Traditional Culture Encyclopedia - Photography major - Speed lines and light collection in comic books

Speed lines and light collection in comic books

Some common sense about original painting and animation

Animation effect

Speed design of cartoon animation

Before we know about motion, we should know what forces act on the motion of objects. First of all, there must be the main force, the gravity of the earth, the resistance of air, friction, buoyancy of water, and other force factors, acting forces, reaction forces, and the resulting elasticity and inertia, which will cause various motion changes of objects. When we use a picture with 24 frames per second to represent the motion changes of objects, we will find that this is not only possible, but also very sufficient. Although it is not obvious to observe these short-lived actions with our naked eyes.

Different styles of comics

In addition to the more realistic series of cartoons, there are other cartoons with unique styles.

Experimental comics

Some thoughtful and artistic cartoons. These films are usually short-lived, with few producers and unlimited technology and materials. These cartoons have no original animation concept. Chance, imagination and imagination are a major feature of these films.

Advertising comics

This kind of film has a short time, ranging from 5 seconds to 6 seconds, and is rich in information. The first thing to lose is to grasp the audience's psychology in a very short time, from the aspects of modeling, color, action, lines, music and so on. Most advertisements are shot at one time, and the original paintings are very dense, with almost no animation, typical smooth movements and strong visual impact.

This kind of animation can also be called opening animation. First, it is used for the opening and closing of cartoons, second, it is used for the opening of real movies, and third, it is used for the opening of various TV programs. This kind of film has a short time, serves the main film, and is short and typical in content and original painting design.

Network animation

Suitable for online broadcast, the main production is also done on the computer, which is artistic and purely commercial.

There are other TV cartoons with unique styles, such as the early paper-cut cartoon The Fisherman, the ink-and-wash cartoon The Country, the Tadpole Looking for Mom, the American film The Rugrat Movie and Fantasia.

Lens connection

Cartoons, like movies, are composed of a large number of single-lens groups. Among them, lens connection works like an excellent tailor, sewing a single material into first-class fashion.

There are two kinds of popular lens connections in the world: the first one, represented by the United States, is characterized by behavior-oriented, only paying attention to both ends, and the intermediate process passes through to ensure the fluency and continuity of emotions, action ranges and expressions in the lens; The second type, represented by French films, takes events as the center, and the lens switching is arbitrary to some extent, paying little attention to the fluency of the overall lens.

The commonly used methods of lens connection include emotional connection, time connection, perspective connection, drawing connection, sound connection and dynamic effect connection. In the lens extension, it is best not to grasp the middle process of the action and not to repeat the action.

For example, the last shot is a character; Left foot in front, right foot in back. The next shot shows the profile behind the previous shot, so it is better to add an animation in the middle with the right foot in front and the left foot behind.

Curved motion in the original painting

Due to the influence of gravity, all natural objects on the earth will move in a curve when they move. Not only some common and obvious objects, such as ponytails and willow branches, move in curves, but also some big and heavy things move in a small range.

Natural objects, such as water ripples, cows, horses, dog tails, flames, red flags, etc. It shows different curve motions under different masses, so the corresponding curve motions should be designed according to the properties of each object. When a character runs or turns in circles, the shaking of knees and hands in some joints of a person is a figure-of-eight curve movement. As a good original painting, you need to master the curve movement with depth and perspective, and the horizontal curve movement should be mastered by beginners. When designing curve motion with depth, we should have an accurate design of depth space distance.

Master the rhythm of the original painting

The so-called rhythm of the original painting is a regular speed in terms of time, and visually it is the length of the distance between two animations on the screen, and the rhythm is determined by two factors, one is time and the other is space, which are an inseparable whole.

The rhythm of the original painting mainly emphasizes the acceleration and deceleration at both ends to reflect the rhythm, one is the rhythm of the action itself, and the other is the embodiment of the relative rhythm, which must be carried out under the accurate movement law, the local rhythm should be consistent with the overall rhythm, and the rhythm between shots should be in place. Rhythm serves the original painting, not the rhythm.

Excellent original painter. If the original painting he designed has reached an impeccable level, then it can be said that the technical content of his hand-painted simple picture effect is only 40%. However, the technical content contained in the photo form he filled in can reach 60%. This shows the importance of the photographic table to the original painting.

The way to express the creative intention of the original paintings by arranging and combining the original paintings in digital form and filling them in text form is the photographic table, just like the performance of actors is described in words in a movie script. The photo table is for photographers. In the process of making cartoons, the most important link is the shooting process, and the basis of shooting is the photo table.

Photographic tables are divided into TV and film. Television camera station has 25 frames per second and film camera station has 24 frames per second.

The arrangement of the layers of the photographic table includes layers A, B, C and D, and also layers A, B, C and D. We use layers A, B, C and D. Generally speaking, layer A is at the bottom and layer D is at the top. When the original painting fills the layers, the more times it moves, the more layers are placed on the scene. The barrier-free layer is placed on the top and the fixed layer is placed on the bottom.

In the case of one shot and two shots, the first picture usually stops shooting for 8 frames, which is more suitable visually and provides the amount of editing.

The stopping rule of one beat two is 2, 4, 8, and one beat three is 3, 6, 9, 1 1. This is mainly convenient to calculate and master its laws.

Problems in the original painting

1. Role modeling is not allowed. The shapes of props and various natural objects, such as hair and fire, are not allowed to be unclear.

2. The law of motion is not allowed. One refers to the movement law of people and animals, and the other refers to the natural movement law of wind, rain, snow, thunder, electricity, fog, smoke and chlorine explosion.

3. The original painting was not selected correctly, and the key movements were not caught, so there were many pieces. The effect is not good.

4. Acceleration and deceleration are not allowed. One is that acceleration and deceleration will not be applied, and the other is abuse.

5. The expression of the design draft is inaccurate. First, the design draft is not fully expressed. Second, the amount of information expressed is too large, commonly known as "playing too much." Third, understand the requirements of the wrong design draft.

6. Characters, personalities and expressions are not allowed. I drew a lot of pictures, and the movements were beautiful, but it had nothing to do with the plot.

7. The perspective lens is not connected correctly. Refers to the dialogue between two or more people on the screen, and the positional relationship between the characters and the lens position reflect inaccurate overlooking and looking up.

8. The mouth is not allowed, the mouth design and characters are not allowed to pronounce words, and they speak fast and have feelings.

9. Speed lines and stunts are not allowed. Speedline mainly appears on the screen at the wrong time, and stunt performance refers to the unclear performance in the photographic table, such as fade-out, fade-out, overlapping painting, secondary exposure, positive and negative mosaic, stroboscopic and so on.

10. It is not allowed to mark the moving lens, start and stop the moving lens, or mark it with the moving speed ruler in the photography table.

Moving lens drawing

As an original painting, when creating a shot, we must first establish an idea. I don't want to simply draw an original animation action, but finish the creation of a shot. First, according to the characteristics of the lens, whether it is an empty scene moving lens or a stunt lens, and whether the position of this lens in this scene is the climax of the play. After the decision, I'm going to start the action design of the original painting. Let's take a look at the environment in which the characters are, the perspective relationship with the scene, their emotions, the action connection between the upper and lower cameras, and the scene connection. This shot can have lines. Are the characters mainly in Ukrainian or emoticons? Is there anything special about this role? How much room is left for improvisation in the original painting? What are the characteristics of lines and dynamic effects? How much should I leave for later editing? Is there enough action reference and special logo for the next animation?

To really be a good original painter, in fact, you can skillfully complete all kinds of mobile lens design work, and you can be called a qualified original painter. In an excellent cartoon, moving the lens is essential. This book begins with the basics and generally includes the following contents:

An empty scene

The concept of empty scene in cartoons refers to a scene picture that is shown to the audience. Generally, there is no movement or object, and most of it is used for opening. In the middle of the scene, it shows that the main scene movement modes are push, pull, shake and move. For the original painting, it mainly depends on the grasp of time. The length of time is designed according to the needs of the plot itself, and a fast moving scale is given.

Moving background

In cartoons, people or animals move in a circular way in the center of the picture, such as walking, running and flying, to reflect the moving people or animals, which is called moving background. Scrolling and moving up and down are the most common. One is that the characters are animated first, recycled, and then the background moves; One is the opening loop background. When designing the original painting, we must pay attention to the perspective relationship between human body, object and background. The moving speed of the background is related to the visual identity of the audience. When people or animals walk and run in cycles, give accurate moving proportions. The determination of moving scale is not only based on animation distance, but also an empirical problem. Experienced original painters can work out a reasonable moving scale according to the original painting and background, so that people or animals can look comfortable when they move with the background, and there is no slippage.

People move with the scenery.

In cartoons, people or things themselves are animations, and the way that the background moves at the same time is called people moving with the scene, mostly rolling and moving up and down, which is mostly used for high-speed lens surfaces. Compared with circular animation, such as car racing and character racing, if there is a catch-up or overtime, it should be expressed by people who move with the scene.

Multi-scene people move with the scene.

Compared with circular animation, it is used to create a sense of space when there are many people. The sense of depth is mainly based on rolling lens. When creating such a shot, the original painting should calculate the distance between the original paintings of each layer and give the moving speed scale of the circular animation.

The movement of the front, middle and back scenes.

In order to express the planetary motion of mountains, forests, trees, clouds and interstellar space in cartoons, it is necessary to design the motion of the front, middle and back layers. In fact, sometimes it is necessary to design seven, eight or even more floors. When designing this kind of lens, the original painting mainly focuses on circular animation, grasping an alternating point in front of the object in the process of movement, and formulating a reasonable speed scale for the front, middle and rear layers.

Movement of perspective lens

The lens with background perspective in the film and the moving background are the same type. People or animals walk and run in a circular way by perspective. This kind of lens has a strong sense of space and can be pushed, pulled and moved. When designing this kind of lens in the original painting, the moving speed scale should be determined according to the basic perspective principle, the background length and the distance of the original painting.

Push, pull, shake and move the lens are rarely used in realistic series cartoons, but this technique is mostly used in commercials, MTV and experimental films. More accurately, the moving lens is more accurate than the moving lens, and the camera is moving. Pushing, pulling, shaking and moving are an uninterrupted and complete movement process. One kind of this kind of lens is the effect made by computer, and the other is the original picture of the lens movement.

As a good original painter, we should use theory to improve ourselves, and understand the modeling, character and plot, and whether the character is in high tide or low tide. Look at the text prompts from the overall situation, and don't blindly draw actions, which is not conducive to depicting characters. Attention should be paid to the lens connection and action connection. It is necessary to master editing skillfully, control the rhythm of original paintings, the number of original paintings and the number of initial squares filled in the photo table, establish a sense of self-management, and grasp the above items according to the overall progress of the film.

Second, animation should pay attention to the problem

The content of animation is based on the objects in the objective world, but it has its own characteristics, which is by no means a simple simulation. To this end, we will discuss the problems that need attention to attract your attention.

1, speed processing

Processing in animation refers to the speed at which animated objects change. Change here has a wide meaning, which can be displacement, deformation or color change. Obviously, in the case of a certain degree of change, the longer the time, the slower the speed; The shorter the time, the faster the speed. This is reflected in the number of frames in the animation. Similarly, for acceleration and deceleration, the speed change can be simulated by adjusting the number of frames used in segmentation.

Generally speaking, it is shorter to complete a change process in animation than in the real world. This is a feature of speed processing in animation. For example, at a speed of 25 frames per second, a real person needs 14 frames for walking, and an animation needs 12 frames to achieve the same effect. There are two reasons: first, the modeling in animation adopts single-line flat painting, which is relatively simple. If the processing time is the same as the real world, it will feel slower; Secondly, in order to achieve a clear and strong effect, the action range in animation is exaggerated relative to the real action range. If you pay attention to watching TV cartoons, you will soon find this feature.

When an object moves fast, the image you see is blurred. This phenomenon is more obvious when the object moves faster, so that you can only see some vague lines, such as the rotation of electric fans and spokes when riding a bike. So visually speaking, as long as you see such lines, you will feel the feeling of high-speed movement. In animation, moving objects are often represented by adding a few lines at the back, which is to use this feeling to enhance the movement effect. These lines are called velocity lines. The application of speed line not only enhances the sense of speed, but also can be used as an auxiliary means of image change when the animation interval is relatively large. Generally speaking, the velocity line cannot be longer than the shape of the object in front. But sometimes in order to give people a strong impression of performance speed, it is often exaggerated and strengthened. Even in some cases, only the velocity line in motion is drawn, not the object itself. This is also the effect usage in comics.

2. Circular animation

The changes of many objects can be decomposed into continuous and repeated regular changes. So in animation, we can make as many pictures as possible, and then reuse them like lanterns and play them for a long time. This is a loop animation.

Circular animation consists of several pictures, which should be determined according to the circular law of action. But only three or more pictures can produce the effect of cyclic change, and two pictures can only play the role of shaking. There is a special case of loop animation, which is reverse loop. For example, in the process of bowing your head, you can only make curved pictures, because turning these pictures upside down is the action of lifting them. Mastering the production method of circular animation can reduce the workload and greatly improve the work efficiency. So in animation, we should get into the habit of using circular animation.

Dashed line movement, rain, snow, water flow, flame, smoke, airflow, wind, water flow, sound waves, human walking, animal running, bird flying, wheel rotation, mechanical movement, regular curve movement, circular movement, etc. The commonly used animation can all adopt circular animation. But things always split in two, and the disadvantage of circular animation is that it is rigid and lacks change. For this reason, long-term circular animation should be further processed by multiple groups of circular animation.

3. Exaggeration and personification

Exaggeration and personification are commonly used artistic techniques in animation production. Many excellent works have made achievements in this respect. Therefore, only by exerting your imagination, giving life to inanimate objects, turning abstraction into images, closely interweaving human fantasy with reality, and creating a strong, wonderful and unexpected visual image can users resonate and be recognized. In fact, this is also an important feature that distinguishes animation art from other film and television arts.