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譯者: Yu-Chen Chu
審譯者: Helen Chang
(殭屍能教我們哪些關於
大腦的運作和動畫?)
00:14
You might remember
a pair of TED-Ed Lessons
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你可能記得兩堂由兩位講者,
布萊德.沃泰克、及提姆.凡史提尼,
00:16
written and performed by two educators,
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00:18
Brad Voytek and Tim Verstynen.
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所共同編寫,搬上螢幕的TED-Ed課程。
00:21
These two scientists used a drooling,
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這兩個科學家,用流口水、
妖魔模樣的殭屍,
00:23
hag-faced, animated zombie
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00:24
as a mechanism to model
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以動畫手法說明 各式各樣
與神經相關的症狀,及醫療診斷過程。
00:26
the symptoms and medical diagnosis process
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00:28
for various neurological conditions.
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00:31
For example, they spent time debating
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例如,他們花時間辯論
殭屍生硬的步伐,
00:32
whether the zombie's stiff gait
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00:34
was caused by basal ganglia damage,
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是因基底核受損所造成,
如同帕金森氏症患者的情況;
00:36
like that in Parkinson's patients,
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00:38
or by severe damage to the cerebellum,
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或是因小腦嚴重受損,
導致運動失調。
00:40
which can cause ataxia.
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00:42
In each Lesson, Brad and Tim
certainly showed us
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每堂課中,布萊德和提姆確確實實
利用活死人幫助我們了解神經科學。
00:45
how the walking dead can help us
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00:46
understand neuroscience,
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00:48
but how can the walking dead
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但活死人怎麼教我們了解動畫?
00:49
help us understand animation?
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00:51
Or, more simply put,
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更直接地說,
00:52
how did this one-eyed, decaying,
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這獨眼、腐朽、靜止的像素組合,
是怎麼走路的呢?
00:54
and very much dead pile of pixels walk?
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(殭屍戲偶。)
00:59
Puppet animation
is a relatively quick solution
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偶動畫較容易被製成
手繪的平面動畫角色,
01:01
to creating 2-D animation
of a hand-drawn character.
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01:05
Since the character does not need
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因不需要 一再重複繪製這些角色,
只要個別移動各部位來呈現動作。
01:06
to be drawn over and over again,
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01:08
it can be animated by moving
each element individually.
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01:11
Aside from their portrayal
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由本課程的描述,輔以一些
從現代殭屍影片剪出的片段,
01:12
in a few great modern zombie flicks,
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01:15
these concocted carcasses
are generally known
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這些造出來的屍體有
眾所皆知的侷限、死板的動作。
01:17
for limited, stiff movements.
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01:19
Their traditional stride is perfect
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他們典型的步伐,
正適合以偶動畫呈現。
01:21
for puppet-style animation.
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(音樂)
(如何製作平面殭屍戲偶。)
01:27
When designing a 2-D zombie puppet,
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設計平面的殭屍戲偶,
或是任何種類的戲偶,
01:29
or any other type of puppet,
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01:31
it is important to find a design
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重要的是,在平面場景中,找到
兼顧趣味和實用可行的設計。
01:32
that is both fun and functional
in a flat environment.
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01:36
For example, you might not
want to puppetize, say,
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例如,我們通常應不會做
戲偶版的 茱莉安德魯絲
01:38
Julie Andrews in the "Sound of Music"
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01:40
as she spins in circles.
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在「真善美」中轉圈圈的樣子。
01:42
We used rotoscoping for her,
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這裡用的是動態轉描技術。
01:44
but that's another lesson.
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不過這離題了。
切記,先設計戲偶自然姿勢的草圖。
01:46
Always begin by sketching
and designing your puppet
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01:48
in a neutral pose
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01:49
like this.
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像這樣。
01:51
This will allow it to easily transition
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這會使得各式動作的銜接、轉換更為容易。
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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角色一旦從概念草圖
演變到定案的設計,
01:57
from concept stetches
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01:58
to final design,
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02:00
the next step is to break up the pieces
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下一步便是拆解成部件,
再組裝成戲偶。
02:02
in order to assemble a puppet,
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02:03
keeping in mind that each element
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要注意的是,每一個部件
彼此間都得有適當的部分重疊,
02:05
needs to have an appropriate
amount of overlap
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02:07
so that the Zombie can bend at his joints.
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如此一來,殭屍便能在關節處彎曲。
02:10
An understanding of anatomy
is an integral part
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擁有對於解剖學的了解,是使
所設計的平面或立體的動畫角色,
02:12
of designing any 2-D
or 3-D animated character
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能夠在它所處的環境中,做出
合理動作,所不可或缺的一部分。
02:15
that needs to move realistically
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02:16
in the context of its environment.
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02:19
Regardless of the number
of dimensions your character has,
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不管角色設定的維度,
都需要建立骨骼,
02:21
you'll need to create a skeleton,
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02:23
which in animation terms
is known as a rig.
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動畫的術語,稱為「骨架」。
(接好僵屍的肢幹。)
02:28
Once the rig is finalized
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一旦骨架設定完成,
動作的限度也確定下來,
02:30
and the range of motion is determined,
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02:32
the next step is to choose anchor points.
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下一步是確立定錨點。
02:34
Each piece of artwork has
its own anchor point,
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每一個作品都有自己的定錨點,
是肢幹的轉折處,也就是關節。
02:37
which essentially assigns
the limb a hinge,
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02:39
which in this case is a joint.
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02:41
Next, line the artwork up
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接下來,排列前臂和手肘,
02:43
so that the anchor point
for the forearm-elbow
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以確保前臂跟手肘的定錨點,
正位於上臂與肘的附近。
02:45
sits on the upper arm's elbow area.
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02:47
Once all the artwork is in place,
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一旦各肢體的組成部份都已備好,
就可以依腳本,連結成身體。
02:49
you can use an expression script
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02:51
that creates links between the body parts.
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02:53
In this case, we used the expressions
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此處,我們用 After Effects 軟體
所提供的指令來描述。
02:55
provided in After Effects.
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02:57
By parenting one layer to another,
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藉由建立圖層的從屬關係,
可以命令前臂跟隨上臂而動作,
02:59
you could teach the forearm
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03:00
to follow the upper arm
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03:01
and the hand to follow the forearm.
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以及,手跟隨前臂而動作。
03:03
This is what's called forward kinematics.
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這稱為「正向運動」。
03:06
The alternative is inverse kinematics,
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另一種是「反向運動」,
03:08
in which a separate set
of scripts control the motions.
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也就是由各獨立的腳本控制動作。
03:11
In this case, a controller is attached
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這樣,手的定錨點連接著控制器。
03:13
to the anchor point of the hand.
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03:15
The animator then uses the controller
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動畫師利用控制器來擺放手的位置。
03:18
to position the hand.
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03:19
The scripts will then use an algorithm
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腳本用演算法來確保手臂的
其他部位和身體,都會跟著動。
03:21
to make sure that the rest of the arm
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03:23
and body follows along.
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(讓殭屍動起來。)
03:29
Once the character is rigged,
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一旦角色成形,就可以開始做動畫。
03:30
we can start animating.
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03:32
Often times, puppet animation is done
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通常戲偶的動作,是直線前進,
03:34
as straight-ahead action,
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03:35
which means moving
a character frame-by-frame
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也就是說從頭至尾,「逐格」移動角色。
03:38
from beginning to end.
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03:41
Another approach
is pose-to-pose animation,
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另一種方式是「逐姿」動畫,
先定義關鍵的主要動作,
03:44
which involves choosing
your key poses first,
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03:46
and then filling in the intervals,
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再回頭完成中間的間隔,
或是關鍵動作之間的過渡格,
03:48
or in-betweens, later.
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03:50
Regardless of the method of motion,
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不管設定動作的方法是什麼,
要記得平面的戲偶
就像一張紙一樣,
03:52
it's important to think of your 2-D puppet
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03:54
as a piece of paper.
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03:55
It can move across a surface
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它可以用不同的動作滑過平面,
03:56
in a variety of poses,
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03:58
but it cannot move in perspective.
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但不能改變角度。
04:00
If your character needs to turn its head,
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如果角色需要轉頭,
就需多畫些圖形。
04:02
then you will need
to create additional art.
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04:04
We created three different zombie heads
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我們做了三個不同的殭屍頭,
加上六種手勢,
04:06
and six different hands
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04:08
to achieve different movements and angles
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才能呈現以初始的自然姿勢
所無法呈現的動作和角度。
04:10
that the neutral pose
couldn't accommodate.
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(聽起來很複雜?才不呢!)
04:13
You can recreate almost everything
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你可以靠著一支筆、一張紙、一台相機,
重製你在影片中看到的每樣東西。
04:15
you've seen in this Lesson
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04:16
with a pen, paper, and a camera.
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04:19
The method is called cut-out animation,
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這種方法叫做「剪紙動畫」。
04:21
and it was around well
before the age of software.
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在軟體普遍之前,早已相當普遍。
04:24
To create a stumbling 2-D zombie,
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要製作跌跌撞撞的殭屍,
或是一隻遨遊的角鯨,
04:26
or a speeding narwhal,
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04:27
or even an abstract character
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甚至是,只看得出有關節的抽象角色,
04:29
with some semblance of joints,
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04:31
simply print,
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只要印製,剪下,然後將
肢幹組合成自然的姿勢。
04:32
cut,
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04:32
and fasten your character's limbs together
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04:34
in a neutral pose.
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04:35
You can use fasteners,
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可利用鈕扣、弦線,甚至就
簡單放著,每次移動若干部位。
04:36
string,
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04:37
or even just place
and move them each time.
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04:39
All the same rules and theories
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各式用於電腦繪製的規則 、
理論,皆適於剪貼動畫。
04:41
that we use in the computer
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04:42
apply to cut-out animation,
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04:44
except under the camera,
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除擺在相機下,一直連續動下去,就對了。
04:45
the only way to animate is straight ahead.
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