*TIP* Before creating your keyframes, it's essential to first import your music into your animation software and have your video reference ready for study.
PART 1: What are Keyframes?
In a stop motion project, we use a technique called "Straight Ahead Animation," where the animation is captured chronologically from start to finish. This approach is necessary for all stop motion work. In 2D animation, you also have the option to work straight ahead. This method is particularly effective for certain types of animations, such as morphing sequences, where a stream of consciousness style can be beneficial.
However for most animation, particularly character animation I highly recommend working with keyframes. You will find that working in keyframes allows you to plan your timing more effectively, have more flexibility, and "stay on model" better.
Animating in Keyframes, means that you first draw the beginning and the end of an action. Once you've defined those points, you can then later draw inbetweens to fill it in.
Let's look at how the Animator's Survival Kit uses a pendulum to help demonstrate Keyframes (Extremes).
There are four important terms that we will go over in these exercises:
1. Keyframes (or Extremes)
2. Breakdowns
3. Inbetweens
4. Line of Action (or Arc of Action)
Let's now imagine a pendulum on a rope
Next we will search for the Breakdown. The breakdown is the most important inbetween. It is the drawing that best defines the midpoint between the two keyframes. When finding the breakdown, always take into account the line of action (Arc of Action)
(Sometimes you will also hear the Breakdown referred to as the "passing position")
Next, we will fill in the rest of the animation with inbetweens.
Now, let's try to improve the above animation.
Up until this point, all of the inbetweens have been placed evenly between the Extremes, but that's not going to look right in the case of a pendulum animation. Let's look at this pendulum animation example, and here you'll see, the pendulum slows down as it comes to each extreme, and then it accelerates as it gets to the passing position.
PART 2: Finding the "Keyframes" in your video reference footage
Let's Break down some actual footage and see how this works.
I found this footage on Youtube and clipped it out. The footage is originally from an Atlanta based Dance Party show from 1982 called Dance TV. I'll be breaking down the dancer to the left.
TIP: When it comes to Dancing, the most important aspect to nail down are the hips and Torso. Next focus on the legs and feet. I often consider the arms and head last.
His dance is swaying from left to right, with a hop in between.
Keyframe 1 is his starting position when he's furthest to screen right. Keyframe 2 is where he reaches furthest to the left.
Between each sway from left to right, he hops in the air. His highest point in the air are the Breakdowns (or passing positions).
By creating these 4 "drawings" or snapshots, we have started the keyframing process
Now, in order to take this further. We need to find the next most important inbetween. Notice in the footage, after he hops in the air, he lands, then shifts his hips into the next Keyframe. That point in time is the next most important Inbetween.
These slides are numbered in order and the inbetweens ar labeled Blue
1
2
3
4
5
6
Let's take a look at how this looks with the two inbetweens added.
There are 24 frames per second. The more fluid you want your movement, the more inbetweens you'll create.
An advantage of the dance party assignment, is that most dances are a looping motions. Depending on the pace of your music and the style of dance your character makes, you may only need a couple seconds of drawings that you can then loop. Make sure that it loops cleanly. This is an opportunity to have a very fluid animation without completely overworking yourself.
PART 3: What order should I do things?
Begin your dance animation by first looking at your reference footage and then making Thumbnail Sketches. Keep these rough and fluid. These are gesture drawings, you are not yet concerned about detail. Your main concern is to convey movement and weight.
The concept of Thumbnailing is simple. It is where you draw and plan out your keyframes in a sketchbook (or a program like Procreate), before you begin animating. You can draw out the thumbnails in panels like a storyboard, or you can simply draw out each pose on the same sheet of paper. Look at your reference, and practice drawing your character. Pretend that you are drawing the keyframes, and don't be afraid to try a couple different versions or variations.
Attached are some examples of professional thumbnails.
Once you're satisfied with your rough thumbnails, you'll move on to creating the main Keyframes and then on to your Breakdowns. Stay a little loose during the early stages. We'll clean up the work later.