Making a TEDEd Lesson Animating zombies

You might remember
a pair of TED-Ed Lessons

written and performed by two educators,

Brad Voytek and Tim Verstynen.

These two scientists used a drooling,

hag-faced, animated zombie

as a mechanism to model

the symptoms and medical diagnosis process

for various neurological conditions.

For example, they spent time debating

whether the zombie’s stiff gait

was caused by basal ganglia damage,

like that in Parkinson’s patients,

or by severe damage to the cerebellum,

which can cause ataxia.

In each Lesson, Brad and Tim
certainly showed us

how the walking dead can help us

understand neuroscience,

but how can the walking dead

help us understand animation?

Or, more simply put,

how did this one-eyed, decaying,

and very much dead pile of pixels walk?

Puppet animation
is a relatively quick solution

to creating 2-D animation
of a hand-drawn character.

Since the character does not need

to be drawn over and over again,

it can be animated by moving
each element individually.

Aside from their portrayal

in a few great modern zombie flicks,

these concocted carcasses
are generally known

for limited, stiff movements.

Their traditional stride is perfect

for puppet-style animation.

When designing a 2-D zombie puppet,

or any other type of puppet,

it is important to find a design

that is both fun and functional
in a flat environment.

For example, you might not
want to puppetize, say,

Julie Andrews in the “Sound of Music”

as she spins in circles.

We used rotoscoping for her,

but that’s another lesson.

Always begin by sketching
and designing your puppet

in a neutral pose

like this.

This will allow it to easily transition

into and out of a variety
of extreme positions.

Once a character transitions

from concept stetches

to final design,

the next step is to break up the pieces

in order to assemble a puppet,

keeping in mind that each element

needs to have an appropriate
amount of overlap

so that the Zombie can bend at his joints.

An understanding of anatomy
is an integral part

of designing any 2-D
or 3-D animated character

that needs to move realistically

in the context of its environment.

Regardless of the number
of dimensions your character has,

you’ll need to create a skeleton,

which in animation terms
is known as a rig.

Once the rig is finalized

and the range of motion is determined,

the next step is to choose anchor points.

Each piece of artwork has
its own anchor point,

which essentially assigns
the limb a hinge,

which in this case is a joint.

Next, line the artwork up

so that the anchor point
for the forearm-elbow

sits on the upper arm’s elbow area.

Once all the artwork is in place,

you can use an expression script

that creates links between the body parts.

In this case, we used the expressions

provided in After Effects.

By parenting one layer to another,

you could teach the forearm

to follow the upper arm

and the hand to follow the forearm.

This is what’s called forward kinematics.

The alternative is inverse kinematics,

in which a separate set
of scripts control the motions.

In this case, a controller is attached

to the anchor point of the hand.

The animator then uses the controller

to position the hand.

The scripts will then use an algorithm

to make sure that the rest of the arm

and body follows along.

Once the character is rigged,

we can start animating.

Often times, puppet animation is done

as straight-ahead action,

which means moving
a character frame-by-frame

from beginning to end.

Another approach
is pose-to-pose animation,

which involves choosing
your key poses first,

and then filling in the intervals,

or in-betweens, later.

Regardless of the method of motion,

it’s important to think of your 2-D puppet

as a piece of paper.

It can move across a surface

in a variety of poses,

but it cannot move in perspective.

If your character needs to turn its head,

then you will need
to create additional art.

We created three different zombie heads

and six different hands

to achieve different movements and angles

that the neutral pose
couldn’t accommodate.

You can recreate almost everything

you’ve seen in this Lesson

with a pen, paper, and a camera.

The method is called cut-out animation,

and it was around well
before the age of software.

To create a stumbling 2-D zombie,

or a speeding narwhal,

or even an abstract character

with some semblance of joints,

simply print,

cut,

and fasten your character’s limbs together

in a neutral pose.

You can use fasteners,

string,

or even just place
and move them each time.

All the same rules and theories

that we use in the computer

apply to cut-out animation,

except under the camera,

the only way to animate is straight ahead.

您可能还记得

两位教育家

Brad Voytek 和 Tim Verstynen 编写和执行的一对 TED-Ed 课程。

这两位科学家使用了一个流口水、

鬼脸鬼脸的动画僵尸

作为一种机制来模拟各种神经系统疾病

的症状和医学诊断

过程。

例如,他们花时间

讨论僵尸的僵硬步态

是由基底神经节损伤引起的,

就像帕金森病患者那样,

还是由于小脑的严重损伤

而导致共济失调。

在每节课中,布拉德和蒂姆都
向我们

展示了行尸走肉如何帮助我们

理解神经科学,

但行尸走肉如何

帮助我们理解动画呢?

或者,更简单地说

,这个单眼的、腐烂的

、死气沉沉的像素堆是如何行走的?

木偶动画
是创建手绘角色的二维动画的相对快速的解决方案

由于角色

不需要一遍又一遍地绘制,

因此可以通过单独移动每个元素来制作动画

除了他们

在一些伟大的现代僵尸电影中的描绘之外,

这些炮制的尸体
通常

以有限、僵硬的动作而闻名。

他们的传统步幅非常

适合木偶式动画。

在设计 2-D 僵尸木偶

或任何其他类型的木偶时

,重要的是要找到在平面环境

中既有趣又实用的设计

例如,您可能不想

在“音乐之声”中扮演朱莉·安德鲁斯(Julie Andrews)的木偶角色,

因为她正在转圈。

我们为她使用了转描,

但这是另一堂课。

始终以这样的中性姿势绘制
和设计您的木偶开始

这将使它能够轻松地

进入和退出
各种极端位置。

一旦角色

从概念草图过渡

到最终设计

,下一步就是分解碎片

以组装木偶,

记住每个元素都

需要有适当
的重叠量,

这样僵尸才能在关节处弯曲 .

对解剖学的理解

是设计任何需要在其环境中真实移动的 2-D
或 3-D 动画角色的组成部分

无论
您的角色有多少维度,

您都需要创建一个骨架

,在动画术语
中称为绑定。

一旦钻机完成

并确定了运动范围

,下一步就是选择锚点。

每件艺术品都有
自己的锚点,

它实质上为
肢体分配了一个铰链

,在这种情况下是一个关节。

接下来,将艺术品对齐,

使前臂肘部的锚点

位于上臂肘部区域。

一旦所有艺术品都到位,

您可以使用

在身体部位之间创建链接的表达式脚本。

在这种情况下,我们使用了

After Effects 中提供的表达式。

通过从一层到另一层,

您可以教

前臂跟随上臂

,手跟随前臂。

这就是所谓的正向运动学。

另一种方法是反向运动学

,其中一组单独
的脚本控制运动。

在这种情况下,控制器连接

到手的锚点。

然后动画师使用控制器

来定位手。

然后,脚本将使用一种算法

来确保手臂和身体的其余部分

跟随。

一旦角色被绑定,

我们就可以开始制作动画了。

很多时候,木偶动画是

作为直接动作完成的,

这意味着从头到尾
逐帧移动角色

另一种方法
是pose-to-pose动画,


首先选择你的关键姿势,

然后填充间隔

或中间。

无论采用何种运动方式,

将二维木偶

视为一张纸很重要。

它可以

以各种姿势在表面上移动,

但不能在透视中移动。

如果您的角色需要转头,

那么您将
需要创造额外的艺术。

我们创造了三个不同的僵尸头

和六只不同的手

实现中性姿势
无法适应的不同动作和角度。

您可以使用笔、纸和相机重新创建

您在本课程中看到的几乎所有内容

这种方法被称为剪切动画

,它早在
软件时代之前就已经存在了。

要创建一个蹒跚的 2-D 僵尸,

或一个飞驰的独角鲸,

甚至是一个

具有一些关节外观的抽象角色,

只需打印、

剪切

并以中性姿势将角色的四肢固定在一起

您可以使用紧固件、

绳子,

甚至每次只需放置
和移动它们。

我们在计算机中使用的所有相同规则和理论都

适用于剪切动画,

除了在相机下,

动画的唯一方法是直线前进。