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Norman McLaren, the great 20th century pioneer of animation technique,
Norman McLaren 是二十世紀 偉大的動畫技術先驅
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once said, "Animation is not the art of drawings that move,
他曾說 動畫不是會動的繪畫藝術
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but the art of movements that are drawn.
而是畫出律動的藝術
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What happens between each frame is more important
每一格之間的變化
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than what exists on each frame."
比每一格中畫出的內容更重要
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What did he mean?
他說的是什麼意思呢?
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Well, for an object to appear in motion,
嗯...一個移動中的物體
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it necessarily has to change in position over time.
隨著時間改變 它位置會改變
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If time passes and no change in position occurs,
如果時間改變而它位置沒變
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the object will appear to be still.
這物體是靜止的
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This relationship between the passage of time
時間的流逝和 這段時間內改變的程度
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and the amount of change that occurs in that time
這兩者之間的關係
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is at the heart of every time-based art form,
是任何跟時間有關的 藝術形式的重點
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be it music, dance, or motion pictures.
譬如 音樂、 舞蹈或動畫
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Manipulating the speed and amount of change
操控每一格間的速度
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between the frames is the secret alchemy
和其改變的程度
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that gives animation the ability to convey the illusion of life.
這是讓動畫賦予生命錯覺的秘密
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In animation, there are two fundamental principles
動畫有兩個基本原則
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we use to do this:
通常是:
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timing and spacing.
時間和間距
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To illustrate the relationship between them,
解釋兩者間的關係
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we'll use a timeless example: the bouncing ball.
我們用一個永恆的例子 : 跳動的球
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One way to think about timing
一個思考時間的方法
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is that it's the speed, or tempo,
是在一個動作發生的時候
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at which an action takes place.
考慮它的速度或節奏
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We determine the speed of an action
多少圖像或多少格
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by how many pictures, or frames, it takes to happen.
決定了一個動作的速度
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The more frames something takes to happen,
越多格
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the more time it spends on screen,
在銀幕上出現的時間越長
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so the slower the action will be.
動作越慢
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The fewer frames something takes to happen,
越少格
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the less screen time it takes,
在銀幕上出現的時間越短
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which gives us faster action.
我們看起來動作越快
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The timing is about more than just speed,
時間它不只是速度
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it's also about rhythm.
還有律動
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Like a drumbeat or melody only exists
有如鼓聲和旋律
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when a song is being played,
只有當歌曲撥放時才存在
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the timing of an action
動作所需時間
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only exists while it's happening.
只有發生時存在
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You can describe it in words,
你若用文字描述
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say, something will take 6 frames, 18 frames, or so on.
可以說6格 18格等
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But to really get a sense of it,
但若要真的感覺一下
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you need to act it out
你需要做出動作
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or experience it as it would happen in, well, real time.
或當真實發生時體會它
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Now, the timing of an action
現在動作的時間性
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all depends on the context of the scene
取決於場景的內容
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and what you're trying to communicate.
還有你想表達的東西
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What is doing the acting, and why?
是什麼造成這些動作?為什麼?
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Let's take our example.
舉例說
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What makes a ball bounce?
球為什麼會跳?
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The action we're talking about here
這裡我們所說的動作
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is a result of interacting physical forces,
是物理力量交互作用的結果
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a moving ball's tendency to stay in motion,
一個是驅動球體
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or its force of momentum
持續跳起的動能
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vs. the constant force of gravity
對抗將球帶回地面
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bringing it back down Earth.
的地心引力
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The degree to which these invisible forces apply,
這無形力量作用的程度
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and the reason why the ball behaves the way it does,
和球本身運動方式
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all depends on the physical properties of the ball.
取決於球本身的物理性質
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A golf ball is small, hard and light.
高爾夫球是小的、硬的、輕的
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A rubber ball is small, soft and lighter.
橡皮球是小的、 軟的、更轻的
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A beach ball is large, soft and light.
沙灘球是大的、軟的、輕的
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And a bowling ball is large, hard and heavy.
而保齡球是大的、硬的、重的
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So, each ball behaves very differently,
所以根據其性質
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according to its properties.
每種球表現不同
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Let's get a sense of the visual rhythm of each.
讓我們感覺一下每一個球的視覺律動感
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Each ball plays its own beat
每個有其跳動方式
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and tells us something about itself
還有它通過銀幕所需時間
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and the time it takes to travel across the screen.
這都告訴了我們它的特性
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The visual rhythm of these hits is the timing.
每次反彈的視覺律動是時間
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Okay, let's start animating our ball,
好 我們來模擬這顆球
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bouncing up and down with a simple cycle of drawings.
用圓圈上下跳動來表示
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We'll draw a circle here,
我們畫個圓
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call it point A, our starting point.
A 是起點
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We'll have it hit the ground here, point B.
落底地面時是B
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Let's say it takes about a second
落底擊地再彈起
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to hit the ground and come back up again.
這大約花一秒鐘
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This is our timing.
這是我們所需的時間
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Our spacing is where we position the circle
圓圈在A和B間的來回
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in the frames between point A and point B.
是我們的間距
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If we were to move our ball
若將球
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in evenly-spaced increments,
在均勻間距中跳動
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we'd get something like this.
我們看到像這樣
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It's not really telling us anything about itself.
但這沒有任何意義
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Is it a bouncing ball or a circle on an elevator?
只不過是個跳動球或是 電梯中跳動的圓圈
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Let's look at our footage again
讓我們再來看一下鏡頭
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and think about what's going on
每次球反彈
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as each ball bounces.
想想是怎麼回事
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Following each impact with the ground,
每次與地面撞擊之後
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the ball's upward momentum
球反彈向上的動力
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is eventually overcome by gravity.
終究抵抗了地心引力
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This happens at the peak of each arc.
尤其是在弧線的頂點
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As things change direction,
當方向改變時
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the motion is slowest.
速度是最慢的
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We see here the successive positions of the ball
在高點我們捕捉到 球的連續位置
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are close together.
越來越重疊靠緊
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The ball then speeds up as it falls,
當下墜時 球開始加速
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and is at its fastest
當接近撞擊地面時
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when it's approaching and hitting the ground.
球速是最快的
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We can see here each position is further apart.
球落地前的連續位置越來越分開
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The change in position between frames
在格與格間的位置改變
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is the spacing.
叫間距
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The smaller the change,
間距改變越小
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the slower the action will appear.
動作越慢
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The greater the change,
間距改變越大
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the faster it will appear.
動作越快
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For an action to decelerate,
對減速中的動作
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each change in position must be less than the change before it.
每次位置的改變 會比前次改變的少
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Likewise, for an action to speed up, or accelerate,
同樣的 對加速的動作
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each successive change must be greater.
連續位置改變越來越大
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Let's change the mechanical spacing
讓我們改變
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of our animated bounce
模擬跳動的間距
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to reflect what we observed in the footage.
來驗證鏡頭中的觀察結果
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Slow at the top, fast when it's hitting the ground.
在頂點很慢 當它擊中地面時速度快
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Simply by adjusting the spacing,
只要調整間距
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we've succeeded in suggesting
我們已成功說明
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the forces of momentum and gravity at play
動力和重力的交互作用
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and achieved a much more realistic motion.
可達到更真實的動作
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Same timing but different spacing
同樣的時間但不同的間距
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gives us vastly different results.
會有相當不同的結果
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And in reality, as a ball bounces,
真實中 當一個球反彈時
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the physics of gravity eventually defeat
物理重力勝過了
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the tendency of the ball to stay in motion.
球想保持運動狀態的傾向
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You can see this here in the decreasing height
你可看到連續反彈時
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of each successive bounce.
高度漸漸減少
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However, again, this decrease varies
然而高度減少多少
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according to the properties of the ball.
取決於球本身的物性
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Even though these circles are the same size here,
縱使這圓圈是同樣大小
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they're each telling us a different story about themselves,
每個都會有不同結果
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purely in how they move.
純粹在於如何移動
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The relationship between these principles
時間和間距
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of timing and spacing
兩者間的關係
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can be applied in countless ways
可應用在無數的地方
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and used to animate all types of action:
和模擬所有的動作
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a yo-yo,
回力球
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a punch,
拳擊
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a gentle tap,
輕輕觸碰
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a push,
推力
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a saw,
拉鋸
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the Sun traveling across the sky,
太陽劃過天空
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a pendulum.
鐘擺
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Animation is a time-based art form.
動畫是時間相關的藝術形式
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It may incorporate the aesthetic elements
它可以結合
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of other graphic arts,
其他圖像藝術的美學元素
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like illustration or painting,
像插圖或繪畫
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but what sets animation apart
但 是什麼讓動畫有別於他
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is that, here, what you see
就是 重點不是你看到的
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is less important that what you don't see.
而是你沒看到的
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An object's superficial appearance
我們在物體外表所看到的
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only tells us so much about itself.
就是它的全部
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It's only when it's in motion
只有在移動中
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that we really understand its nature.
我們才真的了解它的本質