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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