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| 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. |
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| 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. |
|
|
|
| …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.) |
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|
|
| 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)? |
|
|
|
| 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. |
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| 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. |
|
|
| I hope this is useful to some of you out there.
It may seem tedious and rather dull
to have to comb over your shots like
this, but that's the effort that's
needed to take simply OK animation
and push it to the next level. If
this were easy or simple or fast,
then everybody would be doing it.
But those who put in the effort to
really push their shots the furthest
they can go, they'll be the ones everybody
looks at and wonders "Gee, what
a lucky dog that he got into XYZ studios."
Luck doesn't have much to do with
success. Going beyond the simple application
of a singular method and pushing yourself
and your work to the highest level
you can, that has a lot to do with
success. |
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