At 3/2/13 09:06 AM, Trampzy wrote:
whoops, I should've specified: I'm not new to animation at all, I've been doing it on and off for 10 years and I know how to animate frame-by-frame properly.. It's this one sequence that is giving me trouble: http://www.newgrounds.com/dump/item/cc3b526e2d8bf6abdcf9ddf5 04fde3b0
Ah good stuff! So I've decided to help you as much as I can without making a video breakdown, I've went detailed though so you understand the concept, not just to fix this, but to help you in all future projects and movement in general. Don't take any of this to heart and as an attack, we all learn, and all make mistakes. So there's nothing personal in it.
The problems you have right now is to do with multiple issues. This is a combination of boiling, arcs and back and forward jolting.
You said you have had some experience, so i'll take it you understand my terminology. To make this easy, you should be drawing one initial keypose, then last keypose and then do a middle key pose. Between these key poses before touching the inbetweens, you'll be able to create an arc. Which is a massive issue in your animation. Ive drew two arcs right now. The blue line is the arc you took, the white line is the arc you should have drawn before you created any inbetween frames. Ive only tracked the tip of the hand, and the elbow. But ideally for a motion like this, and a twist, you should have also tracked, the head, chin, the rear arm and the shoulder. Because you need to make sure that your character keeps it's mass, but while doing so creates a fluid motion for our eyes. Without a clear arc, it will look very jolted. On the white line i've added suggested timing marks. These would be different depending on the speed needed. But this is where the easing should be apparent, in your tickmarks along your curve. Accelerating and decelerating is very important. At the current state of your shot, your character lacks correct spacing of tick marks along the curve. Graphs and arcs are there to help you, so draw them in when doing a complex movement, professionals take the time, and it makes a massive difference instead of "eyeballing! it.
When your lines when moving at high frame rates (24/30 etc) the slightest inconsistency between these frames is going to cause a problem. Which is why slow movement could be double framed. However, if choppy go back and add that inbetween. Some lines are going forward, forward and then back but then suddenly go forward. This will cause massive visual problems. Because our eye is expecting for that line to smoothly transition from one position to the next, not to jump forward and back then forward again. This is also because your characters mass alters throughout this shot.
You have to be aware of your characters mass, in particular in this case the arm as you have staged this shot making us particularly watch it. The arm however increases in some frames, and decreases in others. Due to this your lines will expand in and out, making your spacing between drawings massively different, reducing the flow of expectancy.
As an artist/animator though visuals always help explain this sort of thing. So ive converted and imported your shot (which was a bitch, due to it was in an MC that flattened on import) :P. Ive reduced it to 1 frame per second, and made the animation movie clips, so you should be able to download it or import it, or just watch it and pause as ive made them all graphics. Up to you. So yeah, Ive done two arc/curve examples which track your tip of your hand. Then your elbow. The next clip shows a few examples of the mass issues, boiling and easing. Some things to watch out for.
http://www.newgrounds.com/dump/item/744f73399f092b14bac2dd31 465bd6db
If you ever have a problem and think how should the arcs be? or how should the movement be, get yourself a great webcam or use a phone, and record yourself. Watch it frame by frame - quicktime player lets you. Keep in mind. A professionally animated shot will usually have 20% of it's time purely on research. If i take 2 weeks to animate a shot. Then I've worked 2 full days, (which is like 18hours, 9 hours a day) purely on researching the movement so when it comes to me having to do it, most of the theory of movement and thumb-nailing and positioning is already down on concept.
So! Hope this helps you (and hopefully a few others)!
Good luck!