1.4.2 OPERATION

Animation works like this, suppose you're making a Western and you've been trying to shoot a saloon sequence of a glass of beer sliding quickly across a bar-top and into the hand of the actor playing the sheriff, but after 879 tries he cannot seem to catch it and the glass goes crashing onto the floor every time and you're down to your last glass. Animation could solve this problem. Measuring the entire travel, the glass travels 12 feet down the length of the bar. If this distance was traveled in 2 seconds of actual time (before it hit the floor) this is the real-time speed. Since film runs at 24 FPS real-time, you have 48 frames to move the glass from point A to point B (the sheriff's hand). Since the distance between points A and B is 12 feet, you do a little math and discover you have to advance the glass 3 inches for every frame you shoot to get the glass to slide at a constant rate of speed to the target.

The breakdown looks like this: 12 feet divided by 48 frames = 3 inches per frame. Simple stuff.

Set the glass on the bar at its starting position. Lock the camera down (pointing at the bar) and don't move it anymore. Shoot only one, single frame - then advance the glass 3 inches toward the sheriff's hand (tell the sheriff not to move until the glass hits his hand). Shoot another, single frame. Advance the glass another 3 inches. After advancing the glass 48 individual increments of movement in 48 frames, the results on film will be very similar to the "live" shots (except the sheriff actually catches the glass in the animation). There will be some differences. First, the "live" frames will show a little motion blur on the trailing edges of the glass because it had real velocity at the time of photography. The animated frames of the glass will not have this blur and appear very sharp because its velocity at the time it as photographed was actually zero. That's what gives animation its surreal quality. Second, when a glass of beer is slid down a bar, friction makes it decelerate. Therefore, some math skills are required to calculate the varying positions of the glass as it slows down - yet reach the sheriff's hand by the 48th frame photographed. This means that the increments of movement do not necessarily have to be equilaterally proportioned. In fact, by manipulating the proportionate advance of the increments - stress, friction and mass can be brought into the illusion. This technique has been successfully used to color action, and done poorly, can provide a comedic quality, if you're into that sort of Benny Hill thing. However, very convincing single frame camera tricks are possible if executed skillfully.

 

 

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© 1993 - James Arnett all rights reserved.