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翻译人员: Yan Ge
校对人员: Amy H. Fann
00:07
Norman McLaren, the great 20th century pioneer of animation technique,
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20世纪动画技术的先驱者,诺曼·麦克拉伦,曾说过
00:10
once said, "Animation is not the art of drawings that move,
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“动画并不是绘画移动的一门艺术,
00:13
but the art of movements that are drawn.
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而是将动态画出来的一门艺术。
00:15
What happens between each frame is more important
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与每一帧上的内容相比,
帧与帧之间的联系更为重要。”
00:18
than what exists on each frame."
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00:20
What did he mean?
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这是什么意思呢?
00:22
Well, for an object to appear in motion,
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是指,要想让物体看起来是在移动的,
00:24
it necessarily has to change in position over time.
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它的位置必须随着时间的推移而变化。
如果时间变化而物体的位置却没有变化,
00:27
If time passes and no change in position occurs,
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the object will appear to be still.
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它看起来就是静止的。
00:32
This relationship between the passage of time
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时间变化和这段时间中
物体位置变化的量之间的关系
00:34
and the amount of change that occurs in that time
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is at the heart of every time-based art form,
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是每一样以时间概念为基础的艺术形式的核心,
00:39
be it music, dance, or motion pictures.
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比如音乐、舞蹈以及电影艺术。
00:43
Manipulating the speed and amount of change
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控制两帧之间物体位置变化的速度和量
00:45
between the frames is the secret alchemy
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是赋予动画生命的秘密法宝。
00:47
that gives animation the ability to convey the illusion of life.
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在动画中,我们遵循两个基本原则
00:51
In animation, there are two fundamental principles
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00:53
we use to do this:
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来进行这一控制:
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timing and spacing.
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时间原则和空间原则。
为了说明这两者之间的关系,
00:57
To illustrate the relationship between them,
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00:59
we'll use a timeless example: the bouncing ball.
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我们举一个经典例子: 弹跳球。
01:02
One way to think about timing
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我们可以这样看待时间:
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is that it's the speed, or tempo,
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时间,是一个动作的速度或者节奏。
01:06
at which an action takes place.
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01:08
We determine the speed of an action
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我们增减完成动作所使用的图片,
也就是帧的数量,
01:10
by how many pictures, or frames, it takes to happen.
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以此决定动作的速度。
01:13
The more frames something takes to happen,
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完成动作所使用的帧数越多,
01:15
the more time it spends on screen,
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它在屏幕上呈现的时间就越长,
01:17
so the slower the action will be.
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动作也就越慢。
01:20
The fewer frames something takes to happen,
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反之,完成动作所使用的帧数越少,
01:23
the less screen time it takes,
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它在屏幕上呈现的时间就越短,
01:25
which gives us faster action.
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动作就会越快。
01:28
The timing is about more than just speed,
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时间不仅仅指速度,
01:31
it's also about rhythm.
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它也和节奏有关。
01:32
Like a drumbeat or melody only exists
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鼓点和旋律只存在于播放的音乐之中,
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when a song is being played,
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01:36
the timing of an action
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同样地,动作的时间只有在动作发生时才存在。
01:37
only exists while it's happening.
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01:39
You can describe it in words,
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你当然可以用文字来描述它,
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say, something will take 6 frames, 18 frames, or so on.
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比如,某个动作需要6帧或者18帧来完成。
01:44
But to really get a sense of it,
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但要想真正理解这个动作,
01:46
you need to act it out
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你需要在现实时间里再现或体验它。
01:47
or experience it as it would happen in, well, real time.
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01:51
Now, the timing of an action
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也就是说,动作的时间完全取决于
背景关联和表达内容。
01:52
all depends on the context of the scene
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01:54
and what you're trying to communicate.
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01:56
What is doing the acting, and why?
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那这些动作是什么?
又为什么会有这些动作呢?
01:59
Let's take our example.
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让我们回到弹跳球的例子,
02:01
What makes a ball bounce?
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球为什么会弹跳呢?
02:03
The action we're talking about here
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这实际上是两股力量交互作用的结果:
02:04
is a result of interacting physical forces,
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02:07
a moving ball's tendency to stay in motion,
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一方面,运动中的球体由于动力作用想要保持动势;
02:09
or its force of momentum
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02:10
vs. the constant force of gravity
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而另一方面,地心引力却不断试图将其拉回地面。
02:12
bringing it back down Earth.
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02:13
The degree to which these invisible forces apply,
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这两方无形力量的作用程度
02:16
and the reason why the ball behaves the way it does,
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以及球体的运动方式
02:18
all depends on the physical properties of the ball.
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都是由球的物理特性决定的。
02:21
A golf ball is small, hard and light.
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高尔夫球体积小、坚硬、质量轻;
02:26
A rubber ball is small, soft and lighter.
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橡皮球体积小、 柔软、质量更轻;
02:31
A beach ball is large, soft and light.
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沙滩球体积大、柔软、非常轻;
02:35
And a bowling ball is large, hard and heavy.
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而保龄球则体积大、坚硬、非常重。
02:39
So, each ball behaves very differently,
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所以,每种球都会因其特性而有不同的表现。
02:41
according to its properties.
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让我们感受一下每种球运动的视觉节奏。
02:44
Let's get a sense of the visual rhythm of each.
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每种球都有自己的节拍,
02:50
Each ball plays its own beat
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02:51
and tells us something about itself
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以此来告知我们其特性
02:53
and the time it takes to travel across the screen.
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以及它们穿过屏幕所需的时间。
03:05
The visual rhythm of these hits is the timing.
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球体连续撞击地面所产生的视觉节奏体就是时间。
03:09
Okay, let's start animating our ball,
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现在,让我们用简单的绘画让这个球跳动起来。
03:11
bouncing up and down with a simple cycle of drawings.
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03:14
We'll draw a circle here,
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在这里画一个圆圈,作为点A,
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call it point A, our starting point.
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是运动的起始点。
03:18
We'll have it hit the ground here, point B.
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我们让球体在这里接触地面,也就是点B。
假设球体从点A落下触地再弹回需要一秒钟。
03:22
Let's say it takes about a second
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to hit the ground and come back up again.
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This is our timing.
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这就是我们所说的时间。
而空间则是指每一帧里点A和点B的位置关系。
03:29
Our spacing is where we position the circle
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in the frames between point A and point B.
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03:33
If we were to move our ball
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如果我们让球体按等距离运动,
03:35
in evenly-spaced increments,
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we'd get something like this.
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就会得到这样的效果。
03:38
It's not really telling us anything about itself.
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我们很难以此判断这究竟是什么:
03:41
Is it a bouncing ball or a circle on an elevator?
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是一个弹跳球?
还是电梯上的一个圆圈?
03:44
Let's look at our footage again
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让我们再来看一下球弹跳的画面,
03:46
and think about what's going on
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并且思考每种球到底是如何弹跳的。
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as each ball bounces.
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03:50
Following each impact with the ground,
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在球体与地面接触后,
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the ball's upward momentum
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其向上的动势最终被地心引力消除。
03:53
is eventually overcome by gravity.
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This happens at the peak of each arc.
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此时球体达到弧线轨迹的顶点。
03:57
As things change direction,
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球体改变方向的那一刻,
其运动速度最慢。
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the motion is slowest.
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在顶点附近,球的连续位置非常紧密。
04:01
We see here the successive positions of the ball
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04:03
are close together.
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04:04
The ball then speeds up as it falls,
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此后球体下落,速度加快,
04:06
and is at its fastest
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在它即将接触地面的瞬间,
04:08
when it's approaching and hitting the ground.
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速度达到峰值。
远离顶点,球的连续位置则较为松散。
04:10
We can see here each position is further apart.
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帧与帧之间物体位置的变化体现出空间原则。
04:13
The change in position between frames
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04:14
is the spacing.
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04:16
The smaller the change,
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位置变化越小,动作显得越慢;
04:17
the slower the action will appear.
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04:21
The greater the change,
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位置变化越大,动作则显得越快。
04:22
the faster it will appear.
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04:26
For an action to decelerate,
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动作由快变慢,
04:28
each change in position must be less than the change before it.
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位置变化必须逐渐减小;
同样地,动作由慢变快,
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Likewise, for an action to speed up, or accelerate,
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04:35
each successive change must be greater.
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位置变化则要逐渐增大。
04:39
Let's change the mechanical spacing
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让我们通过调节球体的位置变化
04:41
of our animated bounce
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来表现此前在影片中所看到的球体运动。
04:43
to reflect what we observed in the footage.
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04:45
Slow at the top, fast when it's hitting the ground.
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到达顶端时速度放缓,
落向地面时速度加快,
04:50
Simply by adjusting the spacing,
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仅仅通过调整空间关系,
04:52
we've succeeded in suggesting
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我们成功地反映了动力与地心引力的作用,
04:54
the forces of momentum and gravity at play
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04:56
and achieved a much more realistic motion.
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并更为真实地表现了球体的运动。
运动时间相同,但空间变化不同,
05:00
Same timing but different spacing
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05:02
gives us vastly different results.
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所产生的效果也大不相同。
现实中的情况是,
05:06
And in reality, as a ball bounces,
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05:07
the physics of gravity eventually defeat
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地心引力终将完全消除球的动势。
05:10
the tendency of the ball to stay in motion.
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05:12
You can see this here in the decreasing height
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从球越跳越低的趋势中
05:14
of each successive bounce.
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你就能看出这一点。
05:16
However, again, this decrease varies
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但仍要强调,根据球特性不同,
05:18
according to the properties of the ball.
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这种趋势也有不同的表现。
05:20
Even though these circles are the same size here,
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虽然这两个圆圈大小相同,
05:23
they're each telling us a different story about themselves,
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但仅仅通过不同的运动方式,
05:25
purely in how they move.
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它们就能展现各自不同的特性。
这些时间和空间原则之间的关系
05:30
The relationship between these principles
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05:31
of timing and spacing
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05:33
can be applied in countless ways
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能以无数种方式被运用,
05:35
and used to animate all types of action:
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并可以用来为任何动作制作动画:
05:40
a yo-yo,
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悠悠球,
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a punch,
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击打动作,
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a gentle tap,
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轻轻地敲击,
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a push,
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推的动作,
05:52
a saw,
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锯子的运动,
05:57
the Sun traveling across the sky,
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日升日落,
钟摆运动。
06:03
a pendulum.
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06:05
Animation is a time-based art form.
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动画以时间概念为基础的艺术形式。
它虽包含插画、油画等绘画艺术的审美元素,
06:08
It may incorporate the aesthetic elements
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06:09
of other graphic arts,
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06:11
like illustration or painting,
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06:12
but what sets animation apart
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却也有其独特之处,
06:14
is that, here, what you see
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那就是,你在画面上没有看到的东西
06:16
is less important that what you don't see.
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要比你所看到的更为重要。
06:18
An object's superficial appearance
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物体的表象能告诉我们的东西有限;
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only tells us so much about itself.
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06:22
It's only when it's in motion
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只有当它们运动起来,
06:23
that we really understand its nature.
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我们才能真正理解其本质特性。
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