Sapphi wrote:
I'm using Photoshop, drawing every frame on a different layer, then jumping to Imageready and alternating the visibility of the layers in sequence. I think it's probably not how you're supposed to use Imageready, but it helps me quickly fix problems that I find when I play the sequence.
Aaah, right, image ready. I'm sorry, I should have remembered about that program, and how they show timing. I'll explain what I meant under the next quote.
Sapphi wrote:wulfae wrote:
As it is, I imported the .gif into flash, and am looking at it. For some reason, you've got the ball hanging in the air for four frames, I think? Possibly eight? I'm not sure what the frame rate was on this originally, and it plays super fast at 24fps, so I'm assuming 12?
Uh... I don't know what it was either...
In Imageready you specify how long each frame is shown... Every frame I had was marked "no delay" (0 seconds) with the exception of three, the balls at the climax of their arcs. Those were 0.1 seconds.
Sorry! I forgot that image ready does timing by amounts of seconds, instead of by frames. A quick explanation of frame rates:
Film runs at 24 frames per second. That means that for every second of film, there are 24 separate images that are played. Video and TV (in North America) run at 30 frames per second, which means that there are 30 images for every second of video on TV.
2D Feature films are animated at 24 fps (frames per second).
However! You don't have to draw 24 drawings every second. There's a trick that you can do to make it far less work, and that is putting everything on twos. So if I were to draw a ball bouncing, I would have a new drawing on frame 1, frame 3, frame 5, frame 7 etc. If I wanted something to look really smooth, or I needed extra drawings to keep it from looking like it's 'popping'* from one image to another, then I would add in those extra drawings and have drawings on frames 8, 9, and 10 for example.
I believe that anime stretches this even further by doing threes, and possibly fours? When you can notice that the motion is getting stuttery like it's a slow loading online video, then you've held each drawing for too long.
None of this really helps with image ready, I know, but that's how animation works. I remember when I was using image ready, I would set the delay to be 1 second divided by 12, so it would look like it was running on twos at 24 fps, which is about 0.08.
*popping is a technical term that means basically this:
It doesn't look like the red circle is moving, it more looks like it teleports from one side of the screen to the other.
Here's an example of something popping as well. I was playing around in stop motion, and I had way too large a distance between my anticipation and the final position of my puppet.
Both these examples look weird because some of the action is waaaay too spaced out. Sometimes you need it to be this big a movement, for some reason or another. You could put the part of the animation that is popping on ones like so:
And it doesn't pop quite so much. Or you could play with smears and stuff:
It's pretty neat what you can do, actually. For a really obvious example of smearing, I'd recommend checking out
The Dover Boys over on youtube which is an absolutely hilarious merrie melodie directed by Chuck Jones.
Fixed it so that all the animations are the same length. Would it be helpful to anyone to have the .swf, so you can frame by frame through these super quick examples? I don't want to clutter up the board if it's not helpful at all...