'General'

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"Life After Pose to Pose: Taking it to the Next Level" by Keith Lango


So what's the Problem?
In my first animation tutorial that I wrote over three years ago, I outlined a fairly common (but under-documented) methodology for managing one's keyframes in CG character animation. The point of that tutorial was never to declare that it was the only path to great animation, but was merely a suggestion for one way to approach your animation in a sensible, organized fashion that hearkened back to our traditional animation roots. The thing that I always felt I never properly addressed was what to do after you hit the end of that lesson? What takes merely functional animation and elevates it to excellent animation? How does one get from good poses with fairly decent timing to a natural flow of performance that just draws the viewer in? In short, how do you go from OK to great?
Well, Smart Guy, How DO You Go From OK animation to Great animation?
Thinking about it at the time, I had to honestly admit that I didn't have all the answers to those kinds of questions. While I am in no way suggesting that I am great now (trust me, I'm NOT), I've gotten a lot clearer in my head about some of those answers. Now here's a fairly bold statement, but I think it's true: For the most part, all pose to pose based animation will tend to feel the same. I've seen hundreds of animation tests from people who have adapted the p-2-p method for their own uses. While they all generally function, most feel about the same. And when I looked at my own work I realized that a lot of my stuff had that same feel. Basically, I had stalled on "OK". I needed to go the next step to find that elusive unique voice for each character, to take my animation to the next level beyond "OK" and start to approach some of the really excellent work I had come to admire over the years.
Thanks for the Personal Testimony, But You Didn't Answer the Question...
After a thorough analysis of my work up until that point, and then another analysis of of the work that I admired, I started to note a trend. That trend basically boiled down to this: I didn't polish my work. I was happy enough to get it into shape, to get the major forms and timings figured out, but I hadn't taken the time to really work on all the little things that add to the quality of a piece. After more cross reference and study and a fair amount of bouncing my work and experiments off of other animators who worked at top studios and picking their brains for feedback, I came up with a checklist. This Checklist consists of a number of various areas of the performance that I ask myself to 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 I'm 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 to methodically go through 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 to 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 to these questions would require me to start over.
OK Sparky, So You Wanna Share Your Fancy-Dan Checklist?
For every motion, pose, timing and action on every character in your shot, you need to ask every one of the following questions. By going through the list one item at a time and cross checking every motion for the item, you’ll find so many areas of weakness that need attention. The struggle for many beginning animators is that they don’t even know which questions to ask, much less how to answer them. Hopefully this list will help you to begin asking the right kinds of questions. It's helped me a ton. It’s not exhaustive, but it goes a long way to spotting trouble before you save your file for the last time and think you're done. If only finding and implementing the answers was as easy as asking the questions.
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 to o 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.


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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?
 
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