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翻译人员: Yi Zong
校对人员: zicheng zhou
00:14
You might remember
a pair of TED-Ed Lessons
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你可能还记得一对TED-Ed课程
00:16
written and performed by two educators,
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由两个教育工作者撰写和执行的,
00:18
Brad Voytek and Tim Verstynen.
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布拉.德泰克和提姆. 威尔丝提那。
00:21
These two scientists used a drooling,
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这两位科学家用流着口水,
巫婆面孔的动画僵尸
00:23
hag-faced, animated zombie
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00:24
as a mechanism to model
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作为一种机制以模拟
00:26
the symptoms and medical diagnosis process
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多种病状和医疗诊断过程
00:28
for various neurological conditions.
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基于各种神经系统情况。
00:31
For example, they spent time debating
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例如,他们花时间辩论
00:32
whether the zombie's stiff gait
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是否僵尸的僵硬的步态
00:34
was caused by basal ganglia damage,
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是源于基底神经节损伤,
00:36
like that in Parkinson's patients,
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就像帕金森病的患者,
00:38
or by severe damage to the cerebellum,
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或者是严重的小脑损伤造成的,
00:40
which can cause ataxia.
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这可能会导致共济失调。
00:42
In each Lesson, Brad and Tim
certainly showed us
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在每节课上,布莱德和蒂姆无疑向我们表明
僵尸如何可以帮助我们
00:45
how the walking dead can help us
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00:46
understand neuroscience,
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了解神经科学,
00:48
but how can the walking dead
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但僵尸如何可以
00:49
help us understand animation?
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帮助我们理解动画?
00:51
Or, more simply put,
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或者,更简单地说,
00:52
how did this one-eyed, decaying,
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怎样使独眼,腐朽,
和大部分已经坏死的像素走起来?
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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木偶动画是一个相对快捷的解决方案
01:01
to creating 2-D animation
of a hand-drawn character.
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去创造一个手绘的 2-D 动画角色。
01:05
Since the character does not need
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因为角色不需要
01:06
to be drawn over and over again,
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绘制一遍又一遍,
01:08
it can be animated by moving
each element individually.
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它可以通过移动的每个元素分别进行动画处理。
01:11
Aside from their portrayal
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除了他们的写照
01:12
in a few great modern zombie flicks,
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在几部现代僵尸大片中,
01:15
these concocted carcasses
are generally known
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这些僵尸大致为人所知为
01:17
for limited, stiff movements.
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有限,激烈的运动。
01:19
Their traditional stride is perfect
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他们传统的步幅是完美的
01:21
for puppet-style animation.
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对于木偶风格的动画。
01:27
When designing a 2-D zombie puppet,
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在设计2-D 僵尸傀儡时
01:29
or any other type of puppet,
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或任何其他类型的傀儡,
01:31
it is important to find a design
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找到一种设计很重要
01:32
that is both fun and functional
in a flat environment.
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那就是乐趣和功能性共存的平面的环境。
01:36
For example, you might not
want to puppetize, say,
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例如,你可能不想要傀儡化比如说,
01:38
Julie Andrews in the "Sound of Music"
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在"音乐之声"中的朱莉 · 安德鲁斯
01:40
as she spins in circles.
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当她在圈子里旋转。
01:42
We used rotoscoping for her,
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我们对她使用了动画特效捕捉,
01:44
but that's another lesson.
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但那是另一个教训。
01:46
Always begin by sketching
and designing your puppet
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总是开始从通过草绘和设计你的木偶
01:48
in a neutral pose
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处在中性的姿势
01:49
like this.
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就像这个。
01:51
This will allow it to easily transition
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这可以使它很容易转换
成为各种极端的姿势。
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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一旦角色发生变化
01:57
from concept stetches
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从概念
01:58
to final design,
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到最终的设计,
02:00
the next step is to break up the pieces
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下一步就要分解片断
以便完成一个傀儡
02:02
in order to assemble a puppet,
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02:03
keeping in mind that each element
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切记,每个元素
02:05
needs to have an appropriate
amount of overlap
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需要有适当的重叠数量
02:07
so that the Zombie can bend at his joints.
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这样,僵尸才可以转动他的关节。
02:10
An understanding of anatomy
is an integral part
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了解解剖学是不可或缺的一部分
02:12
of designing any 2-D
or 3-D animated character
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在设计任何2D或3D动画角色中
02:15
that needs to move realistically
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动作需要真实
02:16
in the context of its environment.
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在它所处的环境中。
02:19
Regardless of the number
of dimensions your character has,
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无论你的角色有多少维数,
02:21
you'll need to create a skeleton,
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你需要创建一个骨架,
02:23
which in animation terms
is known as a rig.
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动画术语中称为Rig。
02:28
Once the rig is finalized
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一旦确定Rig
02:30
and the range of motion is determined,
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和活动的范围
02:32
the next step is to choose anchor points.
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下一步是选择定位点。
02:34
Each piece of artwork has
its own anchor point,
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每一件艺术品有其自身的定位点,
02:37
which essentially assigns
the limb a hinge,
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这基本上是给肢体确定一个链接,
02:39
which in this case is a joint.
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在这种情况下,一个关节。
02:41
Next, line the artwork up
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下一步,排列图稿
02:43
so that the anchor point
for the forearm-elbow
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这样,前臂肘的定位点
02:45
sits on the upper arm's elbow area.
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可以坐落在上臂的肘关节区域。
02:47
Once all the artwork is in place,
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一旦所有图稿都准备好了,
02:49
you can use an expression script
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你可以使用表达脚本
02:51
that creates links between the body parts.
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来创建身体部位之间的联系。
02:53
In this case, we used the expressions
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在这种情况下,我们使用表达式
02:55
provided in After Effects.
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在后期制作软件里有提供。
02:57
By parenting one layer to another,
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从培养由一图层到另一个图层
02:59
you could teach the forearm
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你可以教会前臂
03:00
to follow the upper arm
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要遵循上臂
03:01
and the hand to follow the forearm.
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以及手要遵循前臂。
03:03
This is what's called forward kinematics.
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这就是所谓的正向运动学。
03:06
The alternative is inverse kinematics,
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另一种是逆向运动学,
03:08
in which a separate set
of scripts control the motions.
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这是一套独立的动作控制脚本。
03:11
In this case, a controller is attached
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在这种情况下,一个控制器被附加
03:13
to the anchor point of the hand.
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给手的关键点。
03:15
The animator then uses the controller
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漫画家之后使用这个控制器
03:18
to position the hand.
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去控制手的位置。
03:19
The scripts will then use an algorithm
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然后,脚本将会使用一种算法
03:21
to make sure that the rest of the arm
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为确保其余的胳膊部分
和身体调谐。
03:23
and body follows along.
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03:29
Once the character is rigged,
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一旦角色可以操纵了,
03:30
we can start animating.
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我们就可以开始进行动画处理了。
03:32
Often times, puppet animation is done
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很多时候,木偶动画结束于,
03:34
as straight-ahead action,
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,向前的动作,
03:35
which means moving
a character frame-by-frame
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这意味着移动角色--‘一帧接着一帧’
从开始到结束。
03:38
from beginning to end.
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03:41
Another approach
is pose-to-pose animation,
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另一种办法是姿势到姿势动画,
03:44
which involves choosing
your key poses first,
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其中涉及首先要选择你的关键姿势,
03:46
and then filling in the intervals,
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之后填充间隔,
03:48
or in-betweens, later.
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或中间,后面。
03:50
Regardless of the method of motion,
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无论动作的方法
重要的是想象你的2-D木偶
03:52
it's important to think of your 2-D puppet
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是一张纸。
03:54
as a piece of paper.
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03:55
It can move across a surface
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它可以在平面移动
03:56
in a variety of poses,
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以各种各样的姿势,
03:58
but it cannot move in perspective.
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但它不能在立体中移动。
04:00
If your character needs to turn its head,
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如果你的角色需要回头,
04:02
then you will need
to create additional art.
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那你将需要创建额外的画。
04:04
We created three different zombie heads
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我们创建了三种不同的僵尸头
04:06
and six different hands
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和六个不同的手
04:08
to achieve different movements and angles
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以实现不同的运动和角度
04:10
that the neutral pose
couldn't accommodate.
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以中立的姿势是不能完成的。
04:13
You can recreate almost everything
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你可以重新创建几乎所有的东西
04:15
you've seen in this Lesson
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你见过这一课
04:16
with a pen, paper, and a camera.
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用一支笔、 纸和照相机。
04:19
The method is called cut-out animation,
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这个方法叫做剪纸动画,
04:21
and it was around well
before the age of software.
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并且在软件时代之前,它很完美。
04:24
To create a stumbling 2-D zombie,
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若要创建一个蹒跚2-D僵尸,
04:26
or a speeding narwhal,
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或一只快速的独角鲸,
04:27
or even an abstract character
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或甚至是一个抽象的角色
04:29
with some semblance of joints,
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具有某种类似的关节,
04:31
simply print,
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只需打印,
04:32
cut,
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04:32
and fasten your character's limbs together
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切,
并且固定好你的角色的四肢
04:34
in a neutral pose.
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在一个中性的姿势。
04:35
You can use fasteners,
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你可以使用固定工具,
04:36
string,
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细绳,
04:37
or even just place
and move them each time.
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或甚至只是每次放置和移动它们。
04:39
All the same rules and theories
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全部都是相同的规则和理论
04:41
that we use in the computer
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我们使用计算机中的
04:42
apply to cut-out animation,
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适用于剪纸动画,
04:44
except under the camera,
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除了在相机中,
04:45
the only way to animate is straight ahead.
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动画的唯一方法是一直向前。
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