字幕表 動画を再生する
Hey. Today I wanted to show you the wonderous world of animation. So what is animation?
Well it's a good thing you asked. Animation is the sequencing of imagery to produce the
illusion of movement. Or, the less pretentious way of putting it would
be “drawing a bunch of pictures to make something look like it moves”.
Humans have got really good at this. We use digital animation in our movies,
tv shows and games to express creative ideas and enhance our storytelling.
So how do we go from a static drawing into a fully animated video or gif? Well the first step is to
add frames to the artwork using your program of choice. After we've modified these duplicate
frames, we can display them back-to-back, each for a certain period of time. We call the number
of frames shown in one second the frame rate, which leads me into my first major point: Timing.
Standard television is around 24 frames a second. So one of the most common frame
rates for animating pixel art is 12 frames a second. Which, you'll notice, is half the
speed of 24. People like to refer to animating on every second frame as 'Animating on Twos'.
For beginners, and even pros, I think 12 frames a second is a fantastic choice, because the more
frames you have means more work, but less frames can be less smooth, and 12 frames a second walks
that line perfectly. But how do we draw when we want to make these adjustments to every
frame across this 12 fps animation? Well here's the simple concept: the number of pixels moved
between frames determines the speed. Cause, you know? Speed equals distance divided by time. Also
be mindful of how long a frame will be displayed. It's usually shorter than you think because you'll
spend longer looking at it while you draw. And for us on 12 fps, it'll be a twelfth of a second.
I think it's time for Part 2, which I'm gonna call
“Planning” It's one of those things that no-one likes to do,
but it really enables you to create much better animations in half the time. Don't get me wrong,
I never liked to plan out the movement for my animations, until I realised how useful it was.
It's so easy to get lost trying to create animations from a static sprite by shifting
pieces around and playing with individual pixels. But this often results in an awkward
animation. Animation isn't about the lighting or the character. Animation is about movement.
We need to separate the aesthetic of the static image from its movement
and focus only on that movement. Once we have the really nice foundation of good movement,
we can begin to put the 'skin' back on the character.
Instead of investing time and energy into polishing every frame as we go, the best way is
to simplify the subject into its most primitive shapes, and make these shapes move fluidly.
For a humanoid character, that would be a different coloured shape for each limb. For fabric
or cloth, create a chain of dots with delayed reactions to the movement of the dots above. Each
segment reacts like links in a chain, but once you average out the movement with a curved line,
it can be used for anything organic. So it's kind of like drawing the skeleton of your character.
Sometimes, you want an object to jump or fall. Probably one the most overused cliches
of animation tutorials (besides the slime) is the bouncing ball. They always show a curved
parabola to demonstrate the path of the ball. I never saw myself actually drawing this line for
an animation, but it's just one of those planning things that really helps improve the final product
and, more importantly, ease the process. I would 100% recommend drawing a quick line for the path
of your animation. Because then you only have to think about the object's speed and not the path.
I think I've said enough about planning. Yes, it can be a pain but it's a much better alternative
to having to start a high-fidelity animation all over again from scratch.
Here are some quick tips to improve your actual animation and movement.
Because I haven't really talked about how to improve your motion yet.
For a weapon attack, a common mistake is to depict every single frame. You can see as this axe is
swung, there are five unique frames as it's held at different angles. The point is, sometimes you
want Impact. To make your movement nice and crunchy, don't worry about drawing so many
frames. Just do a couple. If something is moving that fast, it won't be on-screen for very long.
Of course, this can look choppy, so a remedy for fewer frames is a technique called smearing.
Smearing acts like motion blur does in real footage by stretching the object into a blotch of
colour that signifies direction. This shape tells us both the speed and the direction the subject
is moving. Like a lot of things, smearing is good in moderation. Before a drastic movement, winding
up or providing some anticipation frames can be a super nice touch. You can hold these frames for as
long as you want. Something else that also sells impact is secondary animation. Secondary animation
is where things in your world react to the primary movement. Think of it like cause and effect.
If a heavy thing is dropped here, these lighter things might jump up because of it.
Ooh, okay I want to talk to you about easing in and out.
If there's one thing to take away from this video it would be easing in and out. To ease in and out,
exponentially decrease the distance your sprite moves for the start and end of its movement.
This will make it accelerate and decelerate, and therefore feel more lifelike.
Like we said before, the commonl rule is that the distance between frames will determine the speed,
so the way you arrange these distances will influence your object's acceleration.
Compress your distances so it moves 1 or 2 pixels at the start and 8 or 9 in the middle.
But what if you want to move something slower than one pixel per frame?
An advanced technique we can use allows us to move half a pixel without actually breaking the
bounds of the pixel grid! It's called sub-pixel animation and it's useful to smooth out subtle
animations or movements, like idle animations. But how can we do it? We need to add more frames to
the animation, and go to the pixel level, smearing and smoothing individual pixel transitions. We're
leaving traces of these small pixels to simulate a blur effect, and the illusion of half-pixels.
Consider it the anti-aliasing of animation. We can also use the outline or shape of the subject
to our advantage, editing its form to improve smoothness.
Here's the original sprite moving up and down one pixel. And here's a zoomed in selection of just
one of the sprite's pixels moving up and down. It's like a switch, isn't it? On, off, on, off.
Expanding the number of frames used, value can be used to transition between full
colour and transparency for each pixel, giving the effect of smoother motion.
Overshooting is when your subject goes just that little bit too far with their movement.
It can help to make your subject more animated or lively. Nonetheless, a nice technique to
have in your toolbox. And remember it can be used for animating inanimate objects.
Another thing that I've seen beginners do, and something that I've done myself,
is to restrict a character's movement and to not go very big with the swings and walks.
Always go for over-exaggerated, bigger movements. It takes time and planning,
but it's much better than a walk cycle with only a one-pixel shift in the legs.
And when designing your character, give them features that will allow
your eye to track the right details to help with clarity.
Wow there's so much to learn. So much for me to learn too.
Well hopefully you'll join me on my journey as we learn how to become pixel art pros, together.