Cass study - Hilda
Hilda
Character rigging
Analysing animation with character rigging was
a challenge seeing how the principles are used through this tool, looking over
a few scenes from Hilda a cartoon series that follows a young girl who live in
a small town filled mythical creatures, the series was animated by Mercury Filmworks
studio and it is an adaption to the comic book series created and illustrated
by Luke Pearson.
Beginning with looking at Hilda’s character design,
seeing that she has various clothing and where I would examine her main outfit
which are a red jumper, yellow scarf, a beret, red shoes, black trouser and a
teal colour skirt. How the rigging is done is by creating each body part,
facial part and clothing separately, so that the animator would be able to
animate all the parts of the body cutting down time and cost and be able to
deliver high quality smooth animation.
From here I need to see how each part follows
one of the 12 principles of animation and see how it help make the character
feel alive.
The 12 principles of animation are:
·
Anticipation
·
Squash & Stretch
·
Straight Ahead & Pose to Pose
·
Staging
·
Slow in & Slow out
·
Exaggeration
·
Secondary action
·
Arcs
·
Timing
·
Solid Drawing
·
Appeal
·
Following through and overlapping
These are essential
methods and techniques for creating animation which go into the basic of
movement, speed, timing, drawing, weight, staging, and amount frames. Layering
out the constructive plans for animating and even if these are important skills,
it knowing where these mechanics work best for that certain action.
Beginning with slow
in & out which is crucial to know for animating movement where every action
has to build up speed but for this type of principle it not just about that, it
focus on the slow speed for the start and end of the action. They would be more
noticeable in the limbs where they would be doing most of movements and where
the other parts would following along with that set motions.
Knowing how the limbs
are about to move and how the rest of the other parts react with that set
motion, leading to anticipation this principle is about showing the predictable
process of a certain action. Looking back at Hilda’s running motion where we
would see her moving back and then launch herself forwards beginning her run,
here we have two stages which are the setup and action where we can say that
the her legs and arms moving far back are the setup. That would give the
audiences the indication that she’s about to run delivering the action and
having that prediction help communicate the animation but could have many
different setup. Take for example if she was falling from a distance she could
roll to keep the momentum going or landing on her feet loosing that speed but
safely made contact to the ground and launch herself back to running by having
her legs leap forward.
Going back to the
example of the landing set up using the example of Hilda launching back on to
her running cycle, for that animation to feel like she bouncing upwards for
this the next principle would squash and stretch. Where you would stretch out
the animation to then squashing it as it would try to return to its original,
stretch would mainly display the sense of the speed having the character
stretched out the faster the animation and squash is to form contact where the
object or character would make a direct connection towards a sudden impact
creating that sense of force and by showing how soft the character or object
would be. Say if Hilda were to push an object to the side her hands would
appeal a bit of pressure against it making her hands look a bit flatten a
visual indication of heavy amount of force used which could also be display a
sense of strength. Additionally stretch can exaggerate the character’s limbs
and facial expression exaggerating their actions and emotions whether Hilda is
in an action sequence where her limbs would stretch out to try and reach on to
something or would express frustration and tend to extend her arms out of frustration.
With slow in and out and squash and stretch
focusing on weight and speed making the characters body feel believable,
although there is one other principal that extend the sense of speed and weight
that would include the hair and clothing. Following through and overlapping is
the principle used for both for those other aspects with the character, where a
few frame would overlap some past frames and follow through to the next few
frames, this method would be more noticeable with Hilda’s clothing and hair having
a delay reaction that by having those two aspects being dragged. Developing
animation to being weightless where it would be seen once Hilda begins to run
or either would be fall from a tall place or actually being dragged by someone
or by something displaying that sense of strength.
Though these movements would tend to move in a
circular motion without it them the animation of the character would look very
robotic and stiff that would be appropriate for a mechanized human, for this
principle is called arcs where all the human limbs would rotate on their pivot
take example of the arm where it wouldn’t reach up at the end point from a
straight trajectory instead would follow an arc until it reaches its end point.
Applying all of these principles to the
character rigging would be different, where animation used to be done through
each single frames, now can be done through digital and setting a start and end
point and press a single button fill in those frames. Though it sound like it a
lot easier but it not you still need to draw the character along with its
variations of expressions through it facial features and body language. Also
importantly the knowing the principles, sure you set them up very quick and
simple but without those methods of animation it would make the character to
look lifeless and dull simply to how a puppet would act, where the puppeteer
wouldn’t know how the puppet should act, leaving the performance of the character
to being nothing and just a puppet with some strings attach to make it move and
nothing else.
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