Techniques for
Stop Motion
Persistence of Vision, Stop Frame and Frame Rates were all
crucial in paving the way for modern day films and animations. Early
discoveries which were found after Edward Muybridge theorised about whether or
not all four of a horse’s legs left the ground when it was running. They used 24
different cameras, each activated by a tripwire to see the movement of the
horse at as many points as possible.
Persistence of Vision
– This relates to the human eye merging multiple images all at once, to create
an illusion of movement. This theory states that the human brain can store any
one image at one time for 1/25th of a second. This means that when a
larger amount of images is shown, as long as the difference between them is
only slight, the human eye and brain will be able to see those images moving.
For example, if you were to show (chronologically) 100 slightly different
frames over the span of four seconds, it would be perceived as fluid movement
and motion.
In 1912, Max Wertheimer defined the Phi Phenomenon. This was
defined as the optical illusion in which when a series of still images are
viewed by a human in rapid succession, it will be perceived as continuous
motion.
If the framerate of the piece is too low (below 12) then the
intervals of darkness between each frame begin to create a flicker. The shutter
creates 3 periods of darkness between each frames, and so the viewer is
actually seeing 72 frames per second.
This idea of the persistence of vision, combined with the
Phi Phenomenon and the Beta Movement, created a foundation for modern day stop
frame animations to exist.
Stop Frame – Stop
frame is a technique used for creating movement in an animation in which each
individual frame is manipulated, before being placed on the timeline. Stop
frame means that you have more control over the production of the animation,
you can make inanimate objects move around is if they have a mind of their own,
you can create interesting effects as well as having strange and often surreal
storylines, however, always maintaining the right speed is difficult, it can be
time consuming, and you need to split the final production into two audio
tracks.
A good example for stop frame animation is the
Zoetrope. The Zoetrope is a “pre-film” device used for animations. It can
produce the illusion of a moving image by showing a sequence of images of a
certain motion (e.g. a horse running, or a person waving). The Zoetrope was invented in 1834 by William
George Horner. The images within the Zoetrope device were rotated in a circular
motion, passing a slit of light which showed the images to be “moving”. This
was an early example of the importance of framerate for moving images. This was
because if the device was spun at an incredibly slow pace, the gaps between
each image would be visible to the viewer, therefore removing the illusion of
movement that was attempted to be created. In the modern day, films and music
videos are shot at either 30 frames per second, 48 frames per second or 60 frames
per second. Films which are shot in 30 frames per second are done so that the
viewer can recognise the smoothness of the movement (remember that the human
eye renders images for 1/25th of a second) and so this would
solidify the smoothness of movement within the film/animation.
Stop frame over time has become incredibly advanced, with
works such as Early Man, Shrek, The Nightmare Before Christmas, Fantastic Mr
Fox, The Emoji Movie and Coraline. These films, even the older ones, are
incredibly advanced, and would take huge amounts of time to make and produce. For
example, it took one entire week to animate one minute of The Nightmare Before
Christmas.
Today’s animations have the earliest animations to thank,
films such as Steamboat Willie,
from Walt Disney Animations, for discovering new things about film making which
had never been thought of before.
Some techniques for stop motion animation are:
·
Pixilation – using live actors, who are, frame
by frame, pictured doing a certain action. This is then placed into editing and
made to seem as if it is a fluid motion. Actors will ever so slightly change
their position before the next frame, so that they appear to be moving when all
the frames are compiled together.
·
Claymation – Claymation is when you use clay. or
plasticine to present real life characters, or inanimate objects, but it gives
the opportunity for customisable movements, for example making a chairs legs
extend, without having to actually break/alter a real chair.
·
Object animation – This is a type of animation
in which you use real, inanimate objects within your film. It is essentially
the animation of any object which is not drawn, so for example, toys, blocks or
dolls.
·
Cut-out animation – Cut-out animation is a form
of stop motion animation in which you use flat characters and props, which are
placed on a flat background. This is usually done with paper, but can also
incorporate card, fabric and also photographs
Frame Rates –
Considering the framerate of your production is essential to creating a film,
whether it be an animation, or a live action movie. The human brain and eye
process images at 1/25th of a second, and so 25 frames per second is
a safe enough bet for being able to create smooth movement. For an added level
of safety, movies are often shot at 30fps. However, sometimes movies will be
shot at a greater amount of frames per second. This greatly enhances the
movement and dynamics of each action. Some examples of films which have been
shot at higher framerates are:
The Hobbit: The Desolation of Smaug (48FPS)
Billy Lynn’s Long Halftime Walk (48FPS)
It has been said that in the future, all films
(especially big blockbusters) will be shot at the higher 48 frames per second,
rather than the standard 24 frames per second. There are more specific
framerates for media productions now, such as 29.97 frames per second, as well
as 59.94 FPS. These framerates are used because, after colour television was
invented in 1954, the information of this being added to the TV caused the
picture to look unwatchable, so the solution was to place a frame dip (of
0.03fps) to remove two of the disruptive signals out of the phase, which
created a bearable image for viewers. These 0.03 frame differences make a
massive change, but may not have been implemented if it were not for the
previous discoveries about framerate.
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