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CINEMA 4D R11 Quickstart – MOCCA
Welcome To MOCCA (Optional module)
This is the Quickstart Tutorial for the MOCCA module, a collection of tools especially for character animation.
1. Introduction
3D character animation is a complex subject. It not only challenges the software but the animator as well.
Almost anyone can quickly create a character that moves in one way or another, but a convincing character
animation requires quite a bit more work. The animator needs to know the theory behind character animation
before he or she can judge whether or not the animation is good or bad.
So before we pounce on the MOCCA palette we would like to quickly go over the 12 principles of character
animation. These 12 rules were developed back in the 1930s by Disney animators and can almost be applied
1:1 to modern 3D animation. They are useful not only for characters but for just about anything you animate.
Anyone who is serious about character animation should stick these rules to the ceiling over their bed (and get
rid of whatever else that is up there now ;o). A convincingly animated character will then be only a matter of
patience.
Squash & Stretch – every organic object deforms in some matter when it is in motion.
Squash and stretch is the exaggeration of this effect when a character is in motion.
Staging – is the setting up of an animation. This includes lighting, camera angle, effects
and slow motion.
Anticipation – Expectation of a reaction to an action is known as anticipation.
Pose to Pose / Straight Ahead – these terms describe two animation techniques. Pose
to Pose sets two important key poses and the time between is then filled“. Straight
Ahead sets one key after the next – straight ahead through time.
Follow Through / Overlapping the impetus or the overlapping of movement of a
body parts.
Ease In / Ease Out – an object begins to move slowly, reaches its top speed and slowly
comes to a halt.
Curves In nature almost every movement is described as curves, no matter if it’s a
swinging arm or the rotation of a head.
Secondary Action – movement that is created by movement of another object.
Timing – the speed with which an action is executed.
Exaggeration can be used in many instances: Arms that are being stretched too
long when a character is hanging from a cliff, eyes jumping out of their sockets to help
demonstrate a shocked expression.
Appeal – a character’s impression, look and nature.
Personality – like an actor, a good animator must be able to make his character express
himself.