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🧵 Untitled Thread

Anonymous No. 926445

How is 3D animated movement different from traditional claymation movement?

Anonymous No. 926446

>>926445
Doesn't 3D animation completely capture the entire movement of a model while in claymation it's more like 2-D animation in these sense that everything is stop motion and pictures are taken for each frame?

Anonymous No. 926463

all 3d animation is interpolated

Anonymous No. 926479

How is a fucking letter different from an email? What kind of retarded Reddit question is this? What we do is closer to how a robot arm moves if you need a physical analogy (inverse kinematics).

Anonymous No. 926529

>>926445
Straight ahead vs pose to pose

Anonymous No. 926664

>>926445
It's not different, they're the same: there's no movement. On one frame the object looks like 'this', on the other frame the object looks like 'that', but there's no movement at all.

Animation cinema is just an illusion. There is no movement.
See bottom-right of this image >>133617423

Anonymous No. 926665

>>926664
Alternative link...
[spoiler]https://desuarchive.org/co/thread/133617178/#133617423[/spoiler]

Anonymous No. 926675

>>926445
On theory level it's kind of not different. They share the same rules, and same goes for 2D for the most part. As in what works well in stop motion/traditional drawn animation works in 3D animation, and vice versa. Although the traditional formats tend to be a bit more forgiving when it comes to mistakes. Viewers are not as discerning towards 2D or stop motion animation, when compared to 3D. Basically shit 2D animation tends to look better than decent 3D for the average viewer.

Anyway, the differences between traditional and 3D are mainly in the tools and the way you work with those tools. Claymation is obviously going to take more effort than 3D due to needing to do inbetweens. Not that you can leave everything to interpolation with 3D either. You'll always need to guide interpolation with at least some inbetween keys.

Anonymous No. 926680

>>926445
I think anon doesn’t understand frame rate and thinks the low FPS movement is somehow special. You can set blender so its keying frame rate is 24 FPS (for easy math) and rendering FPS is 12 frames per second making it look like clay animation. You need 30 fps to achieve smooth human-like motion, cinema is a hack, 24fps, animation is often 12 fps (each frame doubled) so there are fewer pictures to take.

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Anonymous No. 926705

>>926675
there aren't really "inbetweens" in stop-motion though, certainly not in the sense of 2d and 3dcg animation. 2d and 3dcg actually have a lot in common because traditionally you just rough out the golden poses and fill in the rest later, whereas with stop-motion it's completely straight-ahead and the only thing that's for certain is that you hit your marks by a given number of frames for a mouth replacement or stagemark, etc... there is an element of spontaneity that completely separates it from the conventional "school" of animation. i think this uniqueness is exemplified by the fact that stop-motion actually has more of a history in overseas areas than it does in the US or other english-speaking parts of the world. japan/china and parts of europe have much more of a history with stop-motion, and each country developed its own sensibility of movement and timing and expression. you don't really see that as much elsewhere.

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Anonymous No. 926708

>anons pretending like this isn't the most retarded question ever
fuck all of you

Anonymous No. 926710

>>926705
That's pretty interesting, and makes sense now that I think about it. But surely there's someone out there doing stop motion using pose to pose instead of straight ahead? Or at least has attempted it? You can do 3D and 2D that way as well, but it's usually only for stuff like effect, fire and so on. Although I'm sure some mad man animates characters that way as well.

Anonymous No. 926763

>>926710
The drug tripout scene in Dumbo was animated straight-ahead. There are other examples in 2D (and depending on how far back you go in history or where you look, straight-ahead was the norm there as well).
If you've ever fucked around with stopmo yourself you'll understand that shooting it out of order is simply counter-intuitive and leads to virtually unavoidable jitters and uneven jumps between frames...which renders the whole concept of "inbetweening" pointless, because they don't end up blending your keyposes together properly. The whole reason stop-motion works is because, when doing it straight-ahead, you can use measurements to keep track of how much you're moving an arm or a leg for each frame exposed, so it stays consistent. if you were to do it out of order you would not have the benefit of knowing for sure that your actor's hand is moving a quarter inch or whatever amount every frame, so you lose that certainty and your animation ends up looking hopelessly jittery.
Of course this all only applies to armature/doll animation and if you used replacement animation then the matter of "animating" just becomes a matter of shooting models on a set, not animating, because that part's already been calculated and done.

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Anonymous No. 926766

>>926763
pic

Anonymous No. 928526

>>926445
yeah