![]() This is how they overcome the incompatibility of the two systems (stop framing through animated movies is a very good way of learning about animation). If you stop frame through a video of an animated film, you will find there are points at which one frame will blur into another. Quite often some sort of digital converter is used to transfer one speed of film to another speed of video, allowing 24 frames per second film to be shown on a 60 fields per second (NTSC) TV. This means you should be animating at 30 frames per second (60 is divisible by 30). The Americas, the West Indies and the Pacific Rim countries use NTSC, which runs at 60 fields per second. If we played an animated film at 24 frames per second on the television, we would see a black bar rolling up the screen. In these countries they use a television system called PAL which plays at 50 fields (frames) per second and 25 frames per second is compatible with this. Animation for television in Europe, Africa, the Middle East and Australia is played at 25 frames per second. frames per second Animation shot on film and projected is played at 24 frames per second. Or they can be scanned into the computer and played back. They could be shot with a video camera attached to a computer and played back on the same computer using an animation program. They could be shot on a video camera and played back with a video player. The drawings could be shot on film one drawing at a time with a movie camera and played back using a cinema projector. In the form of a flipbook (basically a pile of drawings in sequence, bound together and flipped with the thumb). This animation can be played back in a number of ways. how animation works the basics 2D drawn animation consists of a series of drawings shot one after another and played back to give the illusion of movement. Many of you may know much of this but bear with me it is worth refreshing your knowledge and reinforcing the basic principles behind animation. I make no apologies for taking you right back to basics. By the end of the chapter you will have learnt how to organize yourself and how to plan a piece of animation. We will look at x-sheets and how they help timing, flipping, flicking and rolling, how to use a line tester and how to put the lessons learnt from your drawn exercises onto a 3D-computer program. 1 CH001.qxd 1/4/07 2:56 PM chapter 1 introduction to 2D-animation working practice how animation works the basics frames per second what you need for your studio animation paper peg bar light box x-sheets line tester pencils chapter summary let s get animating key to key animation animating straight ahead flipping, flicking and rolling flipping flicking rolling how to use a line tester to help your animation how this book works exercises ball bouncing how to relate your 2D animation to your 3D animation overview of the ball drop exercise in 3D drawing!ΔΆ CH001.qxd 1/4/07 2:56 PM 2 character animation: 2D skills for better 3D During this chapter I will take you through two things the equipment needed to make a basic animation studio and some simple animation.
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