Graphics Reference
In-Depth Information
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FIG 7.35 Flipping animation drawings. a: The animator views the first drawing in the sequence. b: The wrist is
quickly rotated forward and the fingers closed to reveal the second drawing in the sequence. c: The hand is then
moved backward to reveal the third and final image within the sequence.
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FIG 7.36 Rolling animation drawings is more straightforward, revealing the drawings in sequence. a: Drawing
1. b: Drawing 2. c: Drawing 3.
You can also test the rough drawn animation without making the finished
drawings. Making final animation drawings may be very time consuming
because they are often full of design detail that could have little to do
with the actual action. It is therefore often very useful, particularly for the
inexperienced animator, to check the timings before committing to final
drawings. It might be useful at this point to make a distinction between the
separate processes of animation and drawing. When making drawn animation,
it is useful to work with a very rough version of the drawing, omitting as much
detail as possible while keeping the structure. By keeping the drawings simple
you can get results very quickly, finalize the animation, and then go on to
make the final animation drawings, including all the design detail.
It is possible to test your 2D animation even before the in-betweens have
been made. Known as a key pose test, this allows an animator to gain an
impression of the general timing of an action before committing to making
the in-betweens. Once again, this step can be useful and save rather a lot of
time, particularly if the sequence is a long and complex one. On completing
the keyframes and the animation timing breakdowns for the in-betweens,
but not the in-betweens, the animator may test the keys by shooting the
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