Anthony Scott's Articles (75)

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written by Mike Brent

Ok, you’ve found this fantastic site and maybe been reading for a while now, and you’re itchin’ to jump in and ask some questions so you can get that stopmo epic underway. Here are a few simple guidelines to help minimize proble

written by Anthony Scott

8864355273?profile=original

When I was a kid, I used to buy special effects magazines like Starlog and Cinemagic. Whenever there was a photo of a Stop-Motion setup, there would be the animator, the puppet on a miniature set and usually next to the pup

written by Anthony Scott

8864355273?profile=original

When I was a kid, I used to buy special effects magazines like Starlog and Cinemagic. Whenever there was a photo of a Stop-Motion setup, there would be the animator, the puppet on a miniature set and usually next to the pup

8863814095?profile=original

10" Ball and Socket armature built by Wuchan Kim, a simple wire armature with tie downs in feet, contrasted with a 3" Stikfas toy.

 

Armatures are key ingredients in Stop Motion Animation.  They are the skeleton of your puppet. Armatures can be extr

8863814095?profile=original

10" Ball and Socket armature built by Wuchan Kim, a simple wire armature with tie downs in feet, contrasted with a 3" Stikfas toy.

 

Armatures are key ingredients in Stop Motion Animation.  They are the skeleton of your puppet. Armatures can be extr

Here is a simple walk test shot with a 3" Stikfas figure on Ones at 12 frames per second. Originally I thought I'd try shooting him on Ones at 24 fps but soon realized that this small 3" toy was not going to give me the fine increments I needed. I in

Here is a simple walk test shot with a 3" Stikfas figure on Ones at 12 frames per second. Originally I thought I'd try shooting him on Ones at 24 fps but soon realized that this small 3" toy was not going to give me the fine increments I needed. I in

Before you start animating, I am going to go over a couple of fundamentals.

FRAME RATE

The Frame Rate is equal to the number of still frames that are shown when playing an animation for one second. 99% of the time, I work with the frame rate of 24 fr

Before you start animating, I am going to go over a couple of fundamentals.

FRAME RATE

The Frame Rate is equal to the number of still frames that are shown when playing an animation for one second. 99% of the time, I work with the frame rate of 24 fr

Stop Motion is full of limitations. In CG, an animator can scale up or down and/or intersect their character to get the desired pose. Cel animators can draw any pose they imagine by shortening and exaggerating limbs; easily achieving Squash and Stret

Stop Motion is full of limitations. In CG, an animator can scale up or down and/or intersect their character to get the desired pose. Cel animators can draw any pose they imagine by shortening and exaggerating limbs; easily achieving Squash and Stret