Added: 3 years ago
From: parentestudios
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  • That kind of reminds me of something. In the early 80s, with the Empire Strikes Back and Dragonslayer, Phil Tippet made go motion, where he had a rig that did a tiny incremental movement when a frame was exposed - it made a motion blur for stop motion. What's interesting is it appears no one uses this technique any more - as, of course, stop motion isn't used as a special effect in live action films much anymore, and when it is, they don't try to make it realistic.

    Just interesting to me.

  • I don't think feature film animation is going to change frame rates. At least, not for a long time. It's been technically feasible for films to be shot at different frame rates for a long time (in fact, there are films from the 50s that, if memory serves, were shot at 30 FPS). But, they have voluntarily kept it at 24 FPS for artistic and production reasons (20% less rendering time is always nice, and the slight blur makes it more dream like, and is preferable).

  • Yes, each style of animation has its own strengths and weaknesses. But it's all about achieving the animation principles. When you understand these principles you can animate in any form. There will be a learning curve... software, hand drawing or stop motion, but fully understanding the basic principles will get you through:)

  • There are a few tangent settings used when animating in 3D which greatly effect timing... flat, spline, linear, etc. to name a few. One technique similar to animating in "twos" is to select controls and copy tangents over two frames or more, creating a hold. This helps to prevent the "floaty" feeling of much 3D animation due to the computer adding equal spacing between keys. You can go back into the graph editor and create some movement during the hold so as not to appear dead.

  • Yes, I watch my favorite animations including the old classic Warner Brothers in slow motion and video reference in slowmo. I really like watching the Time Warp show on the Discovery channel. It really shows that the main principles of animation including squash, stretch, overlapping action, settling of motion are very real. This is the stuff you want to get into your animation to make it more convincing but do it in a way that looks appropriate to the style you are animating.

  • Aloha,

    I shoot video reference and use the information to help pose a character or draw a 2D animation. I don't copy it frame by frame so the frame count really doesn't matter. The timing is always reworked to make the animation crisp, show weight and movement properly. Video reference helps figure out how the body moves but you usually always enhance, simplify or exaggerate for the best animation.

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