字幕表 動画を再生する
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You might remember a pair of TED-Ed Lessons
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written and performed by two educators,
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Brad Voytek and Tim Verstynen.
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These two scientists used a drooling,
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hag-faced, animated zombie
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as a mechanism to model
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the symptoms and medical diagnosis process
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for various neurological conditions.
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For example, they spent time debating
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whether the zombie's stiff gait
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was caused by basal ganglia damage,
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like that in Parkinson's patients,
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or by severe damage to the cerebellum,
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which can cause ataxia.
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In each Lesson, Brad and Tim certainly showed us
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how the walking dead can help us
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understand neuroscience,
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but how can the walking dead
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help us understand animation?
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Or, more simply put,
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how did this one-eyed, decaying,
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and very much dead pile of pixels walk?
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Puppet animation is a relatively quick solution
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to creating 2-D animation of a hand-drawn character.
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Since the character does not need
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to be drawn over and over again,
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it can be animated by moving each element individually.
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Aside from their portrayal
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in a few great modern zombie flicks,
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these concocted carcasses are generally known
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for limited, stiff movements.
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Their traditional stride is perfect
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for puppet-style animation.
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When designing a 2-D zombie puppet,
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or any other type of puppet,
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it is important to find a design
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that is both fun and functional in a flat environment.
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For example, you might not want to puppetize, say,
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Julie Andrews in the "Sound of Music"
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as she spins in circles.
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We used rotoscoping for her,
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but that's another lesson.
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Always begin by sketching and designing your puppet
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in a neutral pose
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like this.
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This will allow it to easily transition
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into and out of a variety of extreme positions.
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Once a character transitions
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from concept stetches
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to final design,
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the next step is to break up the pieces
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in order to assemble a puppet,
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keeping in mind that each element
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needs to have an appropriate amount of overlap
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so that the Zombie can bend at his joints.
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An understanding of anatomy is an integral part
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of designing any 2-D or 3-D animated character
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that needs to move realistically
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in the context of its environment.
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Regardless of the number of dimensions your character has,
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you'll need to create a skeleton,
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which in animation terms is known as a rig.
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Once the rig is finalized
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and the range of motion is determined,
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the next step is to choose anchor points.
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Each piece of artwork has its own anchor point,
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which essentially assigns the limb a hinge,
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which in this case is a joint.
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Next, line the artwork up
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so that the anchor point for the forearm-elbow
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sits on the upper arm's elbow area.
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Once all the artwork is in place,
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you can use an expression script
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that creates links between the body parts.
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In this case, we used the expressions
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provided in After Effects.
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By parenting one layer to another,
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you could teach the forearm
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to follow the upper arm
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and the hand to follow the forearm.
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This is what's called forward kinematics.
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The alternative is inverse kinematics,
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in which a separate set of scripts control the motions.
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In this case, a controller is attached
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to the anchor point of the hand.
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The animator then uses the controller
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to position the hand.
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The scripts will then use an algorithm
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to make sure that the rest of the arm
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and body follows along.
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Once the character is rigged,
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we can start animating.
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Often times, puppet animation is done
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as straight-ahead action,
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which means moving a character frame-by-frame
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from beginning to end.
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Another approach is pose-to-pose animation,
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which involves choosing your key poses first,
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and then filling in the intervals,
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or in-betweens, later.
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Regardless of the method of motion,
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it's important to think of your 2-D puppet
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as a piece of paper.
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It can move across a surface
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in a variety of poses,
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but it cannot move in perspective.
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If your character needs to turn its head,
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then you will need to create additional art.
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We created three different zombie heads
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and six different hands
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to achieve different movements and angles
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that the neutral pose couldn't accommodate.
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You can recreate almost everything
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you've seen in this Lesson
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with a pen, paper, and a camera.
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The method is called cut-out animation,
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and it was around well before the age of software.
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To create a stumbling 2-D zombie,
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or a speeding narwhal,
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or even an abstract character
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with some semblance of joints,
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simply print,
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cut,
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and fasten your character's limbs together
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in a neutral pose.
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You can use fasteners,
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string,
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or even just place and move them each time.
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All the same rules and theories
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that we use in the computer
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apply to cut-out animation,
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except under the camera,
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the only way to animate is straight ahead.