Geoffrey_A
Second Unit
- Joined
- May 22, 2001
- Messages
- 280
It's a funny thing actually. You don't notice that it's happened until afterwards, but when you're an animator your visual acuity just sky rockets. Oddly enough, I haven't used my reading glasses since I started. The real give away that these were inexperienced animators, or possibly animators with no classical training and only digital experience was in the walks. It's a big thing in classical animation to get the walks right. We spend a lot of time studying the mechanics of it. The biggest thing we've discovered is, it looks better and more "real" exagerated. If you film a walk, then trace it, it won't look right for some reason. However, exagerate the squash and stretch and boom, lively animation.
It's something the ILM animators should consider, more accurate to reality does not always translate into better. A little exageration in the walks would go a long way to bringing life into it. Another thing to think about is physics. Jar Jar's dive into the water was awful, he hung up in the air way to long. Had he still been traveling in his arc it would have worked, but because he stopped dead in the air suddenly it looks fake. It's all about arcs when it comes to animation. Limbs travel in arcs, there's swing based on where the weight in the limb is situated. There are a number o fanimation principles that they really should keep in mind. I personally have a list taped to my desk, so I can refer to it, because just because you know them doesn't mean you'll remember to use them.
One thing I noticed a lot fo was twinning, that is, arms and legs or whatever moving in the same way at the same time. This never looks natural. Overlapping action is something they could improve on. I'm sure it'll look better this time out, but one never knows. Hopefully they've hired some actual experienced classical animators as opposed to the computer geek variety of animator. There really is no substitute for classical training.
It's something the ILM animators should consider, more accurate to reality does not always translate into better. A little exageration in the walks would go a long way to bringing life into it. Another thing to think about is physics. Jar Jar's dive into the water was awful, he hung up in the air way to long. Had he still been traveling in his arc it would have worked, but because he stopped dead in the air suddenly it looks fake. It's all about arcs when it comes to animation. Limbs travel in arcs, there's swing based on where the weight in the limb is situated. There are a number o fanimation principles that they really should keep in mind. I personally have a list taped to my desk, so I can refer to it, because just because you know them doesn't mean you'll remember to use them.
One thing I noticed a lot fo was twinning, that is, arms and legs or whatever moving in the same way at the same time. This never looks natural. Overlapping action is something they could improve on. I'm sure it'll look better this time out, but one never knows. Hopefully they've hired some actual experienced classical animators as opposed to the computer geek variety of animator. There really is no substitute for classical training.