Wednesday, November 30, 2011

WEEK 13: Animation Direction 1 - Game Cycles -- Jumps!

EVH can do it, so can you

Next cycle -- Jumps!
We'll take a look at some different styles of jumping, leaping, hopping, bounding characters and study live action for inspiration. Jumping characters exhibit principles of animation we haven't spent that much time on in our walks and runs: secondary and overlapping action, and anticipation.

Showing the effort characters take to move their own weight is paramount to creating believable animation of any style.

It's one thing to make the up and down motion read as 'heavy' and affected by gravity. It's quite another to master the mechanics of looping overlapping/secondary action with the character's arms, legs, and in some cases .. tails!

If ever the devil were in any details.. it's animating secondary on a looping action!

Your jump cycles should be usable for avoiding ground pitfalls or traveling forward.
The mechanics of the body in the jump should work well before tackling the secondary action
The secondary needs to loop smoothly as well as connect to the run.
This cycle should work from every angle, especially side view.

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