Knowledge is in line with the direction of civilization, and it is the sum total of human exploration achievements in the material world and the spiritual world. There is no uniform and clear definition of knowledge. The following is the basic knowledge of animation action analysis that I have compiled for you. Welcome to reading. I hope you will like it.
First, the skills of animation time
1, time and frame number
The basic consideration of animation time is the screening speed: the screening speed of film and television is 24 frames per second, while the screening speed of animation is generally 12 frames, and then double-grid processing is carried out when recording or shooting. If you are drawing fast animation, it is best to draw 24 pictures per second. For fast running, eight frames of single grid images are usually used. For objects with vibration, single grid processing is enough.
2. The space between animation performances.
There is a similar law from stillness to movement to stillness: the speed is slow at the beginning of stillness, fast at the time of movement, and slow at the time of stop. The number of frames decreases gradually from static to moving, and increases gradually from moving to static. The middle moving process has the fastest speed and the least number of frames.
3. Cycle time
In animation, there are often circular actions, but the number of frames required in different situations is also different. For example, a fast-flying flag needs 6 frames to cycle; Another example is the circulation of flames. It may take a few seconds for a big fire to burn from the bottom to the top, but it only takes a few frames for a small fire. It is best to set up two layers of rainwater circulation. The first layer of rain passes through the screen, which usually takes six frames. The time for rain to pass through the screen on the second floor is slower than that on the first floor, and the number of circulating frames is correspondingly more than that on the first floor. The animation of snow needs at least three kinds of snowflakes with different sizes, and the sequence time is about 2 seconds; A running action needs 4 frames, a running action needs 8 frames and a jogging action needs 12 frames. If it exceeds 16 frame, the picture will lose its sense of sprint. It takes an elephant 1~ 1.5 seconds to complete a complete step; Small animals, such as cats, need only 0.5 seconds or less for an action; The eagle's wings need 8 frames in a cycle; Sparrows' wings can cycle in two frames.
Lesson 4: Foreimpression Processing and Exaggeration of Animation Action
A, action hunch processing
In animation design, in order to attract the audience's vision, the preparatory action before dealing with a quick action is called premonition design. If you don't need this step to attract the audience's attention and directly enter the fast action, the audience will not see or notice the key links, so the clues of the story will be lost and the fast action will lose its function. For example, if a person rushes out of the picture, he will first make preparations for rushing out. The preparation action should be handled slowly. The action of rushing out of the picture only needs two frames, and the rest can be handled with 10 frames to deal with the route of rushing out of the picture and the slowly scattered dust.
Second, the exaggeration of animation
Most cartoons are created in the form of cartoons, which not only need to exaggerate the main features in image design, but also need to exaggerate boldly in action design. Most cartoons are for children, and they need exaggerated and bright colors, images and actions. For example, if a ball falls from the air, its shape will not change obviously in real situation. When dealing with animated images, it is necessary to describe the falling ball as a long ellipse and display it as a flat ball when landing.
Lesson 5: Walking Action of Characters in Animation
First, the basic laws of human walking movements
The basic law of human walking is that the left and right feet move forward alternately. In order to achieve balance, the left hand swings backwards when the left foot is forward and the right hand swings backwards when the right foot is forward. In the process of walking, the height of the head forms a wave motion, the head position is slightly lower when the foot is closed, and the head position is slightly higher when one foot is upright and the other foot is lifted.
Second, the speed and rhythm of people walking change.
Changes in the pace and rhythm of people's walking will also have different effects. For example, the lighter walking action is described as "both ends are slow and the middle is fast", that is, when both feet leave the ground or land, the speed is slow and the middle process is fast; The effect of describing heavy steps is "fast at both ends and slow in the middle", that is, when both feet leave the ground or land, the speed is fast and the middle process is slow.
Generally speaking, a person's walking action takes 1 second to produce a complete footstep, and each picture is processed with two frames. A complete step requires 12 pictures, and the total number of frames is 24 pictures. This treatment is often called "one beat two".
Lesson 6: Running Action of Characters in Animation
First, the basic laws of human running.
The basic rules of running are: the body center leans forward, the arm flexes, the hands clench naturally, the stride movement of the feet is larger, and the height of the head changes more than walking. When dealing with fast running animation, we can treat the motion of feet off the ground as 1-2 frames to increase the sense of speed.
Generally speaking, a person's running action takes 1 s to produce two complete steps, which are made in a "one-shot-one" way, that is, each picture only appears once, and the running action description of 1 s should be drawn as half a second to complete a complete step, and the other half-second picture can repeat the previous picture.
Lesson 7: Facial expressions of characters in animation
People's facial expressions
People's facial expressions are very rich, so we should pay attention to the exaggeration of expressions when expressing people's expressions in animation to increase the interest and appreciation of animated characters.
People's facial expressions and mouth shapes often change in animation design, so we must study and master their laws. People's expressions should be exaggerated according to the needs of the plot. The change of mouth shape is related to the content and action of speech. If we ignore the time needed for people to speak, it will bring trouble to dubbing synchronization.
Lesson 8: Animal Action Rules in Animation (1)
First of all, mammals
1. Running: The basic law of running in mammals is that the faster you run, the less obvious the alternate separation and combination of four legs, and the greater the gap between body extension and contraction. When you run fast, all four legs are off the ground. Generally, a cycle of fast running needs 1 1- 13 pictures (one shot) and a jumping action.
2. Walking: The basic law of mammalian walking is that when walking, the four feet are divided into two parts, alternating left and right. When the forefoot is backward, the joints bend backward, and when the hind foot is backward, the joints bend forward. The joint movement of animals with claws is not obvious, and the movement is soft, while the joint movement of animals with hoofs is obvious, and the movement is hard and straight.
In terms of speed processing, the general walking speed of mammals is: the slow walking speed of horses is 15 frames per cycle (one beat and two beats), and the slow walking action of dogs needs 13 frames per cycle (one beat and two beats).
Lesson 9: Animal Action Rules in Animation (2)
Second, poultry.
1, poultry:
The basic law of chicken walking action is that the body swings slightly from side to side. In order to achieve balance, head and feet cooperate. When the hind feet are raised, the head shrinks backwards, when the feet are raised to the highest point in the middle, the head shrinks to the innermost part, and when the feet reach the ground forward, the head stretches the longest.
Ducks sway from side to side when walking, alternate their feet back and forth when swimming, move gently, and sway their tails slightly from side to side.
2. Birds:
Birds are divided into wide-winged birds (such as eagles, cranes, geese, seagulls, etc.). ) and finches (such as sparrows, swallows, etc. ) Wide-winged birds generally have large wings, mainly flying, which changes greatly when flying, moves gently, gracefully and slowly, and often glides when flying. Birds are generally small and round, with small wings, flexible movements, fast flight speed and quick movements.
Lesson 10: Animal Action Rules in Animation (3)
Third, fish
Fish's movements can be roughly divided into three types: the big fish moves slowly and steadily, and the curve radian is large when swimming; Small fish are quick-witted and short-paced, and often stop or swim suddenly; Long-tailed fish, such as goldfish, have many changes in the curve movement of their tails, which are graceful, soft and slow.
Fourth, insects.
There are many kinds of insects in nature. Taking the commonly used insect characters in animation as an example, the action law of insects is explained.
Butterflies fly with the wind because of their large wings and light weight. When drawing butterfly animation, only two pictures are needed, that is, one wing is up and the other wing is down. As long as you specify the flight path of the wings, it is extremely simple in animation.
Bees and flies are insects with little wings. When flying, the vibration frequency of wings is extremely high. When designing, the motion path is set first, and only two pictures of wing motion are drawn.
Dragonflies fly smoothly and the frequency of their wings is high. You can draw a virtual shadow of several wings on a painting.
Verb (short for verb) others
Other animals, such as snakes, turtles, frogs, etc., have different laws of action, so we must carefully observe the different habits and laws of movement of each animal. Animals in animation are often anthropomorphic, and in action, in addition to retaining the action characteristics of animals themselves, there are also some human action characteristics.
Lesson 11: The Movement Law of Natural Form-Wind
First, the performance of moving lines
Wind is invisible and can only be expressed by the drift and movement of other objects, such as fallen leaves and pieces of paper blown by the wind. When designing, we usually design the motion line of the object first, determine the turning point of the action of the object blown by the wind, and then draw the middle picture one by one.
Second, the curve movement performance
The most common manifestations of curved movement are soft objects with one end fixed, such as streamers, red scarves on the chest and flying red flags.
Third, streamline performance.
In animated films, the scenes of tornadoes, scraps of paper and sand blown by strong winds, and the impact of wind on large objects can generally be expressed in a streamlined way.
Fourth, personification performance.
According to the needs of the plot and artistic style of animated films, sometimes the wind is directly exaggerated into an anthropomorphic artistic image. In the design, the motion law of the wind is considered, which is relatively flexible and unaffected, giving full play to exaggeration and imagination.
Lesson 12: the law of motion of natural forms-rain and snow
First of all, the performance of rain
Due to the principle of human visual residual, the visual feeling of rain falls on a straight line. In order to enrich the real effect of rain, three layers of pictures are usually drawn when drawing rain animation. The first layer shows the rainstorm point; The second layer shows thick straight lines; The third layer is a thin and dense straight line; When three pictures are superimposed together, the picture will become very rich. The rainfall speed of these three layers should be different. When the heavy rain falls, it takes 6-8 frames from the appearance of the picture to the disappearance of the picture; It takes 8- 10 frames for the thick line to fall; Thin line falling requires 12- 16 frames.
Second, the performance of snow
The falling speed of snow is relatively slow. In order to enrich the animation picture of snow, it is necessary to draw a three-layer picture combination. The first picture is a big snowflake; The second layer draws medium-sized snowflakes; The third screen draws small snowflakes. The falling path of snowflakes is curved. Generally, snow trails are set first, and then the shape of snowflakes is drawn.
Lesson 13: The Movement Law of Natural Form-Lightning
I. Lightning
There are two ways to express lightning: one is bright without lightning band, and the other is' with light band'. In computer animation movies, the bright performance of lightning is to cover the screen with a transparent white light. A lightning bolt takes about 5-6 frames, or a second lightning bolt can occur after an interval of 6-8 frames.
Generally, 7-8 frames are used to complete the whole process from the beginning to the end in the method represented by lightning strip. The shape of lightning is ever-changing. It can be painted as a tree or a pattern.
Lesson 14: the law of motion of natural form-water
The change of water in animation design is complex, which can be summarized as polymerization, separation, propulsion, "S" shape change, curve change, diffusion change and wave change.
First, the hydrosphere: when an object falls into the water, it will produce a hydrosphere pattern. Generally speaking, it takes 8 frames for the hydrosphere to form and disappear.
2. Microwave: When an object moves in water, such as a ship, it will produce ripple microwave on the water surface. When expressing this kind of microwave, we should pay attention to the fact that water ripples should gradually spread to the outside of the object; Water ripples gradually lengthen, separate and disappear in the opposite direction of the object; The speed of water ripples should not be too fast, and the tail of the object presents arc ripples and gradually disappears backwards.
Third, the water flow: rivers, streams and other forms of water flow, the general water flow forward further needs 7 pictures, in the animated film, each picture takes two frames.
4. Splash: The splash on the water surface when a basin of water or a heavy object is thrown into the water, which usually takes 5- 10 frames.
Verb (abbreviation of verb) water wave: The movement of water waves in rivers, lakes and seas will change a lot under the action of wind or other forces. Generally, water waves have eight frames in a cycle from formation to disappearance.
Lesson 15: the law of motion of natural form-fire
First of all, fire
Fire is a natural form that often appears in animated films, and its movement is irregular. Influenced by the wind, its shape changes significantly. There are seven basic motivations: expansion, contraction, shaking, rising, falling, separation and disappearance. It is necessary to deal with the dynamics of small fires flexibly and quickly, and deal with the movements of fires slowly. In order to enrich the picture effect of fire, it must be made into multiple layers to produce three-dimensional effect.
Lesson 16: Motion Law of Natural Form-Explosion
I. Explosion
The explosion is a sudden state, with violent action and extremely fast speed. The explosion scene in animated films is mainly described from three aspects.
1, strong astigmatism.
2. Various bombed-out objects.
3. Smoke generated during explosion.
Strong astigmatism generally requires 8- 12 frames, which can be expressed in three ways. One is to express strong astigmatism with the mutation of two colors with great differences in depth; Secondly, radial astigmatism can also show the strong effect of astigmatism by tearing from the center after it appears; The third is to express astigmatism through fan-shaped diffusion.
There are only two kinds of talents in the animation industry, animation technical talents and animation art talents. These two kinds of talents are not absolutely separated. Those who engage in technology should understand art, and those who engage in artistic creation should also understand technology. Advanced compound talents combining technology and art are the training goal of animation higher education in China, and will also be the talents with the greatest market demand.
Interactive animation design of extended action script
Action scripts are essentially some operators and objects provided by Flash. The script command in Flash is called working script for short, and it is expressed as ActionScript in English. The application of Flash creates a more realistic animation effect for us, which makes interaction possible. Click the button to realize human-computer interaction, which requires the use of action scripts. Code control in action script constitutes an indispensable part of Flash interactivity. Applying the action script method to Flash can be simply divided into the following two forms: one is to write the script to an object, such as a movie clip element, and the other is to write the script to a key frame on the timeline.
The indistinguishable concepts in 1Flash
The positional relationship of each object in FLASH animation shows the positional relationship between objects according to a certain hierarchical structure. Its root is the scene. Each scene is a relatively independent animation. FLASH sets the playing order of each scene and connects each animation scene one by one, so the animation we see is continuous. In the editing process, each scene instance cannot be applied to other scenes, so it is better to apply it to the same scene editing. When setting the sequence of scenes, use the window to play one scene at a time. For a specific scene, the structure is the same as other scenes. Both cover one or more layers.
2 animation design and implementation
2. 1 the goal of animation
Animation is mostly to let the text change with the mouse, with the mouse as the center, doing circular motion. In addition, the color of the text shows color changes.
2.2 animation principle analysis
(1) The positional relationship among the mouse, text and stage coordinates in the window. When the mouse moves, the text also moves and circles around the mouse. The coordinate value of the text refers to a point on the circle. The mouse coordinate values change with the movement of the mouse, and at the same time, the text mouse values change accordingly. The default coordinate origin O: (0,0) is located in the upper left corner of the window, and the center O:(h, k) represents the coordinate value of the mouse on the window stage. In the coordinate system, that is, the center o moves to (h, k) instead of being. Reconstruct the rectangular coordinate system according to the center O:(h, k). The center represented by point P is point (h, k) and the radius is r, which is a point coordinate on the circle and the area represented by the text coordinate position. The relationship between the coordinate values (h, k) of the mouse and the coordinate values (x, y) of the point p can be expressed by the following formula. In fact, the angle in trigonometric function is specified by Flash, and its unit should be "radian", and 1 degree is equal to π/ 180 radian. The coordinates of point P in Flash can be expressed by the following formula: arkyarhx 180/. (sin()), 180/。 In this animation effect, the number of text objects needed is n, and the mouse moves in a circle. The number of uniformly distributed P-point coordinates on the circumference needs n, and the expression of each P-point coordinate is: 180/ (). /360 sin((。 )), 180/()./360 cos。 I on the circumference represents the first letter on the circumference. The main point that should be caused is that the coordinates of point P refer to the coordinate values of registered points in the text domain. In practice, the center point of the text field should be moved to the position of point P .. ② Key processing functions. Math.random () function can form any decimal, ranging from 0 to 1, and Math.round () function can obtain similar integers by rounding, and the two functions are fused and applied to create random colors of words, so that the colors of words constantly show color changes; For the addEventListener event listener function, when the value changes, it will calculate the remaining variable values according to the changed value.
2.3 animation realization process
Step 1, create a new Flash document and set the stage size to 550 px×400 px;; ; Step 2, create a new movie editing component named apple, draw eyeball graphics in the component editing window, set its radius to 50, use the alignment tool to place the registration point in the center of the eyeball circle, and keep the corresponding relationship with the point B(a, b) on the way; Step 3, draw a left circular orbit, with the center of the left orbit (150, 150), and draw a right circular orbit, with the center of the right orbit (400, 150) and the radius R= 100, and put them in the scene editing window, point A(m Step 4, drag two instances of apple components out of the Library panel. One is called left_apple, which means left eyeball, and the other is called right_apple, which means right eyeball. Step 5, according to the analysis based on the animation principle and the obtained calculation formula, the corresponding code is added to the first frame of the layer 1; Step 6, modify the animation, add eyebrows to the eyes, and put the smiling mouth on the lower part of the eyes to make it more realistic; Step 7, after the test, get the film.
3 Conclusion
In this study, Flash action script is used to make interactive animation vivid, and some parameters in the script are set to generate various animation effects. For example, the variable d can adjust the rotation frequency of characters. In the calculation formula D+= 0.05, when the value of 0.05 changes, the rotation frequency of characters is different, the value becomes smaller, the rotation of characters becomes slower, the value becomes larger and the rotation of characters becomes faster. The font size of+text sets the formula format. In the process of text rotation, text turns down or up at the same time. According to the above settings and actual needs, make corresponding adjustments. Mastering the action script effectively can create various interactive animation effects.
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