ANIMATION WORKSHOP OUTLINE
::DISCLAIMER: This information is a compilation
of notes from various sources. I would like to credit the following
people for their knowledge and inspiration: Mike Thurmeier, James
Chiang, Tom Saville, Juan Carlos Navarro, Carlos Baena, and Keith Lango
useful animation websites referenced for this workshop:
useful rigging scripts:
Great Rigging Books:
Great Rigging DVD:
Before We Get Started:
1. Setting up your work environment
- set preferences
~ infinite undos
~ 30 frames a second
~ playback realtime
~ keys CLAMPED IN / STEPPED OUT
- set project
- set up hotkeys using MEL
~ alt a = playblast cam
~ alt s = working cam
~ alt ` = hide curves
~ alt 1 = shot curves
~ alt g = graph editor
~ alt p = playblast
~ alt k = select ALLKEYABLE
~ ctl ` = isolate selected
~ ctl 1 = isolate selected off
experiment and create your own as needed
2. Introduce students to character rig
- show control movers
- attributes
- basic IK/FK switching
- eye and brow controls
POSING:
1. Explain body language/facial expressions - "great
poses make great animation"
- successful poses are strong story telling moments
- the goal:
~ strong contrast
~ absolute clarity
~ maximum expressions
~ maximum appeal
    
- what makes angry people look angry? what makes happy people
look happy?
~ short term memory causes eyes to glance upward
~ long term memory causes eyes to glance downward
- avoid ambiguity in facial and body posing
2. Thumbnails
- fast, effective way to explore posing/expressions
3. Pose characters for 3 different emotions
- things to consider when posing your character expressively:
~ sillouette
~~~ easily readable sillouette
~~~ asymmetry
~ squash/stretch
~~~ allows more change, more
contrast
~~~ contrast of straight lines
against curves
~ weight
~ line of action
~~~ sets up next move
~~~ reversals
~ appeal
 
4. Discuss "what works, what doesn't" with posing your character
5. The basic head turn
- demonstrate different motivations of a head turn
~ slow, curious
~ surprised
~ confident
~ suspicious
    
- motivation to other movements.
~ KEY poses
~ sub-poses (breakdowns)
~ extreme poses
6. Bringing your poses to life
- connect your poses together
~ dont worry about timing, or slow ins/outs
~ don't hold back because of hard acting choices

- block in 2-4 more transitional (breakdown) poses that help
describe the action
~ antics (anticipation)
~~~ maximizes contrast between
arcs
~~~ anticipation keys don't always
have to be big
~ character thought
~ over-shooting
~ exxageration
- every move does not have to be 100% physically possible
TIMING:
1. Fundamentals of timing
- snappiness
- weight
- secondary motion
- overlap
- arcs

- takes/accents
2. The eye blink - "Characters that make steady
eye contact for more than a few seconds are either going to fight
or make love"
3. Why does the character move? - "Play an action
until something happens to make you play a different one"
- emotional queues "emotion tends to lead
to action"
~ your dog just died -"To show that a character
is hot, have him try to get cool"
~~~ lethargic, slouched. you'll
miss Spot
~~~ happy. that damned dog always
pissed on your couch
~ you're holding a winning lottery ticket - "To show that
a character is cold, have him try to get warm"
~~~ energetic, excited, snappy.
The pot is up to $128 million
~~~ indifferent, distracted.
It's a winning ticket for $1 dollar
~ you've just lost your job
~~~ determined, angry. a co-worker
screwed you over
~~~ defeated, suicidal. it was
your dream job :(
- audio queues - "Acting is reacting"
~ a fiire cracker goes off behind your head
~ you're listening to a sporting event on the radio
~ you get whistled at on the beach
~ a voice track
~~~ voice actors lend their performance
through dialog often creating queues based on timbre, pitch,
and accents. These nuances help guide an animator's decisions
- motivational/external queues - "To energize
a scene, convert the character's "wants" to "needs"
~ you have to pee real bad
~~~ energetic, excited, but restrained
~ you're being chased by el chupacabra
~~~ frantic, terrified
4. Timing your poses - "The purpose of character
movement is destination"
- using 100 frames, adjust the timing of your poses appropriately
- create additional poses if needed (no more than 8)
~ simplest points on the correct frames
- common mistakes with beginners
~ doing too much action in too short of a time
~~~ ie. too big of arm/leg swings
in a run
- BUT, always look for whatever gives more contrast/change
of shape within the action
- playblast often
ACTING:
1. Working with dialogue - "Acting has almost
nothing to do with words. Its about the emotion behind the dialog"
- import your audio clip in to maya, and let the sound loop
over and over
~ here's a good site for short clips of dialogue
from popular films: www.moviewavs.com
- write down the dialogue
~ note pitch, tone, and phrasing
2. Describing the shot - "A gesture need not
be an illustration of the spoken word"
- rhythm is important
~ avoid haing alll slow or all snappy movements
~ beautiful/believable contrasts in actions and timing
3. Things to consider
- Director
~ first, and foremost, you're making the director's
film. you must work toward his vision
- Actor
~ approach the shot as if you were the actor.
how would you choose to act out the shot to best convey the
actions requested of the director?
~ be aware of the camera. play to it.
- Animator
~ finally, explore the shot as an animator.
how would you visually describe the actions and emotions of
the actor with key frames in an appealing and expressive way?
4. Where to start your shot - "Break up the
action and the dialog - do one thing at a time! For example talk
then point or point then talk"
- focus on key poses required to explain what's happening
- add the poses in between that allow your character to successfully
transition from pose to pose
~ poses in this stage should include the hand
poses and rough finger posing
- playblast often
- show your work to fellow animators. If they've got suggestions
or better ideas... USE THEM!
5. The next step
- before splining, separate character on to different layers
~ leg layer
~ body and head layer
~ arm layer
- start with the body, hiding other layers
~ spline all keys on the torso
~ begin tweaking the curves one "move" at a time
~ avoid "pose to pose" feel
~~~ add overlap
~~~ more breakdown keys
~~~ add subtle moves and acting
choices in and around main gestures
~ theatrical acting is more successful when layered with "real"
elements
- playblast often
- make a list of all the problems, and address them
~ is the timing feeling right?
~ do I have good slow-ins and slow-outs?
~ are there "dead zones" where I've gotten lazy and under
animated the nuances of my character?
~ are there "overactive" moments where I've put in too many
details? could I have used the time to let the scene breath
a little?
~ is the animation stiff or fluid? If it's stiff, do I have
the keys of the body all on the same frame too often? If it's
floaty, is my timing too spread out?
6. On to the rest of the body
- the arms
~ more emphasis on overlapping
~ maintain strong arcs
~~~ example
- the legs
~ don't be too concerned with foot placement
while making acting choices
- playblast and list problems
Evaluate your animation:
~ use the following checklist to evaluate your
shot (www.keithlango.com)
Arcs:
Check to make sure your motions have good clean arcs. Turn on
trajectories if your software supports them. If not, get out
your dry erase marker and draw the arcs on your monitor.
1.
wrist-
you need to keep an eye on these to fight that marionette feel
2.
elbows-
if you're using IK arms, then you absolutely MUST check your
elbow arcs
3.
feet-
track the heel & the toes to see if you're getting clean
arcs on both
4.
head-
the most obvious motion hitches will show up in the head. It's
usually a torso problem, it just shows up in the head arc
5.
knees-
watch for pops and skips
6.
hips-
the center of mass is vital to believable weight, so check the
hip arcs.
7.
ankles-
8.
props-
so many time we forget that the prop the character is holding/using
is as important to the motion as the character
9.
eyes-
when they turn, are they linear turns? If so, add some arc.
10.
face
(lipsync)- make sure your face doesn't linearly go from static
morph target to target. The face needs to feel organic.
11.
tails- way overlooked, and very tricky to get right.
12.
check
break downs and make stronger if needed- weak arc? Push that
breakdown pose.
13.
no
two motions should have same arcs- feels very unnatural. Weave
the arc lines like a tapestry of interesting motion.
14.
cross
arcs and overlap for interest
Line of
Action:
Make sure you’re being strong with your lines. The difference
between an OK pose and a great pose most often lies in the line.
·
Have
you pushed your line so it reads clearly?
·
Is
your line interesting?
·
Is
your line strongly concave or convex?
·
When going from one pose to another can you invert your lines
for stronger contrast?
·
If all you had was one still frame to show for this pose, is
your line of action capturing the kinetic energy of your character
like a good illustration would?
Offsets:
Find a part to emphasize by scheduling it's late or early arrival.
Offsets help keep things loose and let your character breathe,
combating the common "pose-move-pose-move" feel of
most Pose-to-Pose animation.
·
Check
for twins. Shifting one arm by a frame or two is not fundamentally
addressing the issue of twinning. You need more than that.
·
Does
it fit for you to offset the hand from the elbow? The elbow
from the shoulder?
·
For
this move should your arms lead the torso or do they follow
it's weight?
·
For
this move should
your hand lead the arm or follow it's weight?
·
Does
your upper torso move independently from your hips?
·
For
this move, should the head
lead or follow?
·
Have
you seen if offsetting your rotation keys from the translation
keys adds any life to the character? How about individual rotation
channels from each other?
·
Do
your fingers each move independently from the other fingers?
·
Should your fingers flow after the hand or stay tight to it?
·
Is
this the right place to use the offset (aka "pixar")
blink?
Overlap
& Followthrough:
What
a LOT of pose-to-pose animation suffers from is the dreaded
"hit & stick". You need to find a way to get that
out of your animation while still keeping strong clear poses
and clean timing.
·
Are
you overlapping too much? Is it too soft? (mushy)
·
Are
you not overlapping enough? Is it too
hard? (sticky)
·
Are
your motions distracting? (poppy)
·
Does
it feel like your ease outs are too linear? (robotic)
·
Will this move benefit from the successive
breaking of joints?
·
Do
your body parts overlap with believable
physics? Are the hands too slow (heavy) or too fast (light)?
·
Don’t
blindly trust overlap or lag plug ins… check each frame for
accuracy.
Energy:
One of your primary tasks as a character animator is to manage
your tension, your energy build up and release. Each character
will build & release their energy in a very different way.
And even given different circumstances you character will build
& release energy differently.
·
Does
the size of the anticipation match the speed of the subsequent
action?
·
Does
your character flow well from one thing to another? Should they?
·
Does
your character's body language and gestures' energy match tone
& energy of the dialogue?
·
Look
for ways to build texture
into a shot- building across phrases and releasing. Not every
pose or move is the same length.
·
Move
your character around on their feet to keep them believable.
Nothing says "I'm not believable" like frozen feet.
·
Does
the energy of your character keep building up during hold when
appropriate? tip: if the pose hit didn't have an extreme with
a recoil, but is rather meant to build energy for release (like
an anticipation hold) then you'll keep growing the energy up
into the pose, like a long ease into the extreme.
·
Does
the energy of your character keep settling with gravity during
hold when appropriate? tip: If the pose hit had a settleback
after an extreme, you'll generally want to keep the held energy
settling into gravity.
Pace:
You need to keep things moving at a natural flow. If your shot
feels dull, look at your pose holds and your transition timings.
I'll bet you $20 that all your holds are about the same length
and all your pose transitions are about the same length.
·
Are
you motions too even across the shot?
·
Are
all the motions too fast?
·
Are
they too slow?
·
Do
you have an appropriate mix of fast moves verse slower ones?
·
Be
aware of the appropriate speed for a given set of appropriate
actions.
·
Mix
up the pacing of motion. Fast flurries followed by long simmering
holds. Great contrast.
·
Don't
make every move the same speed & flavor.
·
Favor
the anticipation or the breakdown or the ease out. Meaning:
think what works best for a given action- slow in/fast out?
Or fast in/slow out? Or even in/out but fast breakdown in the
middle?
What
would Character A move like compared to character B?
Silhouette:
Make your poses read in an instant, not in an hour.
·
Do
your poses read clearly in plain black & white?
·
Funky
lines in the silhouette? Check elbows to see if they're sticking
out unnaturally.
·
Check
spine & your line of action.
·
Think
of ways to compressing the pose/action into planes in space
for cleaner reads. Perpendicular to camera plane, or parallel
to it. think Woody's "cool sheriff" walk from the
cardboard box in Toy Story 2. Look at how his motion is compressed
into a single easy to read plane that is parallel to the camera
plane.
Motion Pathologies:
Does anything have a funky motion that just looks off?
·
Check
for IK pops
·
Look
for and fix hitches in the arcs
·
Smooth
out any hiccups in line of motion
·
Destroy
any and all distracting
moves
·
Do
you overshoot on moves too much? Not enough?
·
Is
there enough "keep alive" on your moving holds? Is
there too much so that you're adding noise to the signal?
·
Clean
out any and all distracting nasty geometry intersections. The
small single frame ones in the middle of big moves, forget about
those. Nobody will notice.
Timing:
…is everything. Well, almost everything.
·
Do
your character's gestures & actions lead words appropriately
in dialog?
·
Feel
free to play with physics a bit to add some texture. Give some
jump & hold to things in the air.
·
A move should never be linear and it should never be even.
·
Are
your physics believable (weight)?
·
Break
up long holds with secondary action (scratching, wiping nose,
weight shift, etc.)
Staging:
Can we see your action from the best possible angle? And remember:
the ONLY view that matters is the camera view.
·
For
visually pleasing images compose on thirds
·
Avoid
staging your character directly down the middle unless you have
a reason to.
·
Use
those lines of action to add visual angles to lead your viewer's
eye where it needs to go.
·
In
production you must keep the integrity
of the layout composition and then plus it with solid lines
of action & silhouettes.
If
your character is doing something important, make sure we can
stinkin' see what's going on!
·
Track
your eye as you watch. Where does it go? Is it where it should
go? Do your eyes feel like they awkwardly jump from cut to cut?
Is this the desired effect (sometimes it is)?
Acting:
Will
we believe your character is sincere? Are they REAL???
·
Stay
true to character. Buzz Lightyear will not flail like a spaz
like Woody would.
·
Does
acting match dialog intensity? Are you being too vaudeville?
·
Do
the hands & body merely illustrate words that your character
is saying? How many times do you make a punching motion with
your hands when you say the word "hit"? Not many.
How many times do you make a kicking motion when you say the
word 'kick"? Not many. How many times do you spread your
arms like an airplane when you say the word "fly"?
Not often. Guess what? Neither should your character!
·
Do
the eye emotions match dialog?
·
Reveal
your character's inner thoughts or emotions beginning with the
eyes first. Cascade out from there.
·
Emotion
drives motion. Motion does not illustrate emotion. (no vaudeville.
See above note) Also, thought does not drive action- emotion
drives action. Thoughts merely drive decisions. but decisions
are not acted upon without the emotion to drive them.
·
Avoid
overacting. Keep it simpler.
·
Don’t
try to do too much in one shot. Less is more
·
If
your character's face needs to show an emotional shift, it's
easier to read that shift while they are in a pose hold, not
in a move. Emotional shifts should occur when the character
is generally held still..
·
Who
owns the shot? Don’t upstage the owner of the shot. Keep the
secondary and background characters from being distracting with
their motions. Sometimes breathing & blinking is enough.
·
When
the time comes to transfer
shot ownership from character to character, make sure it's a
clean hand off. Only one owner at a time. The audience should
instinctually know who to watch based on what you show them.
·
Maintain
proper intensity levels appropriate for where character is on
character arc. If your character has a major anger blow out
in the third act, don't show that level of anger anywhere before
that point.
That's A Lot
to Check. Anything Else?
One simple discipline that I have found always helps me is this:
About the time you think you're done with your shot, make a
preview of your animation. Then, while it plays repeatedly,
step away from the keyboard and grab a pencil & some note
paper. Let the preview play over and over, until you start to
see every frame. Start taking notes of what needs to be fixed.
Find EVERY single glitch, hitch and problem you can find and
write it down to be fixed. Don't stop writing these things down
until you've noted every issue you've spotted. Spend at least
5 minutes watching this shot loop over and over. Then, when
you can't possibly find anything else to pick, go back to your
file and fix everything on your check list. So many times we
think we're done before we're really done with a shot. This
simple exercise will force you to stop and see the animation
for what it is. By noting every problem, you're ensuring that
you won't forget something. Then, when you've fixed every problem
on your list, repeat the process again. Trust me, you WILL find
more problems, stuff you didn't see before. It usually takes
me about 3 or 4 times of doing this last pass-last gasp effort
to really put the piece over the top.
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