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109 THE FAST RUN

WHEN ANIMATING THE FAST RUN, TRY NOT TO HAVE TWO ACTION DRAWINGS IN THE SAME SILHOUETTE POSITION WITHIN ONE OR TWO FRAMES (EXPOSURES). THIS WOULD MAKE THE ACTION APPEAR MONOTONOUS AND MIGHT EVEN CREATE A FALSE ILLUSION AND A DIFFERENT EFFECT THAN THE ONE YOU ARE TRYING TO ACHIEVE (FOR EXAMPLE, THE WAGON WHEELS IN OLD WESTERN MOVIES THAT APPEAR TO BE GOING BACKWARDS. IN THE WALK AND THE RUN THERE ARE ENOUGH DRAWINGS BETWEEN SIMILAR SILHOUETTE POSITIONS - STEPS 1 AND 5 AT LEFT- SO THERE IS NO PROBLEM. BUT THAT IS NOT THE CASE WITH THIS FOUR-DRAWING CYCLE OF A FAST RUN. NOTICE THAT ALL FOOT ACTION DRAWINGS ARE VARIED: STEP 3 IS DIFFERENT THAN STEP 1 AND STEP 2 IS DIFFERENT THAN STEP 4. THERE IS A SINGLE CIRCULAR ACTION ON THE HEAD AND BODY INSTEAD OF A DOUBLE CIRCULAR ACTION AS IN THE WALK AND RUN. NOTICE HOW THE SPEED LINES AROUND THE FEET HELP ILLUSTRATE THE FAST ACTION.

THE CROSSES ABOVE AND BELOW THE DRAWINGS REPRESENT A FIXED POINT ON THE SCREEN. THEY ENSURE THE PROPER POSITIONING OF THE FIGURE. IF YOU TRACE THESE REPEATS, BE SURE THE CROSSES COINCIDE.

   

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