When researching how to make a cartoon on the computer, one will
quickly notice there is quite a reputation around skeletal animation and
vector model design. There's a good reason for its being so highly
praised, and contrary to popular belief, it's very easy to use.
The
best tool for designing your vectors, hands down, is Flash. Anyone
who's used to any image editing program will instantly feel at home with
Flash's layout, and much of its thought processes. It's best to use
CS5, as earlier CS releases tend to be a tad slow on average computers.
You'll
notice almost instantly how easy it is to create stylistic lines and
fills with Flash, drawing lines, snapping them together and bending the
lines into curves. With any artistic talent, this process can lead to
very crisp, beautiful cell models that any animation studio would be
proud of.
Artistically-minded animators will also find that Flash
is great for importing sketched models of characters, and rotoscoping
them directly into Flash itself. To do this, simply import an image to
the layer that the project has by default. Create a new layer over it,
and make a white rectangle over the image. Set its color opacity to
about 60% (though it may vary depending on the heaviness of the sketch's
pencil work). Make one more layer above this, and then lock the two
layers below. Begin following your sketch with the line and pen tools,
and in moments, you have a beautiful cell model that's true to your
original sketch.
Now, be sure to convert all of the moving pars of
your model into distinct symbols (movie clips) by right-clicking on
them and selecting "convert to symbol". Remove any rotoscoping layers
and imported images at this point. Now, it's a good idea to distribute
your moving parts to their own layers, stacked top to bottom by the
order they overlap. Group your parts by what they belong to, so that all
parts of an arm, for example, are in one single layer. Upon doing this,
you're ready to animate your model.
Now, the wonderful thing with
Flash since version CS4 is, you don't need another program in order to
use skeletal animation on your model. Skeletal animation is also called
"bone animation" or "inverse kinematics". Flash refers to this as bones.
When
ready to animate, for example, the arm, select the bone tool. From the
shoulder, drag a bone to just past the elbow. From this joint, drag
another to just past the wrist. Now, selecting the pointer tool, you
will find that dragging on different parts of the arm will result in the
arm bending in the same way that a real arm would move. Well, you will
notice it bends to extents that your arm cannot. To solve this, click on
one of the bones, and in properties, simply play with the restrictions
until you have it to where it seems proper for your character.
Now,
once you've given your character all of his moving parts in this
manner, you want to make an animation of them moving. This is very easy
to do. Copy the existing frame in your timeline, and decide how many
frames in length the motion should take. Select the empty frame for that
distance, and paste the frame there. The timeline between the frames
will fill out with just a long stretch of the original frame at this
point.
In the final frame, move the parts of your model to where
they should be once the motion is completed. Now, select all of the
frames, and right click on the selection. You can create a classic
tween, or a motion tween; Animators have had mixed results in comparing
which of these works better, so it's best to try both, and see which one
works best for you.
Voila, you've mastered vector model creation,
and advanced skeletal animation, and you did it all with one program,
in less than two hours!
This is a distinctly faster, and more
streamlined method of design and animation than the classic
frame-by-frame method that has been used since the birth of the art
form. However, in being distinctly different from classic animation, it
also looks very different. It takes a skilled animator and designer to
not make skeletal animation look "puppety" or robotic. It lacks the
organic feel that classic animation forms possess. However, when you
look at how much time is saved with this animation style, and if you're
willing to practice with it, the tradeoff is most often well worth it.
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