The 3 Main Principles of Posing.
1. Staging of the Shot
2. Line of Action
3. Pose Design
Pose-to-pose action is an important tool in computer animation. Objects are built in a hierarchy, where each layer of the hierarchy has an associated transformation. Animation is then built up one transformation at a time from one pose to the next. For example, when animating a person walking, you would first set the pose position for the hips at the start of the motion, then you would adjust the hip translation for the end of the action. Then building upon this original pose, you would transform other objects in the model, until you had traversed the hierarchy.
All of your actions must be well thought out, and the timing and poses planned so that even in the early stages, the action is clear.'Key poses', ‘key drawings’ or just 'keys' are terms used to describe those critical positions of an animated character or an object which depict the extreme points in its path of motion, or accents in its expression or mood. For this reason they are also called 'extremes
Straight Ahead Action
Straight ahead action is so called because an animator literally works straight ahead from the first drawing in the scene. This process usually produces drawings and action that have a fresh and slightly zany look, because the whole process is kept very creative.
Now the Line of Action in a character is one of the most important aspects of posing. How you pose the character I believe will determine how much smoother your animation will flow from one extreme to the next. I never realized it early on but having really strong poses can actually make your animation easier when you go from your blocking to splining. It will also help your animation read clearly
pose-to-pose animation, the animator plans his action, figuring out just what drawings will be needed to animate the scene. Pose-to-pose is used for animation that requires good acting, where poses and timing are important
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