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Stop motion

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Definition

Stop motion is a capture method in which a physical subject is changed between individually photographed frames. When those frames are played in sequence, the separate changes are perceived as continuous movement. The term describes how the image is made, not a single visual style or material: articulated puppets, clay figures, paper cutouts, found objects and live performers in pixilation can all be animated by stop motion.

Overview

Stop motion begins with a simple cycle: arrange the subject, expose one frame, alter the subject, and expose the next. Dragonframe describes the same principle as physical objects moved between frames and photographed one frame at a time. Everything else—the shape of the puppet, the texture of the set, the smoothness of the performance and the complexity of the camera move—is built on top of that repeated act. This is why stop motion should not be treated as a synonym for clay animation. Clay animation is one material-based sub-type; puppet, cutout, object, pixilation and replacement animation are other ways of organising the subject while retaining the same capture principle.

A stop-motion animator controls the measured differences between still poses. Timing, spacing, balance, weight, eye line and silhouette are all authored by deciding what changes from one exposure to the next. At 24 frames per second, animation on twos uses one distinct physical pose for every two projected frames; shooting on ones doubles the number of unique positions. Productions can mix those intervals according to the shot. Fast action or a lateral camera move may need finer spacing, while an expression can hold. The subject is only one part of continuity: camera, lens, focus, exposure, lighting, set dressing, contact points and support rigs must also stay controlled across a shot that can occupy a stage for days or weeks.

Ordinary stop-motion capture photographs the subject while it is stationary for each exposure, so playback is built from sharply sampled positions rather than the continuous motion blur produced when a live-action subject moves during exposure. Wide spacing can therefore produce a crisp, staccato edge, but that is not the same as saying stop motion is inherently jerky. The motion can be delicate, graphic, forceful or nearly seamless depending on spacing, exposure interval and material. Productions can also author blur deliberately: go motion moves a model during the exposure, physical smear or replacement shapes can represent blur, and compositing can add or refine it later. Fingerprints, fur chatter, seams and other evidence of physical making are likewise aesthetic decisions rather than automatic errors.

The medium has several historical lineages rather than one uncontested first film. Władysław Starewicz developed sustained object and puppet performance in the early twentieth century; Lotte Reiniger demonstrated feature-length silhouette animation; model-effects work by Willis O'Brien and later Ray Harryhausen developed a parallel tradition of placing animated physical creatures into photographed worlds; Norman McLaren's Neighbours applied frame-by-frame animation to human performers through pixilation. Contemporary stop motion continues all of these possibilities while surrounding physical capture with digital tools: onion-skin playback, motion control, 3D modelling and printing, rig removal, set extension, compositing and grading. The digital pipeline does not redefine the medium, because the decisive event remains a real subject occupying a real position when the frame is exposed.

Workflow

  1. 1. Lock the scene in script, storyboard and animatic form. Determine the intended shot length, frame rate, major poses, camera language and sound cues before physical production begins.
  2. 2. Choose the stop-motion sub-type and subject system: articulated puppet, clay, cutout, found object, replacement parts, pixilated performer or a deliberate hybrid. Design fabrication and rigging around the movement the shot requires.
  3. 3. Build and test the subject, set and support system. Confirm the puppet holds poses, tie-downs or rigs remain stable, replacement parts register correctly and the animator can reach the performance area without disturbing camera or lighting.
  4. 4. Lock the photographic state. Fix camera, lens, focus plan, exposure, white balance and lighting; shoot continuity and flicker tests; and record the setup so it can be restored if anything moves.
  5. 5. Animate and capture one exposure at a time. Use the X-sheet, audio track, onion skin and playback to judge spacing, arcs, expression and continuity before committing each frame.
  6. 6. Review the sequence in motion throughout the take. Correct developing problems while the set and puppet are still available rather than treating playback as a check performed only after the shot is finished.
  7. 7. Finish the shot in post-production: process the image sequence, remove rigs and unwanted seams, composite passes, add any digital extensions or motion blur, grade the image, edit the scene and build dialogue, Foley, sound design and music around the silent photographed performance.

Worked examples

Related

Techniquespuppet animation / clay animation / cutout animation / object animation / pixilation / replacement animation / go motion / on-twos

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