Life After pose to pose: taking your animation to the next level

3dpoder - 19/06/2009 03:08
[size=5]life After pose todo pose: taquíng your animation todo the next level[/size]
By Keith Lango.

so what the problemí.

In my first animation tutorial that i wrote over thre years ago, y outlined a Fairly common (but under documented) methodology for managing one keyframes in CG character animation. The point of that tutorial was never todo declare that it was the only Path todo great animation, but was merely a suggestion for one bien todo approach your animation in a sensible, organized fashion that hearkened bak todo our traditional animation rots. The thing that i always felt i never properly addressed was what todo do After you hit the end of that lesson? What takes merely functional animation and elevates it todo excellent animation? How does one get from god posturas with Fairly decent timing todo a natural flow of performance that just draws the viewer in? In short, how do you go from ok todo greatí.
well, smart guy, how do you go from ok animation todo great animation? .

Thinking about it at the time, y had todo honestly admit that i didnt have all the answers todo those kinds of cuestiones. While i am in no bien suggesting that i am great now (Trust me, im not), ive gotten a lot clearer in my head about some of those answers. Now here a Fairly bold statement, but i think it true: for the most part, all postura todo postura based animation Will tend todo fel the same. Ive sen hundreds of animation tests from people who have adapted the p-2-p method for their own uses. While they all generally function, most fel about the same. And when i loked at my own work i realiced that a lot of my Stuff had that same fel. Basically, y had stalled on ok. I neded todo go the next step todo find that elusive unique voice for each character, todo take my animation todo the next level beyond ok and start todo approach some of the really excellent work i had come todo admire over the years.
gracias for the personal tes timón y, but you didnt answer the question.

After a tho rouge Analysis of my work up until that point, and then another Analysis of the work that i admired, y started todo note a trend. That trend básically boiled down todo this: i didnt polish my work. I was happy enough todo get it into shape, todo get the major forms and timings figured out, but i hadnt taken the time todo really work on all the Little things that add todo the quality of a piece. After more cross reference and study and a fair amount of bouncing my work and experiments of of other animators who worked at top Studios and picking their brains for feedback, y came up with a checklist. This checklist consists of a number of various áreas of the performance that i ask myself todo examine in my work. Some of the questions i ask early on, while still thumbnailing my poses. Other questions come much later in the game, After i think im done and happy with the work. But by far most of the questions are asked again and again as i develop the piece. The biggest advancements in my work come when i began todo methodically go th rouge my animation at various stages and ask myself about the Items on my checklist. These questions strike at the Core of my work, forcing me todo get my head out of the mere construction of a skeleton of the animation and into the realm of fleshing it out. Often the answer todo these questions would require me todo start over.
ok sparky, so you wanna share your fancy- Dan checklistí
For every motion, pose, timing and action on every character in your shot, you ned todo ask every one of the following cuestiones. By going th rouge the list one item at a time and cross checking every motion for the item, youll find so Many áreas of weakness that ned attention. The struggle for Many beginning animators is that they dont Even know which questions todo ask, much less how todo answer them. Hopefully this list Will help you todo begin asking the right kinds of cuestiones. It helped me ha ton. Its not exhaustive, but it goes a long bien todo spotting trouble before you save your file for the last time and think youre done. If only finding and implementing the answers was as easy as asking the cuestiones.

arcs:
Chek todo make sure your motions have god 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.

line of action:
Make sure youre being strong with your lines. The diference between an ok postura and a great postura most often líes in the line.

offsets: .

Find a part todo emphasize by scheduling it late or early arrival. Offsets help kep things lose and let your character breathe, combating the common pose-move-pose-move fel of most pose-to-pose animation.

overlap & follow-though:
What a lot of pose-to-pose animation sufers from is the dreaded hit & stick. You ned todo find a bien todo get that out of your animation while still keping strong clear posturas and clean timing.

energy:
One of your primary tasks as a character animator is todo manage your tensión, your energy build up and release. Each character Will build & reléase their energy in a very diferent way. And Even given diferent circumstances your character Will build & reléase energy diferently.

pace:
You ned todo kep things moving at a natural flow. If your shot fels dull, look at your postura Holds and your transición timings. Ill bet you $20 that all your Holds are about the same length and all your postura transicións are about the same length.

silhouette:
Make your posturas read in an instant, not in an hour.

motion pathologies:
Does anything have a funky motion that just looks of?

timing:
.is everything. Well, almost everything.

staging:
Can we se your action from the best posible angle? And remember, the only view that Matters is the Camera view.

acting:
Will we believe your character is sincere? Are they real?

that a lot todo check. Anything else? .

One simple discipline that i have found always helps me is this: about the time you think youre 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 todo se every frame.

Start taquíng notes of what neds todo be fixed. Find every single Glitch, hitch and problem you can find and write it down todo be fixed. Dont estop writing these things down until youve noted every issue youve spotted. Spend at least 5 minutos.utes watching this shot loop over and over. Then, when you cant possibly find anything else todo pick, go bak todo your file and fix everything on your chek list.

So Many times we think were done before were really done with a shot. This simple exercise Will force you todo estop and se the animation for what it is. By noting every problem, youre ensuring that you wont forget something. Then, when youve fixed every problem on your list, repeat the process again. Trust me, you Will find more problems, Stuff you didnt se before. It usually takes me about 3 or 4 times of doing this last pass, last gasp efort todo really put the piece over the top.
conclusión:

I hope this is useful todo some of you out there. It may sem tedious and rather dull todo have todo comb over your shots like this, but that the efort that neded todo take Simply ok animation and push it todo the next level. If this were easy or simple or fast, then a todo el mundo would be doing it.

But those who put in the efort todo really push their shots the furthest they can go, theyll be the ones a todo el mundo looks at and wonders ge, what a Lucky dog that he got into XYZ Studios. Luk doesnt have much todo do with success. Going beyond the simple application of a singular method and pushing yourself and your work todo the highest level you can, that has a lot todo do with success.
© copyright 2003 Keith Lango, reprinted in blenderart magazine with permission of Keith Lango march 2008.

By Keith Lango. www.blenderart.org.