Thursday, May 16, 2019

Advantages and disadvantages of 4 kinds of 2D animation

As you probably know, there are different types of animations, and today I will focus on the types of animations you can do in 2D. Frame-by-frame, inverse scan, cut animation, and bordered characters with inverse kinematics.

Frame by frame

This is also known as classic animation, traditional animation or flip animation. What you are doing here is very simple, you draw every frame. what! Simple? I know. But wait, there are ways to do this. First, you must know your frame rate, which will be 12 fps [frames per second] in the next example, for which we will need to do a 12-frame chart for one second.

How to do it: You can do this with the right exercise time. First, you need a sample [if you are jumping animation for a character, then you need a video of the jump].

After getting the video, there are many ways to calculate the time and convert it to a frame. My favorite is: Stop Motion Works stopwatch [link at the end of this article]. In my case it will be an 8 frame jump.

What you are doing is: You draw the keyframe of the character's skeleton and continue to draw the intermediate frame. Let us give an example of a female jump [only action, which means that there is no expectation and no consequences, keep this simple and friendly]. You draw the starting pose [frame 1], then the character in the midair [frame 5], and finally the landing pose [frame 9].

With these 3 drawings, you can draw the intermediate frame. Initial pose [frame 1], plot between aerial pose [frame 5] and landing [frame 9]. In other words, you draw frames 3 and 7. Finally, draw the missing frame. Is it easy enough? After animating the skeleton for all frames, you can add details frame by frame, add some body shapes slightly, then add a more detailed head to each frame, then add the right arm on all frames, and so on. You continue until you have a detailed role in every frame.

Advantages: Your limit is your own imagination. The character can do whatever you want, have any facial expressions you want and any gestures you can come up with.

Disadvantages: It took a lot of time. An animation can take a few hours in a second.

2. Rotoscoping

Rotoscoping is another form of frame-by-frame animation. What you do is take a shot and import it into your favorite 2D animation software. Now all you have to do is draw the outline of each frame. Then you replace these drawings with some of the details that make up your character. Big nose? Long hair? fat? thin?

advantage: You work faster because you don't have to draw keyframes and then in the middle, you just have to follow each frame; and the action is very realistic because you just track the shots frame by frame.

Disadvantages: Even if it's a little faster than traditional animation, you still need a lot of time to do it, because you have to draw every frame, and you start to be limited: the character will only do that person in the lens.

If you need it instead of the other things you do in the shot, then you will have to switch to traditional animation, first drawing the keyframe, then the middle.

3. 抠 animation

This kind of animation needs to be prepared. You can get each angle of the character [front, side, and back] and then "cut" the character to its part [hence the cut animation]. For example, if you want to animate the front, you can put your head in one layer, put your arms, forehand and hands in different layers, and so on. It takes time to prepare, but the advantage is that you don't have to draw every frame, you only have to prepare once and then you animate the character as if it were a puppet.

advantage: Animation is faster because you don't have to draw every frame, you only draw your character and each facial expression once, and after the "puppet" is ready, you can start making animations.

Disadvantages: This may take some time to prepare and the character is limited by the rig. This means that you can't put her anywhere you can imagine, only those that you can achieve with the rig. Another downside is that it's not the fastest way to animate, because if you want to move his hand, you need to rotate your shoulders, then your arms, then your forearms until you reach out where you need them.

4. Rigged Characters [using inverse kinematics]

This type of animation is the fastest. Software like Toon Boom or Animation Studio has a number of tools to help you use reverse kinematics to train characters and automate facial expressions.

Inverse kinematics is the opposite of positive kinematics [for cutting animations]. In a "cut" animation, if you need to put your hand in a position, you must rotate the shoulder, then rotate the forearm, and so on. Inverse kinematics lets you click on the hand and move it to where you want it. The position and rotation of the shoulders, arms and forearms are automatically calculated by mathematical formulas.

Advantages: You make animations as fast as you can. Just a few clicks and drag.

Disadvantages: Preparing for work takes longer than cutting the animation, but it shortens the working time exponentially. Another downside is that you have limitations and you can only do what Rig allows you to do. You can't move the character to any position you can imagine, but only to where the equipment allows.

in conclusion:

You can't have everything. You either have unlimited movement, either investing a huge amount of time, or spending a small amount of time on it is your choice. And for recording, Disney movies are used frame by frame, but the programs you see on TV, because they are scheduled, they use a combination of Rigged Characters and Frame by Frame, depending on the shot they are shooting.

My advice is to learn frame-by-frame animation and Rigged Characters, you need them. But if time is a big problem, then you must master the Rigged Character Animation. You can find the course online.

This is the link to stop the sports work stopwatch



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