difference between anime and cut-out style of animation
Moderators: Víctor Paredes, Belgarath, slowtiger
difference between anime and cut-out style of animation
Hi,
In anime, there is very little movment of characters and mostly
they are stil? Also the angles keep on changing from time to time
Its all about strong poses, expressions.
Can someone help me with some very good articles or tutorials
as to basic anime movements like run cycle in anime or acting in anime..
i mean as to how much to move the body and how much to move
the head...sometimes in trying to do too many movements my
style is becoming cut-out and sometimes holding the shot for long
time, the same problem is coming...can someone help me out with
this....
regards
In anime, there is very little movment of characters and mostly
they are stil? Also the angles keep on changing from time to time
Its all about strong poses, expressions.
Can someone help me with some very good articles or tutorials
as to basic anime movements like run cycle in anime or acting in anime..
i mean as to how much to move the body and how much to move
the head...sometimes in trying to do too many movements my
style is becoming cut-out and sometimes holding the shot for long
time, the same problem is coming...can someone help me out with
this....
regards
Dude if you need to improve your posing and timing,
work on your posing and timing. That's how I do it
anyway.
This forum is pretty good for fast info and support
on technical issues, but as far as the meat and potatoes
of animation chops, the only way really to improve those
(in my opinion) is a lot of practice.
There are guys on here a LOT better than me with animation
principles, timing etc, and you might hit the mother load
with excellent advice, but I'd suggest post examples of
what you're having trouble with.
http://www.idleworm.com/how/anm/02w/walk1.shtml
Walk CYcle Tute - I found this indispensible
work on your posing and timing. That's how I do it
anyway.
This forum is pretty good for fast info and support
on technical issues, but as far as the meat and potatoes
of animation chops, the only way really to improve those
(in my opinion) is a lot of practice.
There are guys on here a LOT better than me with animation
principles, timing etc, and you might hit the mother load
with excellent advice, but I'd suggest post examples of
what you're having trouble with.
http://www.idleworm.com/how/anm/02w/walk1.shtml
Walk CYcle Tute - I found this indispensible
Reading over my post, I hope it didn't come across as unconstructive,
because that wasn't my intention.
Some more practical advice might be to have a shot at this -
take your character, have a look at the walk cycle tute, and
put a walk together. Then do a run. You'll identify a lot of
issues you want to resolve (like sleeve opening for example)
and you'll develop solutions for these in keeping with you rig,
style and the complexity of the design.
GOod luck, let us know how you get on, post gifs.
because that wasn't my intention.
Some more practical advice might be to have a shot at this -
take your character, have a look at the walk cycle tute, and
put a walk together. Then do a run. You'll identify a lot of
issues you want to resolve (like sleeve opening for example)
and you'll develop solutions for these in keeping with you rig,
style and the complexity of the design.
GOod luck, let us know how you get on, post gifs.
I think Mad nailed it.
If you have a commission for a series and asking questions like this i'd be very worried.
Ignore the fact its anime, and concentrate on the show and the budget you have to make it. Anime has nothing to do with it. The style of the show should be set and you should at this point have a pilot under your belt and ironed out any problems.
Storyboards will solve 90% of your animation problems. A good boarder will save you a fortune and make the fact that it doesn't move too much less obvious.
Anime often doesn't move much agreed, but thats also down to budget. You cant apply a general rule like that to Miyazaki. Style does play some part sure... even something with a budget like Furi Kuri still has some stiff legged runs in there.
Maybe go talk to Sang..he seems to be the boss of AS anime.
http://www.youtube.com/user/sang820
If you have a commission for a series and asking questions like this i'd be very worried.
Ignore the fact its anime, and concentrate on the show and the budget you have to make it. Anime has nothing to do with it. The style of the show should be set and you should at this point have a pilot under your belt and ironed out any problems.
Storyboards will solve 90% of your animation problems. A good boarder will save you a fortune and make the fact that it doesn't move too much less obvious.
Anime often doesn't move much agreed, but thats also down to budget. You cant apply a general rule like that to Miyazaki. Style does play some part sure... even something with a budget like Furi Kuri still has some stiff legged runs in there.
Maybe go talk to Sang..he seems to be the boss of AS anime.
http://www.youtube.com/user/sang820
boarding for animation
Acting in animation is just like any other performance.
It's about beats and the timing and expression of those beats.
Apply this even to action sequences.
You are essentially looking for drama.
Imagine the scene in your mind and find those larger changes of attitude within the motivations of your character.
Board those positions with as much character as possible, using as expressive body language (that doesn't necessarily mean hamming it BTW
), it could be subtle but you have to be able to read that moment.
The next position should indicate to another emotional beat, that's where the magic happens, but this is where you should be economical.
I can't stress that enough.
Your characters don't need to bounce all over the frame, indeed that will become tiresome, distracting and confusing, you will lose your audience before you can say 'freakin' stop that already!"
I hope that helps a little.
It's about beats and the timing and expression of those beats.
Apply this even to action sequences.
You are essentially looking for drama.
Imagine the scene in your mind and find those larger changes of attitude within the motivations of your character.
Board those positions with as much character as possible, using as expressive body language (that doesn't necessarily mean hamming it BTW

The next position should indicate to another emotional beat, that's where the magic happens, but this is where you should be economical.
I can't stress that enough.
Your characters don't need to bounce all over the frame, indeed that will become tiresome, distracting and confusing, you will lose your audience before you can say 'freakin' stop that already!"

I hope that helps a little.
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- Location: minneapolis, MN, USA
This is also for madrobot, here are a bunch of cyles ive been using as references, otherwise google any action and look for video that works, but these are good for animation
http://www.eggington.net/Hash/Models/An ... tions.html
http://www.eggington.net/Hash/Models/An ... tions.html
http://www.youtube.com/watch?v=O8J3C-GEcSc shenaniganary intro
Thanks erotic monkey.
First of all for your user name,
but more importantly for the ref.
Initially I was going to say it's not particularly good ref,
but I don't think that's fair - for runs and so on it is good
for working out where to start and what actually happens
to the body mechanically.
The keying is a bit robotic but I guess that's why they call us
animators - we have to put some life into the movement.
Cheers
First of all for your user name,
but more importantly for the ref.
Initially I was going to say it's not particularly good ref,
but I don't think that's fair - for runs and so on it is good
for working out where to start and what actually happens
to the body mechanically.
The keying is a bit robotic but I guess that's why they call us
animators - we have to put some life into the movement.
Cheers