drawings that are exposed for a longer time, and as a result of that, do not move for a period of time, are called Holds. Sometimes longer holds are combined with an extra layer of animation, for instance a an extra layer with an animated cycle of hair waving in the wind; a method very frequently used in Japanese animation. Animation that uses a lot of holds - mostly TV-shows; cheap - is called limited animation; animation thas has fewer holds (and only for artistic reasons) is called full animation; for instance all of the Disney theatrical features. When strong, expressive expressions are called for, holds are also used in cartoon style 3D productions, such as Finding Nemo or Toy Story; I doubt if you will find any in more realistic 3D like eg Gollum in Lord Of The Rings. In the Walter Foster books series - available in Art Supply Stores - a Disney Animator who later worked for on several Tex Avery films called Preston Blair wrote two volumes on animation, describing all the main principles of animation; these books are good and do not cost much. More eleborate - and more expensive - are Disney Animation; The Illusion Of Life by Frank Thomas and Ollie Johnston, and The Animator`s Survival Kit by Richard Williams. I hope this answers your questions; it should more or less cover the 2D-animation part of the story.


ablc ( ) posted Sat, 11 October 2003 at 12:18 PM

Thanks, it's help me a lot :) L.


ChrisD ( ) posted Fri, 14 November 2003 at 4:30 AM

Holds are still important in realistic animation to convey a suble emotional change or to anticipate a major change of action to come. This type of hold is called a moving hold. Some parts of the body or face still move in a very subtle way to keep the figure from looking like a statue. Try holding very still for a second, like something just frightened you - that's a moving hold. It's also used extensively in comedy as an exclaimation point at the end of a gag, a pointer that a gag is about to come or as a calm point to allow the audience to laugh. Chris


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.