Please make it simple for me.
I have done a fair bit of research on animation, but after I do a lot of research I like to sort it out and break it down into very simple and basic parts that can be understood so well that they can be assembled to achieve solutions to complicated tasks without the need of instruction.
So, an animation is a series of drawings that, when played in quick succession, give the impression of motion, right? And I am not patient enough to be an old-school Disney animator (drawing each frame by hand), so I love interpolation.
I know about Pose-to-Pose and Straight-ahead animation, and the advantages of both in certain situations.
I know about the 12 principles of animation (though I have yet to find a perfect tutorial for demonstrating them, but I will).
One thing I have noticed recently, is that animations have several states. Take a ball for instance. Its initial state might be in the air. Its final state might be on the ground. And then there are transitions that happen between these two states where its state is constantly changing. The key is figuring out how the state is changing. And when it comes to bouncing balls, it is easy to find out how it is changing.
(Hmm, this is giving me all sorts of new ideas about how to approach animation.)
But in the case of a human animation, things can get complicated. I have realized that I am still a victim of the orientation issue.
If I were running a puppet show, the orientation issue wouldn't be a problem, but when animating a transition from a standing position to a somersault, the orientation issue is more prevalent.
So, long ago I thought of something I called a Tendency System. I am not concerned with what an object can do, but more concerned with what an object tends to do.
It is a "Do this, unless that" system. But this could still yield the puppet show effect (rag-doll effect).
So, say my animation code works like this(Lua):
walking = false
if walking then
playAnimation(animationID)
end
So I am checking a state, and then playing an animation based on that state. I would have a "transitioning" variable too which checks if the final state has not yet been reached.
But again the question becomes for me, "How is the object transitioning?"
Of course, this is determined by the animation. But say I wanted the transitioning to be determined by the code. Say I want the animation to perhaps be autonomous (I know, going off on the deep end here.)
I figure there has to be some golden principle to motion that is the Eureka for autonomous animation.
My tendency systems gives some pretty interesting results. For instance, when a ball rolls off of a table, it tends to fall at a rate of -9.81m/s^2 unless its mass is over or under a certain number and it's air resistance is above or below another number. (I guess this area is getting a bit fuzzy too).
So I gather that when doing an animation I should be concerned not only with what is moving, but how it is moving, and when it is moving, and where it is moving, and if it is even moving at all. And maybe this is why I am stumped, because there is so much to consider already, how much more when all of these things are dynamically changing.
So here are a few questions:
1) How do you you deal with the orientation issue?
2) Pose-to Pose or Straight-ahead? When? Why?
3) How would you approach an autonomous animation system? Resources?
4) Give it up? Interesting?
Edit:
Found a great tutorial on animation!
http://www.blendernation.com/2014/05/17/non-blender-principles-of-animation/