Making a TED-Ed Lesson: Animating zombies

75,121 views ใƒป 2013-07-14

TED-Ed


ืื ื ืœื—ืฅ ืคืขืžื™ื™ื ืขืœ ื”ื›ืชื•ื‘ื™ื•ืช ื‘ืื ื’ืœื™ืช ืœืžื˜ื” ื›ื“ื™ ืœื”ืคืขื™ืœ ืืช ื”ืกืจื˜ื•ืŸ.

ืžืชืจื’ื: Ido Dekkers ืžื‘ืงืจ: benyamin zinshtein
00:14
You might remember a pair of TED-Ed Lessons
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ืืชื ืื•ืœื™ ื–ื•ื›ืจื™ื ื–ื•ื’ ืฉืœ ืฉื™ืขื•ืจื™ TED-Ed
00:16
written and performed by two educators,
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ืฉื ื›ืชื‘ื• ื•ื‘ื•ืฆืขื• ืขืœ ื™ื“ื™ ืฉื ื™ ืžื—ื ื›ื™ื,
00:18
Brad Voytek and Tim Verstynen.
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ื‘ืจืื“ ื•ื•ื™ื˜ืง ื•ื˜ื™ื ื•ื•ืจืจืกื˜ื™ื ืŸ.
00:21
These two scientists used a drooling,
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ืฉื ื™ ื”ืžื“ืขื ื™ื ื”ืืœื” ื”ืฉืชืžืฉื• ื‘ื–ื•ืžื‘ื™
ืžืื•ื™ื™ืจ, ืชืœื•ื™ ืคื ื™ื ื•ืžืจื™ื™ืจ
00:23
hag-faced, animated zombie
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00:24
as a mechanism to model
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ื›ืžื ื’ื ื•ืŸ ืœื“ืžื•ืช
00:26
the symptoms and medical diagnosis process
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ืืช ื”ืกื™ืžืคื˜ื•ืžื™ื ื•ืชื”ืœื™ืš ืื‘ื—ื•ืŸ ืจืคื•ืื™
00:28
for various neurological conditions.
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ืœืžืฆื‘ื™ื ื ื™ื•ืจื•ืœื•ื’ื™ื™ื ืฉื•ื ื™ื.
00:31
For example, they spent time debating
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ืœื“ื•ื’ืžื”, ื”ื ื‘ื™ืœื• ื–ืžืŸ ื‘ืœื“ื•ืŸ
00:32
whether the zombie's stiff gait
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ืื ื”ืฆืขื“ ื”ื ื•ืงืฉื” ืฉืœ ื”ื–ื•ืžื‘ื™
00:34
was caused by basal ganglia damage,
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ื”ื™ื” ืงืฉื•ืจ ืœื ื–ืง ื‘ื‘ืกื™ืก ื”ืžื•ื—,
00:36
like that in Parkinson's patients,
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ื›ืžื• ื‘ื—ื•ืœื™ ืคืจืงื™ื ืกื•ืŸ,
00:38
or by severe damage to the cerebellum,
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ืื• ืื•ืœื™ ื ื–ืง ื—ืžื•ืจ ืœืกืจื‘ืœื•ื,
00:40
which can cause ataxia.
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ืฉื™ื›ื•ืœ ืœื’ืจื•ื ืœืื˜ืงืกื™ื”.
00:42
In each Lesson, Brad and Tim certainly showed us
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ื‘ื›ืœ ืฉื™ืขื•ืจ, ื‘ืจืื“ ื•ื˜ื™ื ื‘ื”ื—ืœื˜ ื”ืจืื• ืœื ื•
ืื™ืš ื”ืžืชื™ื ื”ื”ื•ืœื›ื™ื ื™ื›ื•ืœื™ื ืœืขื–ื•ืจ ืœื ื•
00:45
how the walking dead can help us
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00:46
understand neuroscience,
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ืœื”ื‘ื™ืŸ ืืช ืžื“ืขื™ ื”ืžื•ื—,
00:48
but how can the walking dead
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ืื‘ืœ ืื™ืš ื”ืžืชื™ื ื”ืžื”ืœื›ื™ื ื™ื›ื•ืœื™ื
00:49
help us understand animation?
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ืœืขื–ื•ืจ ืœื ื• ืœื”ื‘ื™ืŸ ืื ื™ืžืฆื™ื”?
00:51
Or, more simply put,
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ืื•, ื™ื•ืชืจ ื‘ืคืฉื˜ื•ืช,
00:52
how did this one-eyed, decaying,
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ืื™ืš ื”ืขืจืžื” ื”ืคื™ืงืกืœื™ื ื”ื ืจืงื‘ืช, ื‘ืขืœืช ื”ืขื™ืŸ ื”ืื—ืช,
ื•ื”ืžืื•ื“ ืžืชื” ื™ื›ื•ืœื” ืœืœื›ืช?
00:54
and very much dead pile of pixels walk?
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00:59
Puppet animation is a relatively quick solution
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ื”ื ืคืฉืช ื‘ื•ื‘ื•ืช ื”ื™ื ืคื™ืชืจื•ืŸ ื“ื™ ืžื”ื™ืจ
01:01
to creating 2-D animation of a hand-drawn character.
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ืœื™ืฆื™ืจืช ืื ื™ืžืฆื™ื” ื“ื• ืžื™ืžื“ื™ืช ืฉืœ ื“ืžื•ืช ืžืื•ื™ื™ืจืช.
01:05
Since the character does not need
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ืžืื—ืจ ื•ืœื ืฆืจื™ืš ืœืฆื™ื™ืจ ืืช ื”ื“ืžื•ืช
01:06
to be drawn over and over again,
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ืฉื•ื‘ ื•ืฉื•ื‘,
01:08
it can be animated by moving each element individually.
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ื”ื™ื ื™ื›ื•ืœื” ืœื”ื™ื•ืช ืžื•ื ืคืฉืช ืขืœ ื™ื“ื™ ื”ื–ื–ืช ื›ืœ ืื‘ืจ ื‘ื ืคืจื“.
01:11
Aside from their portrayal
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ื—ื•ืฅ ืžื”ื”ืฆื’ื” ืฉืœื”ื
01:12
in a few great modern zombie flicks,
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ื‘ื›ืžื” ืกืจื˜ื™ ื–ื•ืžื‘ื™ื ืžื•ื“ืจื ื™ื™ื,
01:15
these concocted carcasses are generally known
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ื”ื’ื•ื•ื™ื•ืช ื”ืืœื” ื™ื“ื•ืขื•ืช ื‘ืื•ืคืŸ ื›ืœืœื™
01:17
for limited, stiff movements.
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ื‘ืชื ื•ืขื•ืช ืžื•ื’ื‘ืœื•ืช ื•ืงืฉื™ื—ื•ืช.
01:19
Their traditional stride is perfect
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ื”ืฆืขื™ื“ื” ื”ืžืกื•ืจืชื™ืช ืฉืœื”ืŸ ื”ื™ื ืžื•ืฉืœืžืช
01:21
for puppet-style animation.
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ืœืื ื™ืžืฆื™ื” ืฉืœ ื‘ื•ื‘ื•ืช.
01:27
When designing a 2-D zombie puppet,
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ื›ืฉืžืชื›ื ื ื™ื ื‘ื•ื‘ืช ื–ื•ืžื‘ื™ ื“ื• ืžื™ืžื“ื™ืช ืœืื ื™ืžืฆื™ื”,
01:29
or any other type of puppet,
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ืื• ื›ืœ ืกื•ื’ ืื—ืจ ืฉืœ ื“ืžื•ืช,
01:31
it is important to find a design
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ื–ื” ื—ืฉื•ื‘ ืœืžืฆื•ื ืขื™ืฆื•ื‘
01:32
that is both fun and functional in a flat environment.
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ืฉื’ื ื›ื™ืคื™ ื•ื’ื ืคื•ื ืงืฆื™ื•ื ืœื™ ื‘ืกื‘ื™ื‘ื” ืฉื˜ื•ื—ื”.
01:36
For example, you might not want to puppetize, say,
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ืœื“ื•ื’ืžื”, ืืชื ืื•ืœื™ ืœื ืชืจืฆื• ืœื”ื ืคื™ืฉ, ื ื’ื™ื“,
01:38
Julie Andrews in the "Sound of Music"
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ืืช ื’'ื•ืœื™ ืื ื“ืจื•ื– ื‘ "ืฆืœื™ืœื™ ื”ืžื•ื–ื™ืงื”"
01:40
as she spins in circles.
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ืžืื—ืจ ื•ื”ื™ื ืžืกืชื•ื‘ื‘ืช ื‘ืžืขื’ืœื™ื.
01:42
We used rotoscoping for her,
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ืื ื—ื ื• ื”ืฉืชืžืฉื ื• ื‘ืจื•ื˜ื•ืกืงื•ืคื™ื ื’ ื‘ืฉื‘ื™ืœื”,
01:44
but that's another lesson.
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ืื‘ืœ ื–ื” ืฉื™ืขื•ืจ ืื—ืจ.
01:46
Always begin by sketching and designing your puppet
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ืชืžื™ื“ ืชืชื—ื™ืœื• ื‘ืื™ื•ืจ ื•ืขื™ืฆื•ื‘ ื”ื“ืžื•ืช
01:48
in a neutral pose
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ื‘ืžื ื— ื ื™ื˜ืจืœื™
01:49
like this.
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ื›ืžื• ื–ื”.
01:51
This will allow it to easily transition
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ื–ื” ืžืืคืฉืจ ืœื” ืœืขื‘ื•ืจ ื‘ืงืœื•ืช
ืœืชื•ืš ื•ืžื—ื•ืฅ ืœืžื’ื•ื•ืŸ ืฉืœ ืชื ื•ื—ื•ืช ืงื™ืฆื•ื ื™ื•ืช.
01:53
into and out of a variety of extreme positions.
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01:56
Once a character transitions
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ื‘ืจื’ืข ืฉืžืขื‘ื™ืจื™ื ื“ืžื•ืช
01:57
from concept stetches
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ืžืจืขื™ื•ืŸ ืœืื™ื•ืจ
01:58
to final design,
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ืœืขื™ืฆื•ื‘ ืกื•ืคื™,
02:00
the next step is to break up the pieces
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ื”ืฉืœื‘ ื”ื‘ื ื”ื•ื ืœืคืจืง ืืช ื”ื—ืชื™ื›ื•ืช
ื›ื“ื™ ืœื”ืจื›ื™ื‘ ื‘ื•ื‘ื”,
02:02
in order to assemble a puppet,
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02:03
keeping in mind that each element
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ืชื•ืš ื›ื“ื™ ืžื—ืฉื‘ื” ืฉื›ืœ ืืœืžื ื˜
02:05
needs to have an appropriate amount of overlap
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ืฆืจื™ืš ืฉืชื”ื™ื” ืœื• ื›ืžื•ืช ืžืชืื™ืžื” ืฉืœ ื—ืคื™ืคื”
02:07
so that the Zombie can bend at his joints.
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ื›ืฉ ืฉื”ื–ื•ืžื‘ื™ ื™ื•ื›ืœ ืœื›ื•ืคืฃ ืืช ื”ืžืคืจืงื™ื ืฉืœื•.
02:10
An understanding of anatomy is an integral part
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ื”ื‘ื ื” ืฉืœ ืื ื˜ื•ืžื™ื” ื”ื™ื ื—ืœืง ืื™ื ื˜ื’ืจืœื™
02:12
of designing any 2-D or 3-D animated character
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ืฉืœ ืขื™ืฆื•ื‘ ื“ืžื•ืช ืžื•ื ืคืฉืช ื“ื• ื•ืชืœืช ืžื™ืžื“ื™ืช
02:15
that needs to move realistically
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ืฉืฆืจื™ื›ื” ืœื ื•ืข ื‘ืฆื•ืจื” ืจืืœื™ืกื˜ื™ืช
02:16
in the context of its environment.
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ื‘ื”ืงืฉืจ ืฉืœ ื”ืกื‘ื™ื‘ื” ืฉืœื”.
02:19
Regardless of the number of dimensions your character has,
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ืœื ืžืฉื ื” ืžืกืคืจ ื”ืžื™ืžื“ื™ื ืฉื™ืฉ ืœื“ืžื•ืช ืฉืœื›ื,
02:21
you'll need to create a skeleton,
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ืืชื ืชืฆื˜ืจื›ื• ืœื™ืฆื•ืจ ืฉืœื“,
02:23
which in animation terms is known as a rig.
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ืฉื‘ืžื•ื ื—ื™ื ืฉืœ ืื ื™ืžืฆื™ื” ื™ื“ื•ืข ื›ื”ืชืงืŸ.
02:28
Once the rig is finalized
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ื‘ืจื’ืข ืฉื”ื”ืชืงืŸ ืžื•ืฉืœื
02:30
and the range of motion is determined,
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ื•ื˜ื•ื•ื— ื”ืชื ื•ืขื” ื ืงื‘ืข,
02:32
the next step is to choose anchor points.
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ื”ืฆืขื“ ื”ื‘ื ื”ื•ื ืœื‘ื—ื•ืจ ื ืงื•ื“ื•ืช ืขื•ื’ืŸ.
02:34
Each piece of artwork has its own anchor point,
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ื›ืœ ืคื™ืกื” ืฉืœ ืื•ืžื ื•ืช ืฆืจื™ื›ื” ื ืงื•ื“ืช ืขื•ื’ืŸ,
02:37
which essentially assigns the limb a hinge,
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ืฉื‘ืขื™ืงืจื•ืŸ ื ื•ืชื ืช ืœืื™ื‘ืจ ืฆื™ืจ,
02:39
which in this case is a joint.
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ืฉื‘ืžืงืจื” ื”ื–ื” ื”ื™ื ืžืคืจืง.
02:41
Next, line the artwork up
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ืื—ืจื™ ื–ื”, ื™ืฉืจื• ืืช ื”ืคืจื˜ื™ื
02:43
so that the anchor point for the forearm-elbow
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ื›ืš ืฉื ืงื•ื“ืช ื”ืขื•ื’ืŸ ืœื–ืจื•ืข- ืžืจืคืง
02:45
sits on the upper arm's elbow area.
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ื ื—ื” ืขืœ ืื™ื–ื•ืจ ื”ืžืจืคืง ืฉืœ ื”ื–ืจื•ืข ื”ืขืœื™ื•ื ื”.
02:47
Once all the artwork is in place,
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ื‘ืจื’ืข ืฉื›ืœ ื”ืคืจื™ื˜ื™ื ื‘ืžืงื•ื,
02:49
you can use an expression script
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ืืชื ื™ื›ื•ืœื™ื ืœื”ืฉืชืžืฉ ื‘ืชืกืจื™ื˜ ื”ื‘ืขื”
02:51
that creates links between the body parts.
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ืฉื™ื•ืฆืจ ืงืฉืจื™ื ื‘ื™ืŸ ื—ืœืงื™ ื”ื’ื•ืฃ.
02:53
In this case, we used the expressions
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ื‘ืžืงืจื” ื”ื–ื”, ื”ืฉืชืžืฉื ื• ื‘ื”ื‘ืขื•ืช
02:55
provided in After Effects.
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ืฉืกื•ืคืงื• ืขืœ ื™ื“ื™ ืืคื˜ืจ ืืคืงื˜ืก.
02:57
By parenting one layer to another,
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ืขืœ ื™ื“ื™ ืฉื™ื•ืš ืฉื›ื‘ื” ืื—ืช ืœืื—ืจืช,
02:59
you could teach the forearm
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ืืชื ื™ื›ื•ืœื™ื ืœืœืžื“ ืืช ื”ื–ืจื•ืข
03:00
to follow the upper arm
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ืœืขืงื•ื‘ ืื—ืจื™ ื”ื—ืœืง ื”ืขืœื™ื•ืŸ ืฉืœ ื”ื–ืจื•ืข
03:01
and the hand to follow the forearm.
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ื•ืฉื”ื™ื“ ืชืขืงื•ื‘ ืื—ืจื™ ื”ื–ืจื•ืข.
03:03
This is what's called forward kinematics.
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ื–ื” ืžื” ืฉื ืงืจื ืงื™ื ืžื˜ื™ืงื” ืงื“ืžื™ืช.
03:06
The alternative is inverse kinematics,
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ื”ืืœื˜ืจื ื˜ื™ื‘ื” ื”ื™ื ืงื™ื ืžื˜ื™ืงื” ื”ืคื•ื›ื”,
03:08
in which a separate set of scripts control the motions.
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ื‘ื” ืกื˜ ื ืคืจื“ ืฉืœ ืชืกืจื™ื˜ื™ื ืฉื•ืœื˜ ื‘ืชื ื•ืขื•ืช.
03:11
In this case, a controller is attached
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ื‘ืžืงืจื” ื”ื–ื”, ื‘ืงืจ ืžื—ื•ื‘ืจ
03:13
to the anchor point of the hand.
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ืœื ืงื•ื“ืช ื”ืขื•ื’ืŸ ืฉืœ ื”ื™ื“.
03:15
The animator then uses the controller
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ื”ืžืื™ื™ืจ ืื– ืžืฉืชืžืฉ ื‘ื‘ืงืจ
03:18
to position the hand.
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ื›ื“ื™ ืœืžืงื ืืช ื”ื™ื“.
03:19
The scripts will then use an algorithm
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ื”ืชืกืจื™ื˜ ื™ืฉืชืžืฉ ืื– ื‘ืืœื’ื•ืจื™ืชื
03:21
to make sure that the rest of the arm
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ืœื“ืื•ื’ ืฉืฉืืจ ื”ื–ืจื•ืข
ื•ื”ื’ื•ืฃ ื™ืขืงื‘ื•.
03:23
and body follows along.
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03:29
Once the character is rigged,
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ื‘ืจื’ืข ืฉื”ื“ืžื•ืช ืžื•ืจื›ื‘ืช ืขืœ ื”ื”ืชืงืŸ,
03:30
we can start animating.
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ืื ื—ื ื• ื™ื›ื•ืœื™ื ืœื”ืชื—ื™ืœ ืœื”ื ืคื™ืฉ.
03:32
Often times, puppet animation is done
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ืคืขืžื™ื ืจื‘ื•ืช, ืื ื™ืžืฆื™ืช ื‘ื•ื‘ื•ืช ื ืขืฉื™ืช
03:34
as straight-ahead action,
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ื›ืคืขื•ืœื” ื™ืฉื™ืจื”,
03:35
which means moving a character frame-by-frame
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ืžื” ืฉืื•ืžืจ ืœื”ื–ื™ื– ื“ืžื•ืช ืคืจื™ื™ื ืื—ืจื™ ืคืจื™ื™ื
ืžื”ืชื—ืœื” ืขื“ ื”ืกื•ืฃ.
03:38
from beginning to end.
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03:41
Another approach is pose-to-pose animation,
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ื’ื™ืฉื” ื ื•ืกืคืช ื”ื™ื ืื ื™ืžืฆื™ืช ืชื ื•ื—ื” ืœืชื ื•ื—ื”,
03:44
which involves choosing your key poses first,
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ืžื” ืฉื“ื•ืจืฉ ื‘ื—ื™ืจืช ืชื ื•ื—ื•ืช ืžืคืชื—,
03:46
and then filling in the intervals,
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ื•ืื– ืžื™ืœื•ื™ ื”ืžืจื•ื•ื—ื™ื,
03:48
or in-betweens, later.
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ืื• ืงื˜ืขื™ ื”ื‘ื™ื ื™ื™ื, ืžืื•ื—ืจ ื™ื•ืชืจ.
03:50
Regardless of the method of motion,
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ืœื ืžืฉื ื” ืฉื™ื˜ืช ื”ืชื ื•ืขื”,
ื–ื” ื—ืฉื•ื‘ ืœื—ืฉื•ื‘ ืขืœ ื“ืžื•ืช ื”ื“ื• ืžื™ืžื“ ืฉืœื›ื
03:52
it's important to think of your 2-D puppet
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ื›ืคื™ืกืช ื ื™ื™ืจ.
03:54
as a piece of paper.
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03:55
It can move across a surface
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ื”ื™ื ื™ื›ื•ืœื” ืœื–ื•ื– ืขืœ ืžืฉื˜ื—
03:56
in a variety of poses,
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ื‘ืžื’ื•ื•ืŸ ืชื ื•ื—ื•ืช,
03:58
but it cannot move in perspective.
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ืื‘ืœ ื”ื™ื ืœื ื™ื›ื•ืœื” ืœื–ื•ื– ื‘ืคืจืกืคืงื˜ื™ื‘ื”.
04:00
If your character needs to turn its head,
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ืื ื”ื“ืžื•ืช ืฉืœื›ื ืฆืจื™ื›ื” ืœืกื•ื‘ื‘ ืืช ื”ืจืืฉ,
04:02
then you will need to create additional art.
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ืืชื ืชืฆื˜ืจื›ื• ืœื™ืฆื•ืจ ืคืจื™ื˜ื™ื ื ื•ืกืคื™ื.
04:04
We created three different zombie heads
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ืื ื—ื ื• ื™ืฆืจื ื• ืฉืœื•ืฉื” ืจืืฉื™ ื–ื•ืžื‘ื™ ืฉื•ื ื™ื
04:06
and six different hands
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ื•ืขืจื‘ื‘ื ื• ืกื•ื’ื™ ื™ื“ื™ื™ื ืฉื•ื ื•ืช
04:08
to achieve different movements and angles
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ื›ื“ื™ ืœื”ืฉื™ื’ ืืช ื”ืชื ื•ืขื•ืช ื”ืฉื•ื ื•ืช ื•ื”ื–ื•ื•ื™ื•ืช
04:10
that the neutral pose couldn't accommodate.
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ืฉื”ืชื ื•ื—ื” ื”ื˜ื‘ืขื™ืช ืœื ื™ื›ืœื” ืœื”ืฉื™ื’.
04:13
You can recreate almost everything
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ืืชื ื™ื›ื•ืœื™ื ืœื™ืฆื•ืจ ื›ืžืขื˜ ื›ืœ ื“ื‘ืจ
04:15
you've seen in this Lesson
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ืฉืจืื™ืชื ื‘ืฉื™ืขื•ืจ ื”ื–ื”
04:16
with a pen, paper, and a camera.
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ืขื ืขื˜, ื ื™ื™ืจ ื•ืžืฆืœืžื”.
04:19
The method is called cut-out animation,
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ื”ืžื•ื“ืœ ื ืงืจื ืื ื™ืžืฆื™ื™ืช ื—ื™ืชื•ื›ื™ื,
04:21
and it was around well before the age of software.
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ื•ื”ื•ื ื ืžืฆื ื‘ืฉื™ืžื•ืฉ ื”ืจื‘ื” ืœืคื ื™ ืขื™ื“ืŸ ื”ืชื•ื›ื ื”.
04:24
To create a stumbling 2-D zombie,
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ื›ื“ื™ ืœื™ืฆื•ืจ ื–ื•ืžื‘ื™ ื“ื• ืžื™ืžื“ื™ ื›ื•ืฉืœ,
04:26
or a speeding narwhal,
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ืื• ืžืคืœืฆืช ืžืื™ืฆื”,
04:27
or even an abstract character
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ืื• ืืคื™ืœื• ื“ืžื•ืช ืื‘ืกื˜ืจืงื˜ื™ืช
04:29
with some semblance of joints,
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ืขื ืกื•ื’ ืฉืœ ืžืคืจืงื™ื,
04:31
simply print,
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ืคืฉื•ื˜ ื”ื“ืคื™ืกื•,
04:32
cut,
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04:32
and fasten your character's limbs together
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ื’ื–ืจื•,
ื•ื—ื‘ืจื• ืืช ืื‘ืจื™ ื”ื“ืžื•ื™ื•ืช ืฉืœื›ื ื—ื™ื“
04:34
in a neutral pose.
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ื‘ืชื ื•ื—ื” ื”ื˜ื‘ืขื™ืช.
04:35
You can use fasteners,
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ืืชื ื™ื›ื•ืœื™ื ืœื”ืฉืชืžืฉ ื‘ืžื”ื“ืงื™ื,
04:36
string,
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ื—ื•ื˜,
04:37
or even just place and move them each time.
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ืื• ืืคื™ืœื• ืคืฉื•ื˜ ืœื”ื ื™ื— ื•ืœื”ื–ื™ื– ืื•ืชื ื›ืœ ืคืขื.
04:39
All the same rules and theories
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ื›ืœ ื”ื—ื•ืงื™ื ื•ื”ืชืื•ืจื™ื•ืช
04:41
that we use in the computer
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ืฉืื ื—ื ื• ืžืฉืชืžืฉื™ื ื‘ื”ื ื‘ืžื—ืฉื‘
04:42
apply to cut-out animation,
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ื—ืœื™ื ืœืื ื™ืžืฆื™ื•ืช ื—ื™ืชื•ืš,
04:44
except under the camera,
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ื—ื•ืฅ ืžืžืชื—ืช ืœืžืฆืœืžื”,
04:45
the only way to animate is straight ahead.
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ื”ื“ืจืš ื”ื™ื—ื™ื“ื” ืœื”ื ืคื™ืฉ ื”ื™ื ื™ืฉืจ ืงื“ื™ืžื”.
ืขืœ ืืชืจ ื–ื”

ืืชืจ ื–ื” ื™ืฆื™ื’ ื‘ืคื ื™ื›ื ืกืจื˜ื•ื ื™ YouTube ื”ืžื•ืขื™ืœื™ื ืœืœื™ืžื•ื“ ืื ื’ืœื™ืช. ืชื•ื›ืœื• ืœืจืื•ืช ืฉื™ืขื•ืจื™ ืื ื’ืœื™ืช ื”ืžื•ืขื‘ืจื™ื ืขืœ ื™ื“ื™ ืžื•ืจื™ื ืžื”ืฉื•ืจื” ื”ืจืืฉื•ื ื” ืžืจื—ื‘ื™ ื”ืขื•ืœื. ืœื—ืฅ ืคืขืžื™ื™ื ืขืœ ื”ื›ืชื•ื‘ื™ื•ืช ื‘ืื ื’ืœื™ืช ื”ืžื•ืฆื’ื•ืช ื‘ื›ืœ ื“ืฃ ื•ื™ื“ืื• ื›ื“ื™ ืœื”ืคืขื™ืœ ืืช ื”ืกืจื˜ื•ืŸ ืžืฉื. ื”ื›ืชื•ื‘ื™ื•ืช ื’ื•ืœืœื•ืช ื‘ืกื ื›ืจื•ืŸ ืขื ื”ืคืขืœืช ื”ื•ื•ื™ื“ืื•. ืื ื™ืฉ ืœืš ื”ืขืจื•ืช ืื• ื‘ืงืฉื•ืช, ืื ื ืฆื•ืจ ืื™ืชื ื• ืงืฉืจ ื‘ืืžืฆืขื•ืช ื˜ื•ืคืก ื™ืฆื™ืจืช ืงืฉืจ ื–ื”.

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