Post by jakeman14 on May 30, 2009 15:22:49 GMT -5
Found this on stickdude, it may help some people.
Most of these terms are used when rating pivot animations. In order to rate animations better, or too know what your replies mean, this guide may help you.
Chopiness - Chopiness is a term used when the animation looks like it was made by taking lots of pictures and putting them all together at a slow speed, a frame by frame animation. If you have ever seen a frame by frame animation made with pictures, action figures, or anything of the sort, you will know what I mean. It looks as if the figure (or stick in the animations case) stays in one spot for just a little bit too long. To improve this you should always have the speed of your animation set to 17, 19, or 20. Make sure you do that before you even start the ani. Then make smaller movements in each frame. Don’t allow the stick to be too far away from the grey shadow which shows you where the stick was in the last frame. If you don’t know what I’m talking about, look at this:
i30.tinypic.com/aadtnl.jpg - Made by K
Smoothness - Smoothness is a term used when the animation looks like it has been recorded and posted without any editing or effects added to it. You have probably all seen a movie, TV show, or cartoon at one point, so you will know what I what I’m talking about. Everything flows together realistically and easily. Spacing is also used. Here is an example of a very smooth animation:
www.pivothost.org/upload/v2/immortal/geyu21a.gif - Made by Immortal
Stiffness - Stiffness is a term used when a stick is in the same position for a very long time. Think about real life. If you’re doing a flip, your back doesn’t stay in the same rigid position for the whole thing. You arch it a bit, and before you land it starts to straighten out. To prevent this you should move every joint in every frame. Even if it’s just by a pixel or two, you should make sure to move them. An example of a stiff animation (look at the red sticks back):
img529.imageshack.us/img529/8316/trampolinefrontnh8.gif - made by Karo
Fidgety - When someone says your animation is fidgety, they mean the a part of the stick seems to be fidgeting in the ani. If the stickmans foot is moving left in one frame, then right in the next, then left, then right, etc. Then your animation will look fidgety. To prevent this, you should move the sticks joints in the same way every frame. If you move the arms left and the legs right in one frame, make sure to move the arms left and the back right in the next frame. You can change directions, but just don’t do it in every other frame. An example of a fidgety animation (look at the arms of the teal stick at the end):
www.pivothost.org/upload/v2/italiano/ovwkcc1.gif - Made by Dave
Spacing - Spacing is a complex term that many animators don’t understand. You should try and use spacing since the beginning, because you need to get in to a habit of using it. The basic idea of spacing is to use slow movements at the beginning, then get bigger and bigger during the move, then use slower movements again on the reactions. The best way to explain spacing is like this: !-!-!--!----!------!----!--!-!-! The space in-between the two exclamation points is how far the stick should move in each frame. Obviously if there is more frames you won’t just do smallest movements on the first two, etc. you will proportion it. An excellent example of spacing:
www.pivothost.org/upload/v2/immortal/vschrolisna1.gif - Made by Immortal
Floatiness - Floatiness is when a stick is in the air for too many frames. Think about the root word, float. When something is floating, it is just sitting in the air, not affected by gravity. In order to get rid of floatiness, the stick should fall faster and faster in each frame of falling. Make a bigger gap between the onion skin (the shadow that shows where the stick was in the last frame) in each frame, so it looks like gravity is happening and pulling the stick/sticks down. Here is an example of a floaty animation (notice how the stick falls at a constant rate, he doesn’t start to fall faster):
pivothost.org/upload/v2/Legasee/Ess_Ess_Peeiy2k.gif - Made by Dox Para
Unrealistic: as it says, it is unrealistic, which makes the ani kinda horrible.
i533.photobucket.com/albums/ee334/underdark78/Pivot%20animation/CD.gif - By some n00b
I will add more terms as I come across them, and I hope this guide is helpful to the "n00bs" who do not know "pivotnese"
* No offence to any of the people who made animations used in bad examples . They where picked randomnly to help people know what the terms mean
Credit Stickdude/Legassee
Most of these terms are used when rating pivot animations. In order to rate animations better, or too know what your replies mean, this guide may help you.
Chopiness - Chopiness is a term used when the animation looks like it was made by taking lots of pictures and putting them all together at a slow speed, a frame by frame animation. If you have ever seen a frame by frame animation made with pictures, action figures, or anything of the sort, you will know what I mean. It looks as if the figure (or stick in the animations case) stays in one spot for just a little bit too long. To improve this you should always have the speed of your animation set to 17, 19, or 20. Make sure you do that before you even start the ani. Then make smaller movements in each frame. Don’t allow the stick to be too far away from the grey shadow which shows you where the stick was in the last frame. If you don’t know what I’m talking about, look at this:
i30.tinypic.com/aadtnl.jpg - Made by K
Smoothness - Smoothness is a term used when the animation looks like it has been recorded and posted without any editing or effects added to it. You have probably all seen a movie, TV show, or cartoon at one point, so you will know what I what I’m talking about. Everything flows together realistically and easily. Spacing is also used. Here is an example of a very smooth animation:
www.pivothost.org/upload/v2/immortal/geyu21a.gif - Made by Immortal
Stiffness - Stiffness is a term used when a stick is in the same position for a very long time. Think about real life. If you’re doing a flip, your back doesn’t stay in the same rigid position for the whole thing. You arch it a bit, and before you land it starts to straighten out. To prevent this you should move every joint in every frame. Even if it’s just by a pixel or two, you should make sure to move them. An example of a stiff animation (look at the red sticks back):
img529.imageshack.us/img529/8316/trampolinefrontnh8.gif - made by Karo
Fidgety - When someone says your animation is fidgety, they mean the a part of the stick seems to be fidgeting in the ani. If the stickmans foot is moving left in one frame, then right in the next, then left, then right, etc. Then your animation will look fidgety. To prevent this, you should move the sticks joints in the same way every frame. If you move the arms left and the legs right in one frame, make sure to move the arms left and the back right in the next frame. You can change directions, but just don’t do it in every other frame. An example of a fidgety animation (look at the arms of the teal stick at the end):
www.pivothost.org/upload/v2/italiano/ovwkcc1.gif - Made by Dave
Spacing - Spacing is a complex term that many animators don’t understand. You should try and use spacing since the beginning, because you need to get in to a habit of using it. The basic idea of spacing is to use slow movements at the beginning, then get bigger and bigger during the move, then use slower movements again on the reactions. The best way to explain spacing is like this: !-!-!--!----!------!----!--!-!-! The space in-between the two exclamation points is how far the stick should move in each frame. Obviously if there is more frames you won’t just do smallest movements on the first two, etc. you will proportion it. An excellent example of spacing:
www.pivothost.org/upload/v2/immortal/vschrolisna1.gif - Made by Immortal
Floatiness - Floatiness is when a stick is in the air for too many frames. Think about the root word, float. When something is floating, it is just sitting in the air, not affected by gravity. In order to get rid of floatiness, the stick should fall faster and faster in each frame of falling. Make a bigger gap between the onion skin (the shadow that shows where the stick was in the last frame) in each frame, so it looks like gravity is happening and pulling the stick/sticks down. Here is an example of a floaty animation (notice how the stick falls at a constant rate, he doesn’t start to fall faster):
pivothost.org/upload/v2/Legasee/Ess_Ess_Peeiy2k.gif - Made by Dox Para
Unrealistic: as it says, it is unrealistic, which makes the ani kinda horrible.
i533.photobucket.com/albums/ee334/underdark78/Pivot%20animation/CD.gif - By some n00b
I will add more terms as I come across them, and I hope this guide is helpful to the "n00bs" who do not know "pivotnese"
* No offence to any of the people who made animations used in bad examples . They where picked randomnly to help people know what the terms mean
Credit Stickdude/Legassee