2D reading material
2D reading material
The fourth principle, Straight Ahead Action and Pose to Pose, is the only
principle that hints at how to approach animation.
"Straight ahead" and "pose to pose" are two different approaches to animation
that describe how keyframes or positions are planned and executed.
1. Straight Ahead Animation:
o This technique involves animating frame-by-frame from the first
frame to the last, without planning out all the key poses
beforehand. It’s more spontaneous and often results in more fluid
and dynamic motion.
o It's often used for more organic or unpredictable actions, like a
bouncing ball or a character in motion.
o The drawback is that it can sometimes lack control or structure,
making it hard to adjust the timing or composition after the fact.
2. Pose to Pose Animation:
o In this technique, the animator plans the key poses first, typically
the extremes of the action, and then fills in the in-between frames
(the "in-betweens") later.
o This approach gives the animation more control, ensuring that the
important moments are captured with clarity. It also provides
structure and allows the animator to fine-tune the timing and
motion.
o This method is often used for more controlled or planned
animations, like character acting or more deliberate movements.
In short:
• Straight Ahead: More free-flowing and organic.
• Pose to Pose: More structured and planned with key poses laid out first.
Both methods are useful depending on the type of animation and the desired
effect!
In more detail:
• Keyframes define major poses or actions: For example, in a character
animation, keyframes might be placed at the start and end of a jump,
with intermediate frames showing the transition.
• They are the anchors in an animation: The keyframes are the primary
reference points for the animator, and the in-between frames help fill in
the action, making it fluid and continuous.
• In 2D and 3D animation: In traditional 2D animation, keyframes
represent the important poses of the character or objects. In 3D
animation, keyframes might represent key positions of a character,
camera angles, or other elements at specific moments in time.
Example:
For a bouncing ball animation, the keyframes might show:
• The ball at the peak of its jump.
• The ball at the point of contact with the ground.
• The ball just before it bounces up again.
The animator then fills in the in-between frames to create the illusion of
continuous motion.
Keyframes are crucial in both traditional hand-drawn animation and modern
digital animation techniques.