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Action Scenes
Posted: Sun Sep 03, 2006 2:34 am
by sacrejacques
I've nearly mastered moho 2d (and haven't even tried 3d much). I've tried many techniques, but all the action scenes i attempt stink. The movements are all too simple and lack angle. Is traditional animation what I need, or should I try messing with orbit camera movements and different angles?
Posted: Sun Sep 03, 2006 7:48 am
by Patmals
Hi Sacrejacques,
I'd give different styles of animation a go,. Traditional cel-style animation, 3d, cut-out, etc.
I also own Toonboom studio and plan to use it in conjuction with Moho. I am not sure how but i love both programs for their different angles of animation.
Posted: Sun Sep 03, 2006 1:26 pm
by sacrejacques
thanks

I'll try cel-animation, and if that doesn't work i might attempt 3d
Posted: Sun Sep 03, 2006 3:09 pm
by myles
Hello Sacrejacques,
from another point of view:
Are there any 2D (rather than toon-rendered 3D) examples of animated action scenes by other people that you think don't stink? Could they be done in Moho? What makes the difference between them and your scenes?
When you refer to action scenes, do you mean fighting?
Could you get away with the wonderfully funny stylised fight scenes shown in Roger Ramjet? How about the great creative direction in the fight scenes in Atomic Betty?
If you mean other action scenes, study cartoon action scenes that impress you.
One secret to watch out for is the use of fast-paced cutting and editing.
Traditional animation skills and timing will be important whatever style you use.
Regards, Myles.
Posted: Sun Sep 03, 2006 3:22 pm
by sacrejacques
I'm trying to make a short scene of simple punching and kicking action scene. I'm thinking of various anime shows (the well-done ones) as an example.
fast-paced cutting and editing
thx good advice

Posted: Sun Sep 03, 2006 4:09 pm
by bupaje
You may want to rent some movies you like and step through them, replaying scenes and watching what types of camera angles are used. Watch different camera shots in something like the classic showdown scene from The Good, The Bad and The Ugly (an old western movie you can rent). You also need to make the camera less impartial. What I mean by that is there is a tendency for novices (this includes me which is why I know) to film like a security camera, distant, recording all the action but the camera is not part of the action. The camera needs to be alive, sometimes an eagles eye view, sometimes it is one of the characters, sometimes it is the target, sometimes it is low to the ground looking up scared, and other times it is looming over someone, it shakes, crashes and fades in and out etc.
Posted: Sat Sep 09, 2006 11:47 pm
by Patmals
bupaje wrote:You may want to rent some movies you like and step through them, replaying scenes and watching what types of camera angles are used. Watch different camera shots in something like the classic showdown scene from The Good, The Bad and The Ugly (an old western movie you can rent). You also need to make the camera less impartial. What I mean by that is there is a tendency for novices (this includes me which is why I know) to film like a security camera, distant, recording all the action but the camera is not part of the action. The camera needs to be alive, sometimes an eagles eye view, sometimes it is one of the characters, sometimes it is the target, sometimes it is low to the ground looking up scared, and other times it is looming over someone, it shakes, crashes and fades in and out etc.
HI Bupaje!
Good tips! Particularly the Sergio Leone idea

I would LOVE to do a stylised western animation (in tribute to my father, who loved those movies..)
Posted: Wed Sep 13, 2006 6:59 pm
by relik
Action scenes are all about the camera angles and editing. I speak from making both 2D and 3D animations, in traditional and digital, for many years, as well as shooting and editing live video.
That doesn't mean you can't get good action with a "fixed" camera-people pay good money for a fixed camera view of sporting events-it's called a seat.

But in that case the sense of action is heightened by the "roar of the crowd".
Moving the camera does not equal action. You can easily draw your figures fighting from strong angles-angles that emphasize the impact of a fist, or the power of a roundhouse kick, without moving the camera around. In 2D, traditionally, you move the images in front of fixed camera to create the illusion of action.
A grand example of how this is done with anime films can be found by looking at the Matrix series. Many of the "effects shots" in the Matrix were an attempt to get anime "style" action into a live action movie.
"Bullet-time" is not much different from the frequent anime technique of showing the non-moving attacker in front of "speedlines" for a few seconds. The illusion is a dynamic one of power, but there is very little movement at all.
This is then followed sometimes by a "slow-motion" impact shot, which is joined to the preceding sequence using what is sometimes called a "razor edit". A razor edit just means that the first scene ends and the next scene immediately begins, with no intervening camera move or transition effect. Razor edits are great for creating a sense of dynamic action and tension.
Pacing an action sequence is very important. If you have the whole thing being just combat-one punch after another-it's not only monotonous but can be downright brutal to the audience. You can resolve this by using several different angles for the action-sometimes showing the pullback/windup to the punch; sometimes showing the impact, etc. It's also helpful to intersperse some close-ups of the actors to show facial expression, heavy breathing, blood and bruises, etc. as the fight wears them down.
As other folks have suggested, the best technique for learning to do it is finding sequences which you admire-either in animation or live action, and see how they are done-then try to work out how to do them in your animation.
The medium or method (2D vs. 3D, for example) you use has little to do with your storytelling. Successful illustrators and photographers have been able to convey action and interest in images for centuries without moving anything at all. It's about
seeing the action and then copying that.-R
Posted: Fri Sep 15, 2006 10:43 pm
by KidMesh
My two cents....
How about just storyboarding your action sequences and then creating a small animatic to see if your close to what you want? If your animatic is decent and has the proper camera angles and such then you already know that your final animation should be close to what you desire.
Good luck