Animation Primer (Part 2): The Third Dimension
[When last we left off], I went over twelve principles of animation put together by the Frank Thomas and Ollie Johnston gleaned over decades of working at Disney. These principles were developed as guidelines while drawing still frames on paper repeatedly, and they still apply. However, technology and understanding of the medium have continued to evolve. The field of animation has steadily moved into the third dimension and brought a whole new way of crafting movements with it.
When youāre dealing with 2D animation, any sense of angular change is an illusion. Artists use perspective, shading, foreshortening, and a host of other visual tricks to make you think that the drawn image has depth. Unfortunately, this sort of content creation is incredibly labor-intensive. Viewing angle and composition was set in stone quite early on for traditional 2D animation because any little change made to the character like a different costume or a change in viewing angle could necessitate huge amounts of content being redrawn. This is a major reason why palette swaps became the norm in sprite-based video games - it was an efficient way to reuse all of the sprite animations in new content.Ā
In the mid to late 1990s, engineering advanced to the point where programs could utilize mathematics and software engineering to represent three-dimensional space on computers. This was a huge leap forward in the potential for games and movies, because we could finally separate the viewer from the object being viewed. Because engineers could mathematically represent objects in three-dimensional space on the computer, it meant that we could move the viewport (i.e. what the camera sees) independently of the character or object being viewed and the computer could recalculate what that character or model would look like. That meant that we could create a single set of animation data (e.g. a punch), move the camera, and view that same animation data from multiple different angles without having to redraw every individual frame. This was a huge advancement over traditional 2D animation in terms of potential application, because animators no longer needed to redraw every frame for a new camera angle or costume change.
At its core, these sets of 3D animation data are a bunch of numbers. If an animator wants to make an object move, the computer must know which parts of the object are moving, where those parts are in space, and at what time they are there. Then, by placing the parts of the object in those positions at those times, the viewerās brain would stitch them together to form movement. Weāll talk more about how this actually works in a different post, when I talk about the engineering aspect of animation.
In the early days of 3D, animators would move all the appropriate vertices (the corners of the polygons) themselves but this became unfeasible as the polycount of models continued to increase at a geometric rate. There were just too many vertices, and the entire model would need to incorporate animation principles like squash and stretch, secondary motion, etc. in order to look good. There needed to be some sort of simplification in order to reduce the amount of work; hand-animating vertices grew even more labor-intensive than drawing still frames.
The solution to this came from the invention of a skeletal animation system with a hierarchy. The idea here was that youād have a simplified set of joints that can move in certain directions, and that the vertices on the model would each be mapped to a specific joint (or set of joints) to inherit motion from its parent. Thus, when arm joints moved, all of the vertices associated with the arm would move with them. Foot joints would inherit movement from knee joints, the knee would inherit from the hips, and so forth. These joints were named ābonesā and the entire skeleton itself was called theĀ ārigā. By moving the bones in the rig, the vertices of the model would follow the bonesā movements appropriately.
The invention of the rig system also brought some really useful other effects as well. Because the rig itself was just data, it was actually entirely possible to reuse the same rig with different models. After all, the collection of vertices just needed to be assigned to specific bones in the rig, and then any animation that played on the rig could be used to play on any model the rig worked with. This meant that things like costume changes were no longer a huge workload - you could have somebody build a very similar model but with a different skin, and then apply the same rig to it and it could make the exact same movements.
This also created a fundamental split in how animation work was divided. Some animators became experts in building the rig itself - they mastered how the vertices of the model would move relative to the bones in the rig, and continue to update and improve the rig in order to provide the animators the ability to create complicated motions without too much difficulty. These experts today are called āRiggersā, āTechnical Animatorsā, or āTechnical Directors (of animation)ā because they are the experts when it comes to the rig. They are the ones who make sure that all of the appropriate vertices move to the motion when a finger, a toe, or even clothing moves, as well as applying the rigs to multiple models.
Other animators became experts in moving these bones around to create good-looking motion. These are the 3D animators youāre probably most familiar with. These artists work primarily with time and these bones, placing them where they want in time, and adjusting the bonesā movement curves. When it comes to movement, the human brain responds well to arcs and curves (principle #7), so there is always a lot of work done on adjusting movement as a factor of time in order to make it look and feel smoother. The animators usually work by going either from pose to pose or from shot to shot, in order to create a self-contained section of motion and movement that is pleasing and readable to the viewer.
Part of the problem with animating humans in particular is that thereās an awful lot of subtle secondary motions that come from all of the bones, muscles, and organs all moving in addition to the primary movements. When a human stands up, hamstrings and quadriceps contract and expand, arms move, legs move, fingers move, feet move, heads move, and everything in between. On top of this, humans are basically primed to see and expect all of these motions because weāve been seeing other humans move for our entire lives. Hand-drawn 2D animation often took this into account by using a technique called Rotoscoping - filming a person moving, and then drawing the animated characters on top of the filmed movement in order to pick up all of those subtleties of movement. Don Bluth made heavy use of this technique for films like Anastasia and is often associated with it.Ā
Technology improved over time, however, and rotoscoping evolved into using motion capture. Sensors are placed on an actorās body who performs the motions while computers record the sensorsā positions and orientations in three-dimensional space. That data is then processed and mapped by animators onto a rig so that it can be used in the final product. By capturing the motion of the actor, animators could capture all of the small secondary motions inherent in the primary movement. Conceptually motion capture bypasses the 12 principles of animation, because it isnāt trying to emulate actual motion and uses actual motion instead.
You might think that this process must seem pretty easy, but I cannot overstate this enough - the amount of work it takes to transform motion capture data into usable animation assets is by no means trivial. People donāt use motion capture because it saves time - it really doesnāt. What it does, however, is provide more natural-looking motion because the sensors can pick up all of the little secondary motions. It takes a lot of effort to clean up the motion captured data so that it is in a usable state. All of the movement from each sensor must be mapped to the movement of a bone in the rig, plus animations may need manipulating in order to make the motion actually fit within the space and dimensions needed in the final product. This requires a lot of fine detail work in order to ensure that things move properly and arenāt twisted in funny directions or pop from one position to another while things are in motion.
This is basically how 3D animators work today, both in film and games. Some are constructing and improving rigs, others use those rigs to create scenes and motion through good posing and visuals, and yet others work on cleaning motion captured data and converting it into something usable for the final product.
Part 1: [Animation Primer (Part 1): Core Principles]
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