Professional Documents
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3D animation Is always changing and evolving into better and newer technology.
Computers get cheaper and faster, software upgrades and we improve tools. But something
that hasn't changed much is the way we do animation.
Animation has been around since the early 1900's and the basics of how animation is
done still applies in ways which we do animation today. The purpose of this book is to help
you understand what has already been discovered by the great Disney's Nine Old Men and
show you methods to learning 3D animation for beginners.
There's a lot to learn when it comes to 3d animation. It's not just about learning software
and wiggling your character around a scene. We need to get over the technicality issues of
using software, so that we can focus more on the creative process of animation.
This book will only focus on animation and the important methods for becoming an
animator. From getting a job in the industry, learning Maya, body animation, and facial
animation.
We'll start the book with learning about the industry, creating a demo reel, salaries, and
interviews. Then we'll go into understanding the basic tools of Maya so that we may begin
feeling comfortable when it comes to animation. Lastly, we'll go through two simple
exercises to get familiar with animation tools and finish off with two other main animation
projects. By the end of the book you'll learn how to animate a character's body and how to
approach full facial animation.
This book is specifically designed to help fresh-new people who want to get into 3D
Character Animation, learn it all and get them to a level where they can hit the floor
running. If you're an intermediate user there's methods and approaches you can benefit and
apply to your professional work.
These are the same methods I use when I work for film and game studios. There will be
no secrets and I will explain everything I learned to get to the level I'm at today.
Credit
I’d like to give a big thanks to these great artists for allowing me to share their work in the
Animation Methods book.
Nissan 370Z
Rigger: Md Abid Devecha http://www.sterlope.ueuo.com Modeler: David
Rodriguez
Alice
Joel Anderson http://www.joel3d.com
AY >
Horse
Rigger: Joel Anderson Modeler: Hung Vodinh
http://www.joel3d.com
Credit 3
Introduction 6
QUICK LESSONS
Character Walk Cycle 235
Horse Walk Cycle 237
**This book includes QR codes to watch video examples through your smartphone. You
may also find the videos, Maya files, audio files, and scripts at www.AnimationMethods.com.
To access the Maya files go to page 239 and find the username & password.
Introduction
Well is it? Are you Hire you don't want to get into modeling, texturing, rigging, animation,
effects, lighting and rendering, or all of them? You've probably heard the word PIPELINE. Pipeline
refers to the stages studios go through to make 3D movies and games. Work gets passed through
the modeler, to the texture artist, to the rigger, animator, and finally to the lighting artist.
This is a production pipeline. The world of CG (Computer Graphics) is full of many areas you
can specialize. I know CG can be confusing at first, so let's take a quick look at each
department and see what the pipeline is all about.
MODELING
When I say modeling, do you think of putting on your sexy outfit and walking down the
runway like a model, while the paparazzi takes crazy pictures of you? That would be fun,
but that's not the modeling we're talking about. The job of a modeler is to take the ideas of
the concept artist or at times your drawings or ideas and create them on the computer.
Think of it this way, you are the guy with a blob of clay and will be responsible for molding
that clay into something spectacular. It can be anything from modeling a simple cup to a
complicated cathedral hail with thousands of detailed ornaments. Your job is to use what's
called polygons and manipulate their vertices and edges to form objects, such as these
pictures.
Modeling Is all about creating what's In your Imagination and making It visible to others
using computers. Something to point out to beginners when thinking of becoming modelers
Is that once you finish modeling that awesome character, It does not mean that It's ready
to be animated and brought to life yet. Your model does not have color, bones, and controls
to be moved around. Unfortunately, your model is nothing but a lifeless, but awesome,
looking model. The next step into being able to move your character Is to do what's called
Rigging. But first, let's talk about adding color to your awesome looking model.
TEXTURING
You have created a cool looking model and now
needs color.
Your new job, If you choose to be a texture artist, will
be to take every piece you modeled, unwrap the model,
and apply color to it. I won't go too into depth here
about how to texture, but I just want to give you a quick
overlook at what it is.
Basically, you would need to take a front snapshot of
the front wall of this model. This is what we call UVs
(next picture) coordinates In the world of texturing. The UV's are like outlines of the model
that will help determine how the color will be applied to a model. These are the UV's laid
out. UV's is not an acronym. They simply mean U (horizontal) and V (vertical), they are
letters to give relations to 2D axes.
The next step Is to take these UV's and bring them into a program like Photoshop, which
will allow you to cut, combine, and arrange a realistic photograph in place so that they fit
within your UV's. Texture is a word we use to describe a photo of realistic surfaces to apply
and use on our models.
Now that you applied the texture on the UV's, you are now ready to take a look at how
the texture of the bricks applied to your awesome model. It should look something like this.
Not bad right? Now, all you have to do is continue unwrapping the rest of the modeled
pieces and keep on adding photographs (textures) so that it looks the way you envisioned.
As the texture artist you will also be responsible for making models look shiny, glossy, matt,
bumpy, reflected, and any other type of material you can think of.
RIGGING
You have a beautiful character model that took you days to create and now you want to
be able to move it and bring it to life. To do this, you'll need to rig it But what exactly is
rigging?
Like in the example of modeling in 3D and day, the rigger is the person who adds the
wires or armature into the clay model so that the animators can pose the character using
the wires. It's sort of the same idea but for computer. Let's take a look at this arm model.
Here it is! Imagine this is your beautiful arm model that took you 4 hours to create. How
would you animate it, where would you dick to move the fingers, how would you bend the
elbow? You can't, you have to rig it! You literally need to add bones to your character to
define where the bending will take place. Like this.
It's Alivel It's Alllllllive! Well, sort of, but not quite yet. Rigging Is probably the most
technical side of the animation process. It takes careful planning and knowing how to
organize bones and controls so that the animators life Is as painless as possible and can
easily click on controls and move him. After the bones are added and connected, the next
step of the rigging process would be to add controls. We add controls because the bones are
inside of the character's body and this obviously doesn't allow the animator to select bones.
You can see we have a control on different parts of his body to move them. These
controls are nice and big so that we can easily pick them and make our body rotations and
movements.
Now I would be lying if I said rigging Is that easyl There's still one more step I haven't
mentioned...skinning or binding. In simple terms, binding is like gluing the bones to the
model/skin. Skinning a character determines how the bones will bend the model. Think
about It like this: controls, bones, and skin. The controls move the bones and the bones
move the model/skin. These are the 3 main responsibilities of a rigger.
Don't think riggers only rig characters. They practically rig anything that has moving
parts. They rig cars, animals, plants, machines, and anything that requires simple to
complex movements. Rigging is high in demand by many studios. I have noticed that not
many animators know how to rig. If you can rig and you can animate well, you will have a
job for a long-long time. With this book you are half way there. You'll just need to learn
rigging.
This Is the reason we call anything we can animate a "rig". Once it's been set up or
rigged, It's now considered a rig. I can say things like, "Do you have a rig I can use to
animate on my demo reel?", 'That's a pretty cool rigl", "The rig I was animating sucked,
because it didn't have good controls"...etc. Pretty much any character, bipeds, animals,
creatures, or humans that are ready to animate are considered rigs.
ANIMATION
Some people say animation to include the whole process of making games or movies.
Animation is somewhat general, but Character Animation is more specific for doing only
animation or movement.
I'm hoping you want to be an animator and that's why you picked up this book, right?
It's okay, you can have a change of heart, I won't cry (sniff sniff). But animation Is where
the fun is. It's were things finally come to lifel It's the personalities, fighting, talking,
running, shooting, leaping from buildings, creatures coming alive, and where all the other
million cool stuff happens.
Animators are literally actors. Many animators film themselves acting out their scenes
before they ever touch the computer. We do this to watch for subtle movements we don't
really envision when we use our imagination to animate. Even if you're animating an
imaginary creature, it would help to act in the manner that the creature would behave.
Animation in its technical aspect is about POSES and TIMING. But creatively Is about
performance. It's making the audience believe that the character has feelings and can think
like you and me. It doesn't matter if it's a human, a creature, or an object. IT MUST BE AND
FEEL ALIVEI.
It's not just simply moving a character realistically from point A to point B, it's how
interesting can the animation look when moving from point A to point 8.
! won't lie to you. When l first got into animation I thought it was going to be fairly easy
to move characters with computers. But animation is about moving everything from blinks
down to fingers. It's not as easy as it looks, ft is an art and it's a Iso technical. You'll need
to wire up your brain to do both. But once you learn ft, boy is it fun.
EFFECTS
Aaah Yess! The other fun stuff! Explosions, fire, liquids, sparks, lightning,
blood, dust, smoke, particles, debris, hair, fur, and cloth...need I say more.
The effect artist it the guy responsible for making all the effects look cool
and believable in the movies and games that you see. These guys spent a
lot of time working with what we call in 3D, dynamics. Effects are actually
one of the very few departments of animation that doesn't get taught in
school as much as it should. Most effect artists that I've met in my career
are self-taught through books or anything they can get their brains on. It's pretty hard to
find a great school that can teach you effects. I won't say they're not out there, but this is
definitely one area you can teach yourself and still land a job as an effect artist.
LIGHTING
l know what you're thinking, "Lights are only in
real movie sets, not in CG!"
I don't want to surprise you but we also have
lights in our 30 sets too. Think about it, how could
achieve day light, night time, a flash light, a dark
dub with flashing fights and other lights simulations
if we didn't have lights in 3D. Lights in 3D are just
as important as fights on a real movie set. Knowing
bow to add light to your set can make or break your
animation and mood. If your audience can't see
what is going on because your lights are too dark,
they will eject your movie and place it right m the
trash can.
In this image I was trying to go for a scary looking hall way. But there is almost nothing scary
about this lighting The light looks very flat and doesn't make you feel anything. You can clearly see
the end of the hallway which doesn't provoke any fear.
Now by adjusting the lights and making the end of the hallway darker, I was able to
make the viewer's more cautious of what might t come from the dark end of the corner. Lighting
is just as important as the other roles m animation.
A fighting artist is responsible for the look and feel of a story He can change the mood and
help evolve the story based on how the characters feel in the story. He can add a little blue
to the lights to make the set feel sad and lonely or he can make it bright and yellow when
it's happy and sunny outside.
Lighting is not as simple as dropping in a couple of lights to your scene. It's about
making sure you always have a clear view of what's going on with the characters as well as
maintain an aesthetic appeal to the story.
RENDERING
First of all, what in the world is rendering? If you're new
to animation you've probably heard it come up a lot, but
weren't sure what it was. Rendering simply turns your
working fife into a finished image. It's the actual process
your computer goes through to convert your characters,
textures, lights, and effects into a final movie you can
watch. Rendering is not a position you would say you can
apply for. Mainly because the lighting is the last thing you
do in animation, the lighting artist's will also do the
rendering. Rendering is nothing more than adjusting
settings to output the best possible quality images. You'll then click a button that says Batch
Render, while letting the computer calculate all of your work.
At the end of the render you will get a movie, like an .AVI, .MOV, .WMV or image
sequence files. You'll click play and watch your creations finally come to life. In order to get
a final movie you will need to render it. That's the expression you'll hear a lot. Technically,
the computer is taking each frame of animation and "rendering it" with all the lights and
textures you've added to ultimately show it to you as a whole.
If you're still confused about what rendering is, rendering is like hitting PRINT on your
computer. Your printer does all the work and at the end you get a final printed image. You
have just "rendered" a page, same idea as rendering an image or a movie for animation.
Next time you hear the word pipeline, you will think of the process the studio went
through to make the project come to life.
Requirement
Technical knowledge of Maya
Excellent planning, communication and interpersonal skills
Strong knowledge and experience developing animations
Ability to give characters unique personalities and emotions through
animation
A strong work ethic, with the ability to meet tight deadlines
Don't misinterpret me and walk around saying I told you to only learn Maya or Max.
Learning either program is definitely a good start for you. After you have a fundamental
grasp of any 3D program you will be able to switch to any other program and learn it much
faster. Learning to use any professional animation software is like learning to drive a
manual transmission car. It might be difficult to learn to drive a manual car if you've never
driven one before. But once you get the hang of it and you begin to feel comfortable driving
around, you will easily be able to switch to driving an automatic car. After that, driving any
vehicle will be easy breezy. Learn the pro's software so that the low end stuff becomes
easy.
Besides, if you start teaming Maya or Max first, you'll have the upper hand from other
beginners. The most important part s not what software you use, but how well can you animate!
You need to develop good animation method so that when you're presented with any 30 program
you will be аЫе to apply your same methods and achieve great animation every time, no matter
what software.
If you can't get a hold of professional software, start with freeware, such as Blender.
Blender is free to download and it will give you some real-world experiences to Peg«' and
understand animation. Start with what you can.
There are some stud«» that have their own proprietary software. proprietary meaning
exclusively owned or created by that studio. You will need to learn their software when you
get hired. This is why it's more important to is have methods for animating than having
Knowledge for particular soft ware. The software e nothing more than just a tool.
Computer Power!
Does your computer crash often? Then this Screen of Death will look familiar to youl This
is usually caused by two reasons. 1) The software was at fault and there is nothing you can
do about It. IT JUST CRASHED! You can add this problem with the sci-fl mysteries of life. 2)
Your computer is too slllllooooowwww. Think of it this way, your computer is slow and
animation software is fast. Your software is very CPU, RAM, and graphic card intensive and
if your computer doesn’t supply enough of this to the software, you are essentially choking
it. This is a reason your software might keep crashing often. You can't expect to step on the
gas and go lOOmph on a 1990 Toyota Tercel and not have any engine problems afterwards.
Keep driving fast and you'll end up burning the engine or "crashing" the car.
You need an engine that can keep up when you put the pedal to the medal.
Your computer Is the same way.
Most of you are thinking of going to school or are in school and you are
forced to use the computer in your family room for projects. Chances are that
computer was bought by your mother or father who knows nothing about
computers and a lot about saving money. They probably bought the
computer that was advertised on sale at BestBuy for $199. Although I might
say they got a really good deal, it's probably not suitable for animation. How do I know? I
was once In your shoes. A computer like that will have something along the lines of a single
core with a clocking speed of 1.6GHz, 2 or 4GB RAM, and about 500GB of Hard Drive space.
I didn't want to geek all out with numbers, computer terminology, and confuse half of the
readers. But working with computers Is going to be your life from now on, so you will need
to familiarize yourself with some basic terms.
CPU = Computer Processing Unit or Core, is the brain of the computer that's responsible
for doing most of the calculations. The CPU requires a fixed number of clock ticks (or clock
cydes) to execute each instruction. The faster the dock speed, the more instructions the
CPU can calculate per second. In simple terms, if you have a 1.6GHz and you find another
that says 3.6GHz, you're better off with a faster brain. I would not recommend a computer
with 1 core, that's considered a toy for 3D graphics. If you can get a dual core make sure
you push your RAM and video card to something you won't regret later. If you get a quad
core, you get a passing grade from me. I'll put it to you easily, the more cores you get, the
more I take you serious about 3D.
HDD = Hard Disk Drive or just hard drive. This is like having a nice big
drawer for your computer. This is where all of your programs, files, pictures,
movies, and everything else you store on your computer goes.
Most computers now days have anywhere from 500 GB to 2 TB. 1TB is a
whole lot of comfort room for almost anything. For animation you will
certainly need about 1TB and up. Because with animation you're going to be
dealing a lot with software, files, images, and movies, it's a good idea to
always have enough room to store all of that.
But don't worry too much if you don't have a lot of room in your computer's
hard drive. You can always buy an external hard drive which you can easily plug
into your USB port and save more stuff! External Hard Drives can range from
100 GB to about 4TB in capacity. External hard drives are great because they are
portable enough to take your files from home to school/work. These can range
from $80 to $300 depending on the amount of memory you buy.
But that's not all. I'm sure you've heard of thumb drives or flash drives. These
are actually little tiny hard drives that fit in your pocket or keychain. Plash drives are
a great way to transfer files if you don't want the bulky carry on of an external hard
drive. They don't carry an insane amount of storage, like the external drives do in
TB, but they do reach the GB. This should be enough storage for your important
files, movies, or great for backing up your work. I always carry a thumb drive with
me when working with animation. I don't want to lose my hours of work, so I always
back up my files on my thumb drive. These can range from $S to $100 depending on the
amount of memory you buy.
The beauty of some graphics cards is that they give you the ability to connect two
monitors. This allows you to work efficient and not waste too much time switching from
window to window. Everything is laid out and ready for you to use, especially when you'll
have a lot of windows open for animating. Most studios you'll work at will have dual
monitors, but if not, they'll probably make up for it by having a huge 22" to 30" monitor.
Going back to your 15" or 18" monitor at home will seem like a joke after you leave your
studio.
The moral of this chapter is, BUY WHATEVER YOU CAN AFFORD. They are so many
options in speeds, brands, and prices that you have no excuses for having a decent
computer built for 3D graphics. An entry level computer can cost you anywhere from $600-
$l,000. An excellent computer can range from $1,000 to $1,500. And a crazy artist can
spend $2,000 and upward! Have a chat with your piggy bank and see what you can afford.
Even if it's not the latest and greatest, I'm sure you can upgrade parts when you can afford
it. Oh Yeah, One more thing! Make sure you buy a mouse with a middle mouse button.
You're going to need it.
Day of an Animator
Being an Animator is
probably one of the most
fun, challenging, and
rewarding careers you
can ever have. Let's face
it, what other job do you
know where they allow
you to wear headphones
and listen to music while
you work? A typical
starting day of an
animator is around 9:30
am to 10 am., which is
great, if you want to sleep in just a little bit longer. The studio environment is always
relaxing. You walk in, turn on your computer, and start hacking away on your animation.
The Director or your Lead Animator won't be watching you like a hawk like other jobs you
might've had. You have to be responsible and organized to finish your animation by the due
date with minor supervision. Your lead animator is usually a person with 5+ years of
working experience and is there to quickly guide you with issues you may be having and to
make sure you're meeting the quality of animation the director is asking for. Typically, Lead
Animators are assigned teams if you're working in a big studio with lots of animators. This
helps keep track of all of the animation that goes around.
Now you won't always have the luxury of having a Lead Animator by your side. Smaller
studios don't have Lead's and you'll be dealing with the director yourself. This doesn't mean
you'll be stuck if you come upon a problem. Your coworkers will be there for you as well. Be
nice to your fellow animators, they will need your help at times too. For the most part,
animators (or any other artist) are cool people who like to joke around, talk about movies,
and share funny pictures around the studio through instant chat messages. It's rare, but
you'll eventually bump into an arrogant worker who will think no matter how great your
animation may be, he'll always disagree. My advice is just to listen to the directions of your
lead or director's. If they approve your animation, that's all you need to worry about.
Besides, the people who talk bad about others are usually the ones who don't create quality
work and don't last too long.
Yes, that's me playing arcades at work, so what? Can you do this at your job! Didn't think
so.
Try not to separate yourself from other departments. Becoming friends with other artists
such as lighters, riggers, modelers, texture or any other artists is beneficial to you. If you
find yourself out of a job, you can always call out to one of your working friends and ask if
their hiring at that studio. Or vice-versa, if the studio is in need of more artists, they might
ask you if you know of anyone in particular they can bring on to the project. They'll help
you and you'll help them. This industry is about networking. IT'S ALL ABOUT WHO YOU
KNOW. You can't be shy, so when you get a chance, walk over to other departments and
introduce yourself. Ask what they do there and be friendly. Towards the end of the
production you can exchange numbers, email, website, business cards, Linkln, or Facebook
information. I don't care how you guys communicate, but it's always a good idea if you plan
to survive in this industry. Well...networking and a great demo reel.
Not only is being friendly a good idea for networking but they are now your family. Let*s
face it, you're going to be working anywhere from 8-12 hours a day.
It can get stressful and crazy if you don't get along with your co-workers.
We've established the importance of friendship; now let's talk about work. A typical day
is 8 hours, with your two 15 minute breaks and your 30 minute lunch. Depending where
your work, you might get an hour lunch, if you're really lucky and your job is very laid back,
you can sometimes go out and get a snack as you please.
What exactly will you do as a CG Animator? As an animator you are responsible for
making the characters come to life and tell a story through their performance. If you're in a
big studio, you will probably be given the script and storyboards so that you can read the
story and familiarize yourself with the character's personality. The storyboard is like a comic
strip of the script. It will show you a visual representation of what you will have to animate.
After you familiarized yourself with the story and characters, you will move onward to
what’s called the Layout. In the layout you will roughly position your characters lr their
environment sets and add cameras to best show what they will act out.
After you get your Layout approved by your director/lead, you will begin to move into
Blocking. Blocking Is where you begin to pose your character and show some of the minimal
but main actions of your character. There Is no detail or any realistic movements yet. You
Just work out key poses to simply get an Idea of what will happen. This can mean that your
character will slide around your scene as opposed to making him physically walk. After your
Blocking gets approved by your director/lead again, you will finally move Into the first
phases of animation. It's typically a good practice to record yourself acting out the
performance of your character so that you can catch the small nuances movements In
character. Now you have some reference footage as to how to begin posing your character.
You'll add extreme poses showing greater detail of HOW the acting/action will take place.
After your extreme poses, you will move a lot faster filling In your animation with more and
more poses. This Is where your spend most of your time adding breakdowns, in-betweens,
adjusting poses, working timing, adding the principles of animation, to ultimately, complete
your smoothed-pollshed animation.
Not every studio will give you the time or tools needed to follow this workflow. Some
studios might not show you the script or storyboard. They will leave it up to you to create
the animation based on the director's Idea. Other studios require you to complete your
animation within a couple of days, not giving you enough time to plan for much. If you find
yourself trapped with a tight deadline, I would at the least recommend that you record
yourself for reference footage. Reference allows for quickly Identifying extreme poses,
timing, finger poses, and facial expressions, Even If you're animating something Inhuman,
like a creature, try and act out how a creature would move. It will help you visualize timing
of Its movement.
3D animation It created using two ways. Either you sit down and animat« by setting
keyframe poses by hand or you wear 9 suit to do Motion Capture (mocap).
Motion Capture still plays a big role In the film and game Industry. Motion capture is the
fastest way to produce a moving character in CG. It's just a matter of putting on the suit,
acting out the scene, and transferring the motion data to your CG character.
The good news about motion capture is that it's not always accurate. Don't worry about
animators losing their jobs over mocap. In most instances when we transfer the motion
data to our characters, something will not always work well. This will require an animator to
go into the animation data and fix or animate what is broken.
Motion capture will give you more of the realistic movements, such as the film Avatar by
James Cameron. When done nicely it can fool you into believing the realism of characters.
Not only is motion capture for recording the body movements of the actors, but with
improving technology, we've been able to capture the facial movements of the actors. This
continues to add to the realistic movements from the actor to the CG character, thus having
to do less work by an animator.
Motion capture is great, but when it comes to moving something that's non-human it's
always best to bring an animator and have him animate the movement.
Most animators worry that motion capture will one day take over and leave them out of a
job. I don't think this is the case, as we continue to see large studios such as Pixar,
Dreamworks and Blue Sky still use keyframe animation on most of their work. As for the
video game industry, we have been seeing the use of motion capture more often, but they
still hire animator to do the fixes and to do facial and lip sync animation, as most video
games don't capture facial movements.
Animation and motion capture both have their place in the industry. We still need the
man power to create movies, video games, and commercials. Every studio has their own
ways of creating their work on time and on budget. But I can guarantee you, 3D animation
still has years to live.
Now let's talk about the difference between video game and film studios. Most animation
companies will be between quality and quantity or work vs. speed. If they ask you to
animate something quickly, between a day and two, usually the quality will go down.
Meaning, the animation won't look as great. If they ask you to do the same animation, but
give you a week to do it, then speed goes down, but quality goes up.
This all depends on the budget and schedule of the game, but game studios tend to do
more of the quantity rather than quality. When you go into film, its the opposite, the
animation quality goes up and the speed goes down. Because film is viewed by a larger
audience it needs to look good. Expect to work longer when animating for a feature film
than when you're working on a video game. If you've ever asked yourself why animations in
some video games look crappy, this is the reason. At some point it was decided that
production needed to speed up in order to meet the deadlines, causing the quality to go
Speed down but the quantity to go up. Deadlines are an important and must be met at all
costs. You'll be lucky enough to get an extension on a deadline.
Do I Have To Go To School?
Yes, no, and maybe. Plainly, I'm going to tell it like It is, In this industry the only thing
that matters is YOUR DEMO REEL. No matter if you want to be a modeler, texture artist,
rigger, animator, lighter or an effects artist, you need a great demo reel. Your work is more
powerful than your words, your degree, and the school you attended or who you know.
I don't want to sound cruel, but studios want to know that you can perform to standards
they require, and the only way they'll know that, is by watching your demo reel. Let me
give you an example, if we were to have two types of people, Mr. Degree and Mr. Self-
taught and they both had a demo reel, and let's say they both applied at the same studio as
animators. Let's also assume that the work of Mr. Degree was decent but not amazing, and
let's say that Mr. Self-taught's work was mind-blowing awesome good. If they both applied
to the same studio, who do you think they'll hire? You're rightl They'll hire Mr. Self-taught
because he can get the job done.
This is only to stress the importance of having a good demo reel. How you get a good
demo reel is up to you. There are many great schools out there that can teach you what
you need to produce a golden demo reel. Schools are good because they can teach you
other areas of animation, such as, storytelling, anatomy, drawing, character design,
cinematography, 2D animation, acting, and areas that surround film in animation. This can
definitely give you the upper hand as opposed to learning it
yourself.
If you're not the type of person that can sit in front of a computer and read books,
tutorials, videos, blogs, or articles to self-teach, then going to school is your best bet for
becoming an animator.
On the other hand, teaching yourself can be a faster AND CHEAPER route than going to
school. If you're a dedicated person and have the patience to study animation, then you can
probably hack at it for a full year and be able to produce some useful material for your
demo reel. The only problem with this is finding a good source to study from :( The good
thing about it is you're holding a book with answers :) The reason I wrote this book was
because when I left school I wasn't up to par with my animation skills and felt I was missing
a way to approach animation. I needed a method for animating! When I left school I felt I
had a general knowledge of animation, but not a specific skill for approaching any real
studio work.
Let's not forget that learning on your own is a lot cheaper than going to school. Would
you rather pay about $5,000 to buy yourself ALL of the programs, books and videos
necessary to become self-taught? Or would you rather pay about $12,000-$80,000 to go to
school for 1-4 years?
Demo Reel
show good timing, acting, weight, and it's overall entertaining. Every - K.I.S.S (Keep It Simple Stupid)
piece of your demo reel should be good and at no point should the - Show what you're good at.
viewer say, "What was that? That was horrible!" If you're in doubt of - Wow them!
adding a piece of work, it's best to keep it out. But when in doubt, - Add contact and info.
throw it out! When it's good, you'll know. - Get Feedback.
Keep your demo reel between 2-4 minutes long. If you only have
1 minute, its fine, but make sure it's your best 1 minute of work. It's better to see 30
seconds of amazing work than to sit and watch 4 minutes of "eh" work.
Kiss
"Keep It Simple Stupid" is a good way to remember to not add a iot of random junk into
your reel. If you want to be what's called a Generalist (you model, texture, light, rig, and
animate) then you can show case all of this into a single reel and explain what you were
responsible for on a breakdown sheet/credit sheet. Adding music to your demo reel can
sometimes hurt you. It would be really annoying if you added
metallic or hard rock songs while your demo reel is playing in the
background. Your demo reel is about selling your work not your
personal taste in music. Music should be subtle and in the
background so that we can hear your characters speak. If you're not
sure what song to add, just keep it out. "Keep It Simple Stupid".
Wow Them!
Employers go through hundreds of demo reels while looking for artists to hire. They have
seen all the good stuff and all the bad stuff. They know within the first 10 seconds of your
animation if it's worth watching or if they should eject the DVD and toss it straight into the
"never to be heard from again" pile. You need to wow them! Look at other demo reels on
YouTube and watch the ones that make you go, "Wow!" That's the same reaction you
should provoke with your demo reel. Even if you're new, you should have something that
even professionals can go, "Wow!"
Get Feedback
Getting feedback for your demo reel Is important. Ask your friends to give you their
honest opinion. Sometimes your friends will tell you they were confused, they didn't
understand, or the movement of a character was awkward. If your friends are lost, I
guarantee your employer will be just as lost.
It helps if you also have friends that are studying animation or are in the industry. This
way they know what to look for in terms of detail movements and acting.
You can upload your demo reel to YouTube and have people post comments. If many
people say your work Is great and inspirational, maybe you're ready to look for a job. On
the other hand, if they post critiques, take it and learn from them. Make the changes or
improve on your weakness and try again. If you really want this you will do what It takes,
even if It means reanimating some parts and rendering it again.
Get a professional animator to look at your video. Share your link and listen to what they
say. There's a reason why they're in the industry. Be open- minded and willing to learn.
What they say is not to hurt you, but to make you a better animator. Like I mentioned
before, animation is a trial and error process. Take every bit of information and apply it.
Never send your original reel to anyone. Make copies of your DVD or any art work you
wish to send, but always keep the originals stored with you in a safe place. You will never
get your reel back once it's sent. Kiss it good-bye and hope for the best.
Update your reel anytime you have newer better work. Just because it's new does NOT
mean it should go on your reel. Make sure it's GREAT! I know the feeling of working on an
animation for about a month, and just because it's your latest you feel like adding it to your
reel, not realizing it's not your best piecel Compare It to your other work and get some
quality feedback. Only then can you add It to your reel.
GET A WEBSITE
It should be mandatory for all artists to get a simple website showcasing your work.
Nearly all studios I've applied to want to see your animation before they call you for an
interview. You can set up a quick website for cheap. You won't need programming skills for
this. I don't recommend using a YouTube link as your only source for showing your reel.
This can be tacky and is not very creative. Invest in a small website. You'll be glad you did.
Don't send the same reel out six months later. Update the work in it. Show your latest
and greatest work. You should always be working on something new.
Don't put loud and crazy music on your reel. Big studios mute the audio and just watch
your animation movements. If it looks good without audio, they can only imagine how much
greater it will be with the audio. Keep AC/DC and Metallica style music away from your reel
and keep that in your iPod. If you're going to add music, make it pleasant for alt to listen to.
Now that you know what goes into your reel you can begin creating your DVD. Show
them your best work and you should have no problem getting into the industry. But if at
any time you find yourself out of a job, your full-time job is to look for a job.
I wish there was a quick answer to getting into the animation industry, but there are
many factors that determine your eligibility. Your demo reel, as we just read, plays a big
role in getting you closer to working.
I will put your demo reel at the top of the list for getting a job as an animator. If you
don't have a demo reel you'll never be called in for an interview. You might be used to
applying to jobs mainly by resume, but the way in is through your demo. If you're an entry-
level animator your resume won't help you as much and it will be up to your demo reel to
do your talking. Once you gain work experience your resume will begin to shine and help
you stand out
Do I need a website?
YES!!! Notice I said yes in caps, bold, and three exclamation marks. The reason why I
say to get a website is because it's cheaper than physically mailing your demo reel and 95%
of studios only want to see online demo reels. It's 2012 and we are in that age of
technology where we can just click a link and watch someone's reel. Studios don't watch
VHS or tapes; I don't even know what they are anymore. But you can still mail packaged
DVD's with your resume to studios. That's how I landed my first animation job back in
2009, through good'ol snail mail. Regardless, online reels are cheaper and good for the
environment.
When I say you need a website, I don't mean you'll spend tons of money and you'll need
to geek out on code and go crazy with creative photos and logos. You can get a free blog or
a cheap do-it-yourself site. You want to add a little description about yourself, your contact
information, resume, and definitely will need to show your demo through a link from
YouTube or Vimeo. This makes it convenient to find everything about you in one site.
You can get cheap websites for about $5-$12/month. This is a lot cheaper than having to
buy DVDs, cases, resume paper, packaging envelops, labels...etc. Now imagine if you had
to ship out a couple of demo reels per week. That's about $30-$50 to stock on supplies plus
pay for shipping. You can see why it's cheaper to run a website instead.
Probably the first time you apply to a studio you can physically ship out a few of your
demo reels while you work on designing your website. But always remember to read what
the studio requires from you. Some studios don't accept mailed demo reels. But for the
other studios, go ahead and ship some reels with your resume.
Don't ship 1 or 2 demo reels and expect to land a job right away. You'll probably never
hear from those studios again. Applying for a job in animation is a lot different than what
you're used to. Starting off, you'll need to send out about 50 demo reels and you'll only end
up hearing back from 1 or 2 studios if you're lucky. You need to find a studio that will hire
entry-level animators. Keep at it and
don't give up. You only need that first foot in the door to help your resume look better. If
you don't have a job, then you job is to look for a job.
You got a call for an interview, what do you do next? Help!
Nowadays you can be emailed from a studio to schedule you for an interview. If a studio
is too busy or doesn't have a Human Resource department they will probably just email you
for an interview as opposed to calling you. Regardless of how they communicate, always be
professional and reply to confirm the interview. Reply quickly and get their studio's
information to keep in contact.
If you're interviewed, always take 2 copies of your resume in case you're interviewed by
more than one person, a copy of your DVD demo reel, a back-up demo reel in a flash drive
in case the DVD doesn't play properly, a pen, and dress to impress.
Let me guess what you're thinking right now, "How much money will I earn as a 30
Animator?"
This career is very dependent on what you know, how much you know, and how well you
can do it.
This alone will not determine how much you will earn. We also need to take a look at the
size and type of the studio you want to work for.
Typically, larger studios in film pay the most They have larger budgets and have the
longest deadlines compared to smaller game studios. They're the studios that tend to only
hire artists who have 4 years of experience and up. There are always exceptions to the
years of experience you may have, but that means if you're an entry-level animator, your
demo reel better show professional quality work to animate with the "big boys'.
Game studios pay according to the years of experience you have, whereas, film will pay
you according to the quality of work you have. If you have 0-12 months in the industry you
need to work your butt off. 1-2 years, you are considered an entry-level animator, "Yay!
You made it in'. 3-5 years you are an intermediate animator, "Watch out! You're moving
up!" 6-8 years you are a professional and can become a Lead Animator, 'Mama will be
proud". 9 + years you are well respected in the industry, 'Hail to the great ail mighty".
Job Hopping
Being in the animation industry, whether you want to get into games or films, there's
going to be a lot of jumping from one studio to the next. Most studios hire per project.
Meaning, when the animation project begins, they hire artist, and when it ends, they let go
artists.
This is something you need to prepare yourself for. Not a lot of people going into the
industry know that you'll be job hopping for a while, especially if you're an entry-level artist.
Freelance
You will most likely be a freelance artist. As a freelancer you will earn your hourly rate,
can work 8 to 12 hours a day, at time you won't get any medical benefits and you'll only
last for the duration of the project. Projects can range from a typical 3 months to 8 months
(but can go longer). They will pay you based on the hours you work.
If you're an entry-level artist, this is what you'll look forward to. It might not sound that
great, but you are gaining experience, and as you move onto your next project you can
increase your pay rate according to the new skill you learned.
Leam to save money for your out-of-work time, or as we call it, "in- between jobs". Once
you're done with a project you will need to look for another project. Who knows how long it
can take you to find the next opportunity.
Always do your best and keep improving your reel in your down time. Animators can
make good money, but Be smart and save.
Contract
Working with a contract is fairly the same as working freelance. The only thing that
changes is how you get paid. A contract will have a set amount of salary they will pay you
monthly. For example, they might agree to pay you $3,000 per month. This is different than
getting paid an hourly rate as a freelancer. Whether you work 8,10, or 12 hours a day, it
won't change your pay. Your check will still say $3,000 by the end of the month. Make sure
you agree with the contract amount, if you're okay with it, then you should be happy with
you checks:)
Permanent Employment
Being a permanent employee at a studio is fairly hard for an entry-level artist to get into
right away. Full-time employment is usually offered to veterans such as leads, directors or
artists who provide high quality work. This is usually the case within film or a high profile
game.
Films usually take 2 years of production to complete and if you're hired early on, you will
probably last for the whole 2 years. If that studio picks up a second film right after it
releases and is pleased with your work, they might ask you to stay and work for their new
project.
Video game companies that release big games such as, God of War, Call of Duty, Grand
Theft Auto, etc... do the same as big film studios. They can hire artists and keep them for
the length of the project, ranging from 1 to 3 years.
It's at these bigger studios that offer you competitive salaries, benefits, paid vacation,
gym membership discounts, free lunches, fun activities for employees, and all the rest of
the stuff you would call the dream job.
I'm telling you this, so that you don't find surprises in this field. It's very competitive and
everyone is looking to get into the big studios, but the reality is that you need to set
yourself apart with your work and prove that you have what it takes to work there. Start at
smaller studios and take what they give you, add it to your reel, keep improving and learn
new skills. Before you know it you will be where you always wanted to be.
As I said before, every studio is different and will hire based on their needs. There are
exceptions to every rule. You could be fresh out of school and end up working 6 years at one
studio, who knows? Don't TRY to be the best, BE the best!
I have a friend who went to the same school as I did and he landed working at Trey arch,
the makers of Call of Duty Black Ops, and he's still there today!
Before I signed up for school, I wanted to get ahead start of class by opening the most
popular program known for film and games, Autodesk Maya®. This bottom Image was what
I saw the first day I opened Maya.
"Aaaaaah", I screamed as I ran into the streets! I didn't know what button did what,
which button made me coffee or what button made my animation awesome. I closed Maya
faster than ALT+CTL+DLT could and hyperventilated as if I had just seen the scariest thing
in my life. Maya is very un-user friendly when you first open it without any kind of
knowledge of it.
This chapter will show you the fundamentals of Maya 2013 interface and how to
maneuver around this scary and exciting new software. If you're familiar with Maya's basic
interface, you may skip this chapter. Don't worry if you don't have Maya 2013. The methods
for animating are the same for ANY software. I'll show you how to use Maya in a PC, but if
you have a MAC, you'll just substitute the ALT key for the 'Option' key. Even if you don't
have the latest version of Maya, it won't kill you. Maya only makes improvements when it
upgrades, but it doesn't undergo drastic changes. Believe me, it's not the end of the world!
Let's get started! The first thing that will catch your eye as soon as you open Maya will
be the four large rectangles windows in the center of the program. These are called
viewports.
These viewports are used to look at the different angles of your work. You'll need to
make sure your animation movement works well from different angles.
If you want to maximize any of your viewports to full size, all you need to do Is place your
mouse (cursor) over a viewport and 'smack' spacebar. This will allow you to comfortably see
your work in a larger view.
These are 5 of the easy tools you'll need to become familiar when using Maya.
There's obviously many more tools pictured on the left, but I
Select tool (q): used for
don't want to turn this chapter into a "Bible" for learning Maya.
picking objects Many of the tools found in Maya you won't use, because they are
Lasso tool: used for catered to modelers, riggers, lighters...etc. For this reason, we will
circling around and picking cut corners and only show you the tools that you, as an animator,
objects must know.
Move Tool (w): used for Let's create some simple shapes, so that you get familiar with
moving objects. moving objects around and rotating in your viewports.
Rotate Tool (e): used for First, let's uncheck interactive creation, by going to our top
menu and selecting CREATE> POLYGON PRIMITIVES >
rotating objects.
INTERACTIVE CREATION and at the bottom, uncheck interactive
Scale Tool (r): allows
creation.
you to scale the size of This allows you to select any object found under your polygon
objects. primitives window and not have to manually click and drag to
create an object. This is optional, but I find it easy to just click an object and have it appear
in my viewport.
We'll need to get familiar with three of the basic tools I showed
you previously. The move tool (w), rotate (e), and rescale tool (r)
are the tools you'll be using for the rest of your life as an animator.
Well, maybe not so much the rescale tool, but the move and rotate
tool, you will. Switch your viewports (press spacebar) back to the 4 views and watch what
happens as you move and rotate the helix. This will help you see how things move in your
viewports as you rotate them. Use the move, rotate, and scale tool on the object. Go ahead,
use them. I'll wait...
Great! That was easy. Now let me give you some fun stuff. Maximize your perspective
viewport again, select your helix, and press (f) to center it. Now, in your perspective
viewport try these three ways of moving your camera view around the helix. Holding down
the ALT key try these three combinations in your perspective viewport, (pictured).
At any point if you drift away from your object you can frame back by pressing (f). Pretty
cool camera moves, right? The perspective viewport is the only view that allows you to spin
around you object. All the other side, front, and top viewports ONLY allow for zooming and
moving/panning. You can also zoom in and out if you scroll your mouse wheel. Yes! You will
need a 3 button mouse to use Maya. Don't have one? Go buy one. I'll wait again...
ALT+Click left mouse button; This allow you to rotate freely sound your object
ALT + Middle Click; The will aSow you to pan or move across your object
ALT + Right mouse Click; The allows you to zoom in and out of your object
MOVE TOOL
When you select the move tool (w) you will see 3 arrows that allow you to move the
object. This is called your axis gizmo. Each arrow has an axis name. They are X, Y, and Z.
The X axis allows you to move your object left and right in Maya's world. The Y axis will
move your object up and down in 3D world, and the Z axis will move you in depth or
forwards and backwards. They are also color coded so that you can quickly identify them,
red is the X axis, green is the Y, and blue is the Z axis. Just think of the axes as North,
South, East, and West in your computer world.
Open your Channel Box and let's take a look at how we can move objects
more precisely. To open your Channel Box window click on the upper-right
corner icon (as shown) or click on the tab that reads CHANNEL BOX/LAYER
EDITOR on the far right of your screen. This will open a window with different
controls or parameters we can play with. You will see it says Translate XYZ,
Rotate XYZ, and Scale XYZ. In Maya “translate" is the technical word for
'move", so don't panic when you see this word.
Grab your move tool (w) and translate the Helix object up in the Y axis.
Watch what happens in your channel box when you moved the object up.
There should be a change in value in the Translate Y box as you move it up
and down. The beauty about the Channel Box is that you can dick or the input
box and type any specific value/number you want This will make your object
move those many units in your 30 world. Play with the Translate, Rotate, and
Scale values and watch it work before your eyes.
Let me show you a neat trick. Highlight the word TRANSLATE by dieting on
it (as pictured above). It should turn blue. Now, middle mouse dick and drag
on your viewport. You will see your object move without having to grab the
axes or input a value. Neat, huh! This trick will also work for the other rotate and scale
channels.
ROTATE TOOL
I won't touch too much on the subject of the rotate tool because it
doesn't take a genius to figure out once you know the move tool. The
rotate tool has the XYZ axes, but you'll also notice it has an outer yellow
axis. This outer axis allows you to rotate the object based on the camera
angle you're viewing. If you were to rotate your camera view in the
perspective, the yellow axis will always rotate the object sideways or
perpendicular to your camera. I've never used the yellow axis. Kind of
weird to rotate relative to the camera view, but it's there if you ever
need it.
You can rotate the object in a single direction by clicking directly on top of an axis line. If
you click in-between two axes you will be able to rotate the object freely.
The move and rotate tool are like the gas and brake pedals of a car. You will always use
them and should become second nature to you. They will be your daily tools as an
animator.
Here's another neat trick, pressing the + or-on your keyboard to increase or decrease
the size of your tool.
When animating, we typically never use the rescale tool. The only time we use it is to
rescale our character to match the size of our environment.
There are also other ways of moving our objects based on the
direction the object is rotated.
For example, if I rotate my object at a -45 degree on the X axis and
moved it up in the Y, it would move straight up. But what if you wanted
to move the Helix up but in a 45 degree angle? We can see that the
translate Y axis did not rotate with the Helix. There is a way to keep
the translate axes rotating with the object as we rotate an object.
Now, if we take a look at this Helix we can see that the 3 axes are
pointing in the directions relative to the object (bottom pic). No matter how we rotate the
object, the axis will continue to rotate along with the object.
These axes modes are called "World" and "Object". The World mode
will always keep your axes pointing in the direction relative to the grid
or Maya's world and will not change. The Object mode will always
rotate the axes along the orientation of your object or relative to your
object. These modes will become useful to you as we begin animating
and need to move character controls in specific directions.
We can change the mode of the axes by double clicking on the
Move icon.
Once you double click the icon, you will get the tool settings
window on the left hand side. Under the Move Settings tab, you
can change it to world, object, and local mode. Mess around with
these tool settings and watch how they work in your viewports.
You can always reset the tool by clicking RESET TOOL on the top
of that menu.
FILE
Most of the typical file options you find in any other program you'll find in Maya's FILE
drop-down menu. We will skip some of the ones we don't use often.
NEW SCENE: This will allow you to start a fresh new Maya scene.
SAVE SCENE: Saves your work. Very important, but not many people
save their work often. I recommend that you save your work every time
you make a major change to your project or if you click on the option box
next the save scene, you'll be able to save your file automatically. Activate
the "incremental save" box in the window.
SAVE SCENE AS: Allows you to save a Maya file with a new name or a
different location.
IMPORT: Allows you to merge other files into your current scene. For
example, you can have two separate animated characters that you want to combine, you
could do FILE>IMPORT, to combine both animations into one.
EXPORT SELECTION: When you have a scene full of objects or characters and you want
to save out only specific items, you can select them and click on Export Selection. This will
allow you to save only the items you selected into one separate file.
CREATE REFERENCE: Reference is like import, but does not actually merge the file into
one. Reference is as if you're "borrowing" a separate file into your current file. In production
studios we don't import characters; we reference them into our scenes. This is important to
understand, so let me explain why. Let say there are two saved files in our computer. One
is called Dragon Rig file and the other one is called Animation file. If I open the Animation
file and reference the Dragon Rig file, I will be able to start animating the dragon rig in my
Animation File. If I find a problem with the dragon rig and I need better controls to animate
it, I can simply walk over to the rigging artist and tell him to fix the dragon rig. When the
rigging artist makes the improvements he can then save over his original Dragon Rig file, I
can then, reload the Dragon Rig File and the dragon that I had animated in my Animation
File wilt update with the new controls. If instead, I had imported the Dragon Rig file, the
rigger would have not been able to easily make changes to the rig. He would've needed to
use my Animation File and make the changes to the rig white I waited for him to finish.
Remember, reference is like "borrowing" a file. I "borrow" or reference the Dragon File into
my scene, but I'll never save over the dragon file. I can save my own animation file
separately.
REFERENCE EDITOR: The reference editor is a window that allows you to view and
manage what files you are actually referencing. You can also add, remove, and turn on and
off referenced files.
PROJECT WINDOW: This allows you to create a main folder for organizing all your Maya
files.
SET PROJECT: In case you have many project folders created, project set will allow you
to set what folder you want your files to be stored in. It sets your directory which you'll be
working from. Set project is where you rendered files get saved after they're rendered.
ANIMATION PREFERENCES
Animation Preferences is where we set the important
settings before we ever begin our animation work. This
button is located at the bottom right corner, next to the key
icon.
Once you click the icon you will get the Preferences
window. In the left side of the window you will see different
Categories, and on the right, you will see the General
Preference settings. You may take a look at all
preferences, but again, we will only focus on the once
related to animation. Go to CATEGORIES>SETTINGS and
we'll change the TIME from "Film (24 fps)" to something
more industry standard for games and movies, "NTSC
(30 fps)". 30 Frames per Second (fps) is the industry
standard for animating video games and doing some film
work. Always check with your produces before you ever
begin animating. Once this is set and you begin
animating, if you change it half way through your
animation, it will completely screw up the timing of your
animation. Make sure you have the correct fps. But 30
fps is good for now.
The most important setting will be Playback Speed. Make sure this is set to Real-time [30
fps]. This means that the computer will use your RAM to try and play back your animation
in real time (without lag). It won't always play smoothly because this depends on how much
stuff you have in your scene. The more models and objects you add the more your
computer will slow and chug through. We will look at other methods for previewing your
animation in later chapters.
You can continue to look at the other Categories, but for now, these settings are enough
to get you started. Click SAVE at the bottom.
TIMELINE
The Timeline is the animators BFF. This is where you'll record your animation poses, play
your animation to view your characters movement in time, add or crop frames to the length
of your movie, and scrub through your poses to see how well it all works.
TIMELINE: The timeline shows you all of the frames you are currently working with. We
always work in frames because traditionally 2D animators worked in drawing frames. We
still continue to use the same concept in 3D except we don't need to draw our characters.
PLAYBACK CONTROLS: The buttons starting from left to right. The first button will jump
you to the beginning frame, next button will move you one frame backward. Next button
will snap you to the previous keyframe then we have Play backwards, and Play forward. The
rest are the same but now moving forward.
GLOBAL TIME RANGE: The outer numbers in the input box will allow you to set a total
number of frames for your entire animation. For example, you can input in the first box to
start at frame 1 and the end time to be at frame 40. This means that your entire animation
goes from frame 1 to 40.
PLAYBACK TIME RANGE: The playback time range will allow you to view specific frames
within your global time range. For example, if you don't want to view all of your 40 frames,
you may view only a specific section. You can input something like frame 1 to frame 24.
This is like zooming into your timeline. You still have 40 frames but you are only viewing the
first 24 frames.
CUSTOM FRAME RANGE: This grey bar allows you to slide and view different sections of
your timeline. You can view less or more frames by clicking on the small boxes found on the
corners of the bar and dragging them in or out. You can also dick on the center of the bar
and drag it across.
AUTO KEYFRAME: This button will automatically record your poses when animating. It's
usually a good habit to set auto key to ON when you begin animating. If you don't, you will
have to manually record your poses after you are done moving your character. When you
pose and record your character you will see a red line in your timeline. That red line is
called a tick but we just call it a keyframe. That keyframe lets you know that you have
recorded a pose on a frame. If you would like to set a keyframe manually, then you will
need to press (s) on your keyboard. Keyframes are recorded on the controls of characters.
If you want to see your keyframes, select the controls you added the keyframe to.
Go ahead and play with the timeline range and slider. The more you move it and adjust
it, the sooner you will understand how to quickly work with it. It's not rocket science, even
though the program looks like it was designed by one!
VIEWPORT SETTINGS
As if they weren't enough windows and buttons to keep you busy, here are a few more.
If you take a look at all 4 viewports you'll see that they all have small icon buttons above
each viewport. Most of these buttons are used to control how you view objects in your
viewports. Let's dive in and take a look at what each of these buttons do and when we can
use them.
SELECT CAMERA: If you click this button, you will be selecting the camera for that
viewport. Every viewport is an actual camera allowing you to view that specific angle. If
you're animating a camera you would click that button to select it, then you can move it
around and set keyframes.
CAMERA ATTRIBUTE: You will get the camera's setting window to open up. You can
change angle of view, depth of field, display options, and much more. Attribute is the same
as saying settings.
GRID: You can toggle the grid on an off if it's too annoying for you.
RESOLUTION GATE: This will frame your viewport to the actual video size you will render
the film to. For example, it will show you the 640x480,1080x720, or any resolution frame
you set. Good for seeing what will be in frame and what will be out of frame.
GATE MASK: This will frame only what you will see in your animation and will grey out
everything that will not be visible when you render your animation.
SAFE ACTION: You will get a frame showing you where most of your action/animation
should occur within. Anything outside the safe action will be too close to the edge of the
television and your viewers might have a hard time seeing what's going on. It's typically a
good idea to keep your characters within this frame.
SAFE TITLE: Same as action safe, but this is used for text. If you’re going to write
anything on the screen, you want to make sure you stay within the safe title frame. Any
text outside the frame will look too squished to the edge of a television and can give your
viewers a hard time to read the text. Going outside the safe title also looks unprofessional.
WIREFRAME: Wireframe allows you to see the segments or wires your model was created
from. Displaying your wireframe can help speed up the viewport and help your computer
from running too slow. You can also hit (4) on your keyboard to switch to wireframe mode.
This will make everything invisible and will only show you the frame of the models.
SMOOTH SHADED: You'll be able to view your model as a solid. You can also hit (5) on
your keyboard to switch to smooth shaded mode.
SHADED WIREFRAME: Views your model as a solid with the wireframe on top.
You typically turn this on to help you visualize when you're modeling.
TEXTURE. This turns on and off textures. If your character doesn't show textures press
(6) on your keyboard to turn them on.
ISOLATE SELECTED: If you have multiple objects in your viewport you can quickly hide
all other objects. Select any object you want to keep, press Isolate Selected, this will hide
everything else.
X-RAY: This mode allows you to see through your model. It will make your model slightly
transparent while still being in smooth shaded. In other words, it allows you see how Super
Man sees.
SHOW MENU
Another useful drop-down menu will be the SHOW menu located
just above the viewport icons. Here you will find ways of showing
or hiding objects in your viewports depending on their categories.
For example, if you have many lights in your scene that make it
hard to view your model, you can simply click on the SHOW
window and uncheck LIGHTS. This will hide all lights on that
specific viewport Another great example of when to hide objects is
when you're going to create a preview of your animation. You can uncheck NURBS CURVES,
this will make all of your character's controls disappear and will show you only the model.
This way, when you make your preview, you only focus on the character's animation and
not on the 100 annoying controls.
Once you jump into the industry and you have liquids and
dynamic simulations in you scene, you'll notice that this stuff makes
your computer run very slow. The best thing to do is to go to your
SHOW menu and turn them off temporarily while you're working in
your animation.
This is very useful, but when you're a beginner it can sometimes
be forgetful. You'll check off POLYGONS and wonder where your
model has gone or where anything is! Always make sure you unhide
all before you blame yourself. May not be much, but for a beginner,
even the obvious may seem difficult
Here's a list of some common categories you'll end up showing
and hiding often.
NURBS CURVES: When checked off, it hides all characters controls
or any type curves you have in your viewport
POLYGONS: Hides all polygons. Typically every model/object in
your scene should be created out of polygons. Sometimes NURBS
Surfaces are found on the eyes instead of polygons.
LIGHTS: Hides all lights you have in your viewport CAMERA: Hides
all cameras you have set up in your viewport. JOINTS: Hides all
bones/joints within your character for that viewport.
As I mentioned before, every viewport has its individual controls
and icons. This gives you a lot of ways of customizing how you want
to view things in viewports.
This chapter looked at many of the basic tools for Maya without
having taken extensive courses. You can see it as cutting corners to
a 4 year course or even an eight month program. Of course, we're
only going to be looking at animation and basic tools, but this can
easily get you started in animation. In the later chapters we will
begin to arm ourselves with intermediate to advanced set of tools so
that we'll not only animate well, but surpass entry-level animation. If
you produce good animation from the start, you can already add
work towards your demo reel. Believe it or not, look for animation
jobs once you have a decent reel!
Insight: Being in the industry I see that not many entry-level animators know or use
additional tools for animation. When I first started working in studios, I thought everyone
would know tricks or would work faster than I did. The reality is, not many schools teach
about using scripts or tricks for getting things done faster. I will show you some scripts that
will make your life easier in later chapters. Ultimately, making you a faster animator.
Okay, let's start animating the infamous bouncing ball. I know you guys want to jump
into animating monsters and ninjas, but if you can't manage animating one simple object,
you won't be able to manage the 20 or more controls an actual professional rig will have.
Before we dive into cold water, I will advise you to have read the Learning Autodesk Maya
chapter so that you understand the tools and can follow along easier and quickly. In this
lesson I will "jam-pack" a lot of the professional tools you'll use as a game/film animator,
but will also keep it short so that it won't fry your brain.
Let's launch Maya and get started. We'll begin by creating a ball on top of a ground. Go
to CREATE> POLYGON PRIMITIVES> SPHERE. Return to the same menu again, and create a
PLANE (No, not an airplane, a ground plane). Now scale the plane so that it creates a large
ground under the ball. Move the sphere on top of the ground, and turn off your perspective
grid. Your scene should look like this -Ta da!
Make sure that all of your Animation Preferences are as we described on page 61. MAKE
SURE YOUR AUTO KEYFRAME IS SET ONI Your animation Frames per Seconds (FPS) should
be set at 30 and play at Real Time. Now, let's get this ball bouncing. The first thing we need
to do is select the ball. Go to frame 1 on your timeline and press "s" on your keyboard. This
should create a keyframe on frame You'll know you've created a keyframe when you see a
red line in your timeline. A keyframe is basically a starting or ending point of movement. In
this illustration, we now have a keyframe on frame one. This means we set the ball's
movement to start at the ground.
Before we can move the ball up, we need to move a couple of frames ahead.
Let's go up to about frame 15. On frame 15 we can move the ball up in the air.
Pop quiz!
Which axis are we going to move the ball so that it moves straight up? Will it
be the X,Y, or Z axis?...tick-tock, tick-tock.
Did you guess the X axis? Well, you're wrong! It's the Y axis! Peek at page 56 and see
why. Select the ball and move it up in the Y axis, or if you want to be cool, type a value of 6
in the Translate Y in your Channel Box. The Channel Box is located on the right side of
Maya. It should look something like this.
To finish this animation we'll need to bring the ball back down. I will show you how to
copy your keyframe from frame 1 and paste it on frame 30. if you don't have 30 frames on
your timeline, make sure you extend your time range.
Let's go back to frame 1. Right click on keyframe 1 and click COPY from
the pop up window. Unfortunately this is the way to copy a keyframe in
Maya. I wish it was as easy as pressing Ctl+C for copy, but this command
won't work in Maya. I will later show you a faster method for copying, but for
now, you need to know the basic method of copying a keyframe.
Let's move to frame 30 in our timeline and paste the same ball position we
got from frame 1. On frame 30, right click and got to PASTE>PASTE.
You should have an exact copy of the ball's position from frame 1 on frame
30. Now we can click the PLAY button and see the ball bounce in a continuous
loop.
You might be asking yourself, "What in the noddle world is this?" THIS MY FRIENDS is
how you finesse animation. The graph editor will have its own chapter, but I will show you
an overview of how it's used. Basically, the graph editor shows you change in motion
through time. It shows you when something speeds up, is moving steady, slows down, or is
not moving. These movements are shown to you in the form of lines and curves. We'll need
to learn to read these lines to understand what's happening to our animation and which
curve to adjust.
Here are some examples of how to interpret the scary concept of curves in the graph
editor with a simple visual approach.
When you see a line slowly curving, it means the object is picking up
speed gradually. You can imagine this to be like an airplane. It slowly
picks up speed until it goes fast enough to fly. We call this Ease Out. In
other words, ease out of a stop.
This line means that the object is moving at a constant speed. It's
not speeding up or slowing down; it's just cruising at one steady
speed.
This curve shows the object slowing down. You can see how it
comes straight from the top down to a curve and into a flat line. Just
like the airplane example, but now the airplane is coming for a landing.
This curve is known as Ease In. The object will be easing in to a stop.
Let's get back to our bouncing ball and the graph editor. On the left side of the graph
editor you'll see the Outllner column showing you the name of the selected object and all of
translations, rotation, and scale axes. On the right side you will see the Graph View with
curves representing the movements of our animated objects.
You can click on the left side of the graph editor window to the different translation,
rotation, and scale axes and you'll notice that the only curve we see is on the TRANSLATE Y.
The other axes will show a flat line on the right side of the window, meaning there is no
movement. Makes sense because we've only moved the ball up and down on the Y axis.
Note: In the Graph Editor you can zoom and pan around by using the same mouse
shortcuts as if we were moving in the perspective window. You can also highlight keyframes
and press "F" to frame on them.
What we need to do is change the curve in a way that will give our ball some weight.
Something like this...
Highlight keyframe 1 in the graph and you'll get handles you can
use to turn the curve. Turn the handle so the curve goes up at a
near 45 degrees. Now do the same for the keyframe on frame 30
and turn the handle so it curves up. You should end with this nice
arc. (Picture above)
Click the play button and watch your first amazing ball bounce with some realistic weight
come to life.
“BouncingBair
Now you need to make this into a movie so that you can add
this to — your album of "My First Animations".
I remembered the first day I got a character rig and opened it on Maya. I was confused
as to how to animate it, what control did what, or how to manage all controls to make him
move. It just seemed like too much, but I knew I wanted to learn this stuff. In this chapter I
will give you a method for approaching animation on any rig you come across in your entire
animation life. Once you see one or two professional rigs, you'll notice that all rigs are
basically the same no matter what type of human, creature, animal or object you have.
These controls are what the animators use to move, pose, and record the characters
movement. You'll never select the actual model to move it, use the controls.
As soon as you open Caveman, you'll see a grey colored caveman with no texture. Why
does it look like this?
Go to WINDOW>RENDERING EDITORS>HYPERSHADE
Clicking on this tab will allow you to see all of the missing textures.
The only textures we're concerned about are the files at the very bottom
which are named “file2? through “file8”. Double click on file2. You will
see the Attribute Editor window pop open on the right side of Maya.
In case you still don't see color, you may need to repeat the
process of double clicking on the texture "file3" through 'fite3' and
finding the files yourself as we've done. Be sure to check for the
proper image name.
Sometimes the texture files are found by Maya but are simply
not updated or refreshed on your Hypershade. To do this, simply
dick on RELOAD or a quick trick is to double dick on the icon that
says SAMPLE.
Let's start with the bottom of the character's controls and work
our way up.
Main Control
The C shape controller on the bottom of the character is called the Main controller or Global
Control. This can be any shape in your rig.
This control allows you to move the whole character to a specific location.
Most main controllers will also allow you to rescale the character, but in this
rig, we can't. This main control is typically not animated, as most of the
animation is done by the other controllers. It is mostly used to define the
ground for the character. For example, if the caveman was going to jump off
a box, I would move the character on top of the box with the other controls
and leave the main control on the ground.
This will ensure that the legs come in contact with the ground.
Some rigs will have "hidden controls". For example, if you select the main control and look at the
Channel box. You will see extra attributes that allow you to change things on the character. This
particular rig has 3 additional controls.
Loincloth Dynamic: This allows the cloth of the caveman to move realistically when
turned on without having to animate it ourselves.
Smooth: This defines how smooth you want the characters mesh/polygons to look. You
want this set to a low smoothing while animating so that your computer doesn't slow down
or crash while you're trying to work. Setting the rig to high smooth is okay to do only when
you are completely done with the animation and are ready to make a preview or render it.
Beard Visibility: This will show or hide the caveman's beard. Again, just like the loincloth,
you want to keep this on hide, so that your computer doesn't slow down as it tries to
calculate the realistic movements while you're trying to animate.
When dealing with the loincloth or the beard on this character, you always want to keep
them on off or hidden until you're done with all of the animation. This keeps things running
faster on your computer.
Foot Control
This control allows for moving and rotating the foot, but not scale. Again, you have many
more hidden controls on the right side in the Channel Box. This controller gives you detail
movement over how the foot bends and rolls. You can simply input any number In the
channel box and see how the foot moves or If you want to move the foot manually, you
can highlight one attributes name and middle-mouse click and drag on the viewport. You
should see movement in the foot as you drag your mouse across. This is a very handy way
of moving things when you need subtle movements.
Knee Control
The knee controls seem very simple to use, you can only move them in any direction, but
you can't rotate or rescale these, Even though the knees seem simple enough, most good
rigs will give you the option to link these controls to different parts of the body for easy
management.
If you click on the knee control spheres and look at the Channel
Box you will notice that there's an attribute called Space Switch.
Foot: This will link the knee control to the foot control This way, as
you move the foot control the knee will move with it.
Root: This will link the knee control to the Hip control. As you move
the character forward from the hips the knee control will follow them.
World: This will link the knee controls to the world. In other words, as you animate your
character the knees controls will stay put. This means you will have to move the knee
controllers manually.
Depending on the type of control you want or the action of the character, you can link
these to your liking.
Swav Control
This sway control is found underneath the star shape controller. It is used to rotate and
sway the hips of the character. In this particular rig set up you have the advantage of even
moving it and stretching it, but will not allow you to rescale. Some rigs will have the sway
controller floating on the side of the hips. If you're not sure of a controller, just select it and
try it out.
This controller has Extra Hip attributes located in the Channel Box.
Hip Control
It has the same linking functions as of the knee controllers. You can link the stomach
controller to the root or the hip controller, the chest controller or the world.
Best setting for the stomach control would be linked to the root/hip. Linking the
stomach to the world probably won't do you any good, unless you plan to use this as part of
a gag that you're trying to animate.
Chest control
The chest control allows you to bend the caveman from the torso giving you some good
range of motion without having to switch the spine controls to FK.
You also get linking options on the Channel Box for linking the chest control to the world
or to the root/hip control. Normally having it set to the root is ideal, as It will follow the
position of the hip movement, but If you link it to the world, the chest controller will no
longer follow the caveman. Again, I don't recommend linking to the world unless you have
plans for doing so.
Let's skip some controllers and move Quickly as some of these controllers are not difficult
to figure out.
Arm controller
Hand control
The hand control is usually found floating right above the rigs hand. This control is similar
to the foot control. It has a lot of controls that can be found on the Channel Box. This
control is not movable.
Head control
The head controls are very easy to use as now you can begin to see a pattern with most
of the controls. The head can rotate and move but cannot scale. It also gives you linking
parameters to mess with.
You have ear controls that allow you to rotate the ears giving you more than extra
controls you can ask for.
Right under his jaw you get his jaw control. This control is what we use for animating the
mouth expressions and lip sync when he talks. This jaw controls does not give you the wide
range of motions necessary for creating the mouth shapes when talking, but it's what you
can use to get started. The advanced mouth controls are located on the small face control
located on top of the rig.
Eye Control
The main rectangle eye controller will give you the option to link the controller with the
head or to the world.
The eye control is a simple control to use. If we select
the large rectangle control we will be able to move both
eyes around. If you select either the blue or red circle
controls, this will move individual eyes. Perfect for making
funny crossed eye looks.
Use this when a character is acting in front of a camera with no much body movement
and mostly hand and head gestures. This way we get more control over where the eyes
look.
Face Controls
All rigs will have a different face set up and no rig will ever be the same, but they will be
similar in the way they are controlled. This caveman rig has most facial controls in the
channel box. If you select the eyebrow controller you will see that all of the attributes for
the eyebrow are in the Channel Box. Go to the channel box and play with all of the eyebrow
controllers. Now do the same for the eye and mouth controls.
The Club
Overview
In a nut shell, it's Important to take a look at any rig you're given and spend a couple of
minutes becoming familiar with all its controls. The last thing you want to do Is to waste
time looking for controls during professional production.
All characters, monsters or objects that are professionally
rigged will share common controls, but may be arranged in
different locations. For example, most facial controls tend to look
more like this and are located on the side of the character's
head. (See picture)
You simply pick the small slider controls and move them
around. I personally find this set up to be much easier and give
the most basic user controls. For detail control, you can always
use the controls found on the character's face.
There are ways of managing all these controls to be easier
and convenient for animators. We will look at using Quick
Selection Sets in a later chapter.
You should now have some confidence when given any rig.
You know what control does what and where to look for extra
control.
When you break things down into small sections you can fully
understand how something is structured. A rig is what the animator will use during his
career so understanding how rigs move makes it easier during the animation process. I'll
show you how to manage controls so that crazy fun rigs such as these are fun to animate.
Forward Kinematics (FK) and Inverse Kinematics (IK) are just fancy names we give them
in the 3D world so that we know what set up we're using to animate the arms. We say
things like, "How are you animating the arms, FK or IK?" I remember not knowing how to
use FK/IK, how to switch it, or when to use one over the other. Let me give you a better
understanding of how it works.
FK allows you to move the joints from the shoulder out to the wrist. Going from the
shoulder out to the hand is considered going forward.
Forward Kinematics
What this means is that if you were to select and move the shoulder everything in front
of it will move with it. Which is true, the elbow, wrist and fingers will move along just by
moving the shoulder control.
Now if we were to select the elbow control, only parts in front of the elbow will move
along with it. Notice that things behind it don't move now, such as the shoulder.
Again, if we select the writst control, all of the samll finger controls will move with the
wrist and anything behind the wrist control won't move, such as the elbow and the
shoulder, This effect goes all the way through the finger* is known as Forward Kinematics
or FK. Things move forward.
If we switch the arm to IK by inputting a 0 in the FK/IK channel, now the arm movement
will work reversed or inversed. We can select the wrist control and everything behind it will
move with It, such as the elbow and the shoulder. Move the wrist and watch as everything
moves with it. Because of this we don't need the shoulder control or other controls around
the arm. The box controller on the hand can now move the whole arm. This is known as
Inverse Kinematics because the normal direction has now been flipped (Inversed).
Inverse Kinematics
You’ll notice that you get a different type of elbow control, which resembles the knee controls.
It is actually used the same way. As you move the hand around you will need to move the
small spherical elbow control as well.
FK will also definitely give you a better arc in the arms and can alow for fewer
keyframing because of it. For example, if a character was svr^iy watom and swinging his
arm, you could essentially create an arc with only two poses an the arm, reducing the
amount of keyframes and tene spent anmitiy.
If we wanted the caveman to push on the wall with his right hand, l would make his right
hand IK and keep is left hand FK to animate is freely. this way I can plant his right hand on
the wall as he pushes on tit. If I wanted to use both hands to push the wall, I would switch
his left hand to IK as well.
Depending on the action, you can habe one or both hands switched to IK.
Another great advantage of using IK arms is that you have a separate e*4ww control to
animate it easier than on FK. If you wanted to move the arm j£l K anticipates pushing on
the wall, you would lead the hand the elbow n other words, the elbow goes up first before
you move anything eise.
Leading your arm movement with the elbow makes your zrm&j&r.. fcok very fluid. In
other words the elbow comes up first then tre hand fo*3ws TSse more you exaggerate this
motion the more fluid ft will look, if you «ant to go for realism then you can tone it down a
bit
FK/IK Blending
We will you be stuck using FK or IK once you start animating?
NO. Luckily, we can always swftch/Wend during our an animation from to the other. The
tricky part is bending from one to the other witout having it be noticeable. Sometimes you
will get a pop in the am while you're switch rz Iris is sometimes due to poor keyframe
management daring the swftd; or the Cm ng is too fast between the blending.
Let's take a look at how we can switch from FK to IK using Mr. Caveman.
We'S start by selecting the BC/tX controller which is found in the Finger
Hand control.
In order to see the Wenc, we need to blend between from one arm
position to another. I will star by changing the left arm from FK and
Wending to IK.
Overview
Starting position- Keyframe the character's arm pose and also keyframe where the FK
controller attribute is found.
Switch/Blend - Move forward in the timeline and switch to IK.
Ending Position- Keyframe the character's ending arm pose and keyframe the IK.
You can switch from FK and IK as many times as you need to, but always make sure the
switch looks smooth and unnoticeabte.
I would highly suggest you make the attempt to try and animate with FK then reattempt
to animate the same animation in IK. When I first started learning animation I always
animated my characters in IK and I hated everything about FK.
I didn't like that FK had more controls to manage and rotate. IK seemed easier for me at
that time. As I got closer to getting a job in the industry I felt I needed to have a
fundamental knowledge of FK in case I was asked to animate only in FK. So I tried
animating in FK with an open mind and hacked at it for a couple of hours. When I finally
finished my animation I realized my arm animation was better, smoother, and fluid. The
arcs looked better in FKfor me. Now I'm in love with both FK and IK and will switch between
them when necessary.
I would recommend you try both methods and use what works for you. If you like IK, use
IKI If you like FK use that! There is no right or wrong way of animating, there are only
methods. Use the method that gives you the fastest and best animation you can possibly
produce. When you work as an animator you will have deadlines. Don't struggle figuring out
FK/IK. There is no much time for experimenting during production.
Selection Set
Selection Set is a time saving way of collecting multiple rig controllers and selecting them
all with a click of one easy button. Say good-bye to spending most of your day clicking and
clicking controllers.
opposite, once you have a group of controls
T
he
Most beginner animators think that by setting a keyframe on one control, that all body
controllers have been keyframed. This is NOT true. A keyframe is set only on the controller
you selected and keyframed. For example, you'll keyframe the head control and later you'll
select the hip control and wonder why your keyframe disappeared. Well, the keyframe did
not disappear, you just selected a controller that has no keyframes on it. Select the head
controller and you'll see the keyframe is still there.
For that reason, a selection set allows you to manage where your keyframes are and
quickly select grouped controllers with the press of a button.
New Shelf
Let's look at how to create a selection set button and add it to your custom shelf. This is
what a shelf looks like.
This shelf is used to add tools and buttons you use frequently to access them instantly.
We will create an empty shelf to start fresh.
1. Click on the small down arrow located on the far left of the
shelf.
Click on Shelf Editor in the drop-down menu...
This will open a window allowing you to customize and name
buttons.
This is what the Shelf Editor looks like. On the left column you'll
see icons allowing you to arrange, create, and delete shelves. On
the right column it shows you what tools you have in your current
shelf.
2. Click the small icon with a star on it, "New Shelf" on the left column.
You'll see your new shelf appear on the left
column list. Right under the Icon list you'll See RENAME. I'll name my shelf
"Selections." Click "Save All Shelve»" at the bottom.
Make sure you're on your new SelectlonSet shelf. Now you have a brandspankin' new
shelf ready to be loaded with tools and buttons you'd like.
Selection Set
Let's make a group control selection button. To make selecting the controls easier and
not accidentally select polygons on the character or environment, let's deactivate the ability
to select polygons by clicking "Select Surface Object" button off.
This will ensure you only select curves (controls) and not polygons by accident.
Now you can select all of the controls by clicking and dragging over your caveman or you
can manually add controls by holding down CTRL + SHIFT and clicking controls. Don't add
the facial or global controls to the selection.
A good selection set would be to only Include body
controls.
Include:
All Feet/Knee controls
Hip/Sway control
Torso control
Neck/Head control
Arm/Wrist controls
Finger Controls
Exclude:
Facial Controls
Global Control
Individual finger Joint controls can be optional as we already have control over the
fingers using the floating hand control.
Now that we have all of the body controls selected we can easily make a button by going
to CREATE>SETS>QUICK SELECTION SET...
All we need to do Is give the selection set button a name. I'll call mine "body". Once
you're done, click "Add to Shelf'.
This will automatically create a button and add it to your current shelf.
This is your Script Editor window... What is this?! Code? EVERYBODY RUN!!!
Code is gone.
2) Now that our code is erased we can start fresh. Let's select the left wrist, elbow, and
shoulder control of the caveman. You'll notice that the code for selecting these controls
appears on the Script Editor.
3) Now simply highlight all 3 lines of code from the script editor and middle- mouse click
and drag the code to your shelf.
As soon as you drop it to your shelf you'll get this window asking what type of code you
want to use, click MEL.
You'll now get a new unlabeled button added to your shelf. This button will allow you to
select the three arm controls giving you the same function as the Quick Selection Set, but
using a different method.
All we need to do is open our Shelf Editor and rename the button. On the right side of the
Shelf Editor column select the code we just added. Rename the button towards the bottom,
where it reads ICON LABEL to something like "L_arm." Click SAVE ALL SHELVES.
Note: Using the Script Editor for creating selection sets allows you to utilize capital letters
in your icon's name.
Now you have two buttons in you shelf which you can use
to quickly select controllers and animate your shelf wich you
can use to quickly select controllers and animate your
character.
Find whatever selection set method works for you and use it
in your workflow. It's almost impossible to animate without
them.
Installing Scripts
What are scripts? Scripts are tools that artist or coders create to plug into Maya and help
speed up or ease your work load. Let me give you an example as to how a script helped me
meet my deadline. I was in a studio animating the mouth to characters for a video game. I
was given a 4 week deadline to animate about 20 minutes worth of dialogue to many
characters. The first character I animated without the help of a script. It took me about two
whole days to finish the entire 30 seconds of dialogue for one character.
I had to sit there and shape the lips to match the dialogue every time he said something.
Grabbing the lip controls one by one and reshaping the lips when a new word came out of
him. You can see this would take a long time if the character was giving a speech.
Fortunately, I had a good lead animator that introduced me to a script that would change
the way I animate the lips and fingers on a character for life. I ended
completing the 20 minutes of lip animation within 14 days. It looked good
too!
This particular script was called PoseMan.
Many animators aren't aware or don't know how to install scripts that
will make their work go a lot faster. I'm hoping using scripts is not seen
as things only advanced animators use, but as a way to increase your
productivity and impress your director with killer skills and quick
animation deliveries. If you're a student and have a final coming up, using
the pose library can help you finish in time without drinking too much
Redbull or 5 Hour Energy drinks. Trust me, I've been there.
Installing
Close Maya before we get started.
When you download the PoseMan.mel file, your script file will look like this. You will need
to COPY this file and paste it in the script folder directory in Maya.
You can locate Maya's main script installation directory:
"/UserName/MyDocuments/Maya/MayasVersion/Scripts".
Could be a little different on your computer, this is where mine is located. Once you find
the scripts folder, PASTE the PoseMan file in there.
Reopen Maya.
Now let's active the script by typing in poseMan in the command line.
Note: Writing the name on the command line Is case sensitive. Make sure you type It
exactly as I do.
We have now successfully Installed poseMan script Into Maya. You should've seen a new
window appear once you pressed enter.
Using PoseMan
PoseMan will need to create a folder where It will store all of your created poses.
In the PoseMan window click on CHARACTER>NEW.
Go to CHARACTER>LOAD.
This will allow you to organize a category of body parts you'll want to keep separate.
Give your category a name such as: L_Hand, R_Hand, Face, Lips...etc
Now you have an area to store all of your left finger poses.
Got to POSES>CREATE NEW POSE...
This will open a mini perspective window that will allow you to
take a snapshot of your final pose. First, select all of your 12 finger controllers. Now In
the mini window move the camera so that you get a closer view of the hand. Finally,
name the hand position NEUTRAL
under Type Pose Name and click
CREATE.
That's it! Click on the poses in your library and watch your character's hand change
instantly.
We can continue this process and add unlimited finger poses such as pointing, claw
hand, peace fingers, open hand...etc.
If you want to make a separate category then you'll simply go to SECTIONS» CREATE
NEW SECTION... and give your category a name.
You can add a category for the face controls and pose out
some funny faces, angry faces, scared, surprised, worried,
neutral, yelling...etc.
As I mentioned in my experience, creating a pose library for
the different lip shapes while doing lip sync to dialogue saved
me huge amounts of time. You can see that I wouldn't have to
reshape the mouth into the same U shape every time the
character said a U. All I hod to do was click on the U shape
pose I had in my PoseMan library and BOOM, I was done! I
could quickly move on with the rest of the dialogue. I setup a
Bbrary full of mouth shapes such as M, P, 0, F, A, and E. With
these phoneme shapes I could pretty much have the character
say any word.
You can also select all of the controllers for that specific pose,
add more controllers to your pose or update your controllers.
Hope you see the benefit of using a pose management script.
Once you load your script you see the code appear in
the bottom MEL tab window. Make sure you dick the
bottom MEL window to activate the code. You can now
simply press ENTER in the numerical pad.
Graph Editor
Oh yeah, let's move on to the graph editor I Probably one of the most overlooked tools
by beginners. I know I sure skipped the graph editor when I was learning animation. When
you open the graph and you see a lot of spaghetti noodles scattered everywhere, It will
have you saying, "WTF".
Add Key: will allow you to add a keyframe where you want within a curve. To
use, click the middle mouse button on a curve.
Region Tool: will allow you to move and adjust the timing of your animation
by moving keyframes around. Select the keyframes you want to adjust in the
graph and use this tool. This will give you a box around your selected keys and
allow you to move them around or adjust the timing by moving the box handles.
Region tool is new to Maya 2013.
Stats Bar: this bar shows you information about any single selected
keyframe. The left window shows you the current frame the keyframe
is on and the right window shows you the position value of that keyframe. For example, if I
set a keyframe on frame 16 and rotate the shoulder control downward, the status bar will
show me that I'm on frame 16 and that I rotated the shoulder -29.41 degrees down.
Frame All: this will allow you to see all of your working curves by quickly
framing on everything in the graph view.
Frame Playback Range: this will allow you to frame on the specific number of
frames you are currently displaying in your timeline range slider.
Center on Current Time Indicator: this will center your graph view [ depending on where
your current time Indicator Is located. In other words, It will center on your current frame
selected In your timeline.
Auto Tangents: will try to keep your curves looking smooth without overshooting a curve
and will keep keyframes with same values flat.
Spline Tangents: will make your curves smooth causing curves to overshoot.
(Small secret) This Is what I like to use towards the end of my animation process
to ensure I get smooth flowing movements out of my characters. You will adjust
some curves manually, but this one makes wonders.
Clamped Tangents: Will give you the same effects as spline tangents but If two adjacent
keyframes have close values, it will make the curve flat.
If the similar keys begin to change, the curve will change to a spline Sometimes giving
you some overshoot In the curves.
Linear Tangents: this will create a straight light from keyframe to keyframe. Definitely
will not give you smooth animation but is good when you're starting to move from stepped
stages to motion. This gives you some movement to see your character come to life as you
add more and more poses. Once your timing is starting to look well you can move on to
spline tangents.
Flat Tangents: sets all of the keyframe curve handles horizontal or flat.
Stepped Tangents: Shows no movement between to keyframes. This will make your
poses jump from one keyframe to the next without showing movement. Believe It or
not, this Is the best way to animate when doing acting. It allows us to focus our
attention to how the poses are working from one to the next. Once we get a lot of
poses and get a feel for how this might work, we can begin changing our
animation into linear tangents, and ultimately to spline tangents.
Plateau Tangents: Behaves similar to clamped tangents and will ensure there is no
overshoot between two similar keyframes. This tangent is good to use on the curves of
characters feet. As the character's foot lifts off the ground to walk you want that movement
be smooth, but as the foot is on the ground you want the foot to stay planted. Because the
keyframes values of foot on the ground are the same, clamped tangents will ensure that the
curve Is a flat line when there is no movement. If you were to use spline tangents on the
foot you will see the feet sliding around when they should be firm on the ground.
Break Tangents: this will allow you to break the handles on a keyframe.
Select a keyframe and click break tangents and you'll be able to manipulate each
side of the handle separately.
Unify Tangents: if you break tangent handles you can unify them again by
selecting a keyframe and clicking unify tangents. Now if you grab the keyframe
handle you'll be able to move both handles together.
Free Tangent Weight, this will allow you to grab the keyframe handles I and
freely move the curves length. Free tangent weight tool can only be used when
you have weighted tangents.
Auto Load Graph Editor on/off; I would make sure this auto load is always ON. If
is set to OFF you will never see your graph curves update with new controls or
changes to your curves.
Time Snap on/off: Keep this time snap ON. If you turn it off you will start moving
keyframes to decimal frame numbers and it's a lot harder to keep track of decimal frames.
NEVER ANIMATE IN DECIMAL FRAME NUMBERS! Keep all of your keyframes on whole
number.
Curve Display: this is a great way to organize your curves or display them stacked in
layers. I would recommend switching between the normal and stacked display. Stack
display helps you visualize your work cleaner.
Pre-Infinity and Post-Infinity Cycles: These are only good if you're going to
be making animation that loops or cycles. Pre-infinity cycles will grab all of
your animations and cycle them in the negative (left side) direction of your
timeline. Post-infinity will take all of your animation and loop it in the positive (right side)
direction of the timeline. These are great if you're making a walk cycle and want the
animation to continue to loop without the need of adding more keyframes to continue the
walk.
Then you can turn off the dotted lines by going to VIEW>INFINITY>OFF.
Free or Constraint Directions: this allows you to move a keyframe freely. If you dick this
icon again you will only be allowed to move keyframes horizontally. Click it again, and you'll
be constrained to move keyframes vertically.
Hint: If you are in free constraint mode you can also constraint to a direction by holding
down SHIFT+Middle Mouse and moving either vertically or horizontally.
Dope Sheet, this is a shortcut button that will change the graph editor into the dope
sheet window. We'll learn to use the dope sheet as it will help us adjust our animations
timing.
We need to be familiar with our rig so that we know what controls move what parts.
Since this has been pre-animated we know some controllers have keyframes on them. Ask
yourself what control might be causing this rocking motion. Can you find the control that
makes this car sway back and forth?
We will immediately see the Translate X and Translate Z in the graph view. But how do
we know which curve controls what?
An obvious quick way to find which axis we'll need to work with is to go back to your
channel box and highlight the Translate X and middle-mouse click and drag.
When we do this, we get the motion we're trying to fix, this is how we know we've found
the correct axes to work with. If I did the same movement with the Translate Z, we'll notice
this moves the car forward and backward. That's not the movement that needs fixing.
Now we can go to our graph editor and work with just the Translate X graph.
In terms of the car swaying, we're not trying to change the timing. We're not looking to
make the sway animate faster or slower. We are trying to decrease the value of the sway to
tone it down.
12 Principles of Animation
The 12 principles of animation are guidlines that animators to believable and appealing
movement. These principles were developed, as we know them today, by the '9 old men' of
Wait Disney Studios back in the early 1930's. Even though these principles were created as
a way to improve the realism of traditional hand drawn animation, they can st be appfed to
30 animation today.
These principles were simply created to improve the quality in animation as provide a
way to discuss and critique an matfon - 3 animators have come to understand.
These principies are not meant to be in any particular order, but are to be understood
and used in yoesr animations, These principiesshould become second nature you become
experienced. the more you animate the more you will understand where and how to apply
them in your work.
The following Principles hove been paraphrased from the book "Illusion Of Life" by Prank
Thomas and Oftie Johnston. They come from 20 animation work but I'll show you how to
use them in 30. But first, you need to understand them.
We can take this ball for example, if we start the bounce from
the left we'll see a normal sphere on top, as ft comes down we
begin to stretch rt, once it hits the ground it will become
squashed. As It goes up again it wifi begin to stretch, it reaches
the top and loses momentum going back to its original size, goes
back down and stretches with acceleration, until it hits the ground
and squashes. "SquafhAndStretch"
You can also expand the limits of squash and stretch and use
them in exaggerating the poses of your character. A character can
squash down as he prepares to jump, then stretches his body out as
he leaps. A leopard can also compress (squash) and expand
(stretch) from his body and hips as he runs.
Anticipation
This movement prepares the audience for 3 major action
the character about to perform, such as, starting to run,
jump or change expression. A dancer does not just leap off
the floor. A backwards motion occurs before the forward
action is executed, The backward motion Is the anticipation A
comic effect car be done by not using anticip^jor after a
series of gags that used anticipation, Almost ail real action
has major or m»oor anticipation such as a pitcher's «md-up
or a goffers' bade swing. Feature animation is often iess
broad than short animation unless a scene requires it to
develop a characters personalty.
You can think of the anticipation as a small action before the main action This small
anticipation gives the viewer time to predict what's about to talce piace As in this example
we see the caveman moving the club backwards sn anticipation, giving the viewer time to
understand what he's 3bout to do.
Staging
A pose or action should clearly communicate to the audience the attitude, mood, reaction
or idea of the character as it relates to the story and continuity of the story line. The
effective use of long, medium, or close up shots, as well as camera angles also helps in
telling the story. There is a limited amount of time in a film, so each sequence, scene and
frame of film must relate to the overall story.
Do not confuse the audience with too many actions at once. Use one action dearly stated
to get the idea across, unless you are animating a scene that is to depict clutter and
confusion. Staging directs the audience's attention to the story or idea being told. Care
must be taken in background design so it isn't obscuring the animation or competing with it
due to excess detail behind the animation. Background and animation should work together
as a pictorial unit in a scene.
Notice how m the good staging example we use the back building to draw an imaginary
square around our character. This gives the viewers a solid place to look when the character
lands on the ground. Your eyes expect action to happen in this area. On the bad staging, it's
almost hard to figure out where exactly we're supposed to look. This is not only a bad
camera angle, but it also cuts part of the characters body. Not good for story telling or
clearly showing an action.
I know when you read this principle it won't change your animation workflow forever, so
let me tell you that this principle WILL CHANGE YOUR UFE FOREVER! Here's why. Most new
animators don't know how to approach animation. They will grab a character and set
keyframes on various parts of the character, then guess where the next keyframes should
be, move forward in the timeline and continue to pose the character at random spots
without a plan hoping to get it right. At the end of all this chaos, they will dick play and
wonder why their character is flying and sliding everywhere.
Straight Ahead or Pose to Pose are valuables methods for approaching animation. We will
look into depth for both methods as we start animating our characters.
Here we can see the follow-through on Morpheus arms os he takes a step. Because the
arms have weight we need to show it by continuing to sway the arms forward even though
his body has stopped moving. “Morph_FolbwThnHigh“
Overlapping Action: is when a character changes direction but his clothes or hair
continues forward at a different timing than his body. This is different than follow-through
as overlapping action is mostly dragging parts behind. It's essentially two or more sections
happening at different timing. We can demonstrate overlapping action through "drag" or by
"breaking joints." Drag is when something gets left behind, such as a Snow White's dress.
As she begins to walk her dress will slightly lag behind in timing. When she stops, the dress
will lag then follow-through and settle at her feet.
Breaking joints does not refer to literally breaking an arm or a leg. It means that some
joints in the body will lead ahead of other joints. For example, if we were to raise an arm
you would lead with the elbow, then the shoulder, the hand, and finally the fingers. Certain
joints, such as the shoulder and elbow, would reach the top of the arm lift as the hand and
fingers would arrive later. We are breaking the joints in timing so that things don't arrive at
one flat time.
In this example we see Alice turning her head to the right as her hair overtops.
"Alke_OveriapplngActionM
aEaseln_EaseOut_Ex"
Arcs
All actions, with few exceptions (such as the
animation of a mechanical device), follow arcs
or slightly circular path. This is especially true
of the human figure and the action of animals.
Arcs give animation a more natural action and
better flow. Think of natural movements in the
terms of a pendulum swinging. All arm
movement, head turns and even eye
movements are executed on arcs.
Having an arc during a head turn makes it appealing and interesting to see. Even the
slightest arc can improve the look of your animation. Here Alice looks from right to left. If
you compare the heigth of her chin and mouth as she turns, you will see that there is a
small drop in her head to form an arc. If we simply rotated the head without an arc, it
would look robotic and lifeless. 'Alice HeadArcs'
Secondary action
This action adds to and enriches the main action and adds more
dimension to the character animation, supplementing and/or re-
enforcing the main action. Example: A character is angrily walking
toward another character. The walk is forceful, aggressive, and forward
leaning. The leg action is just short of a stomping walk. The secondary
action is a few strong gestures of the arms working with the walk.
Also, the possibility of dialogue being delivered at the same time with
tilts and turns of the head to accentuate the walk and dialogue, but not
so much as to distract from the walk action. All of these actions should work together in
support of one another. Think of the walk as the primary action and arm swings, head
bounce and all other actions of the body as secondary or supporting action. You can also
have tertiary moving parts...etc.
Timing
Timing is the speed of an action. Expertise in timing comes best with experience and
personal experimentation, using the trial and error method in refining technique. The basics
are: more drawings between poses slow and smooth the action. Fewer drawings make the
action faster and crisper. A variety
of slow and fast timing within a scene adds texture and interest to the movement. Also,
there is timing in the acting of a character to establish mood, emotion, and reaction to
another character or to a situation.
Exaggeration
Exaggeration is not extreme distortion of a
drawing or extremely broad, violent action all the
time. It's like a caricature of facial features,
expressions, poses, attitudes and actions. The horse
on the right looks cartoony because of the
exaggerated features. The proportions on the face,
legs, and body are different from both horses.
Exaggeration can also add appeal to a character
design.
Exaggeration is also used in movement. Action traced from live action film can be
accurate, but stiff and mechanical in animation. In animation, a character must move more
broadly to look natural. The same is true of facial expressions, but the action should not be
as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a
head turn will give your film more appeal.
Solid Drawing
The basic principles of drawing form, weight, volume solidity and the illusion of three
dimensions apply to animation as it does to drawing. The way you draw cartoons, you draw
in the classical sense, using pencil sketches and drawings for reproduction of life. You
transform these into color and movement giving the characters the Illusion of three-and
four-dimensional life. Three dimensional is movement in space. The fourth dimension is
movement in time. This still applies to computer animation. For example, when animating
using the squash and stretch principle, you want to make sure that you still keep the
volume and shape of your objects. You want to make sure that the character stays solid and
doesn't distort away from what it is. In computer animation you'll still need to watch out for
squashing or stretching an object too much and loosing volume.
Appeal
A live performer has charisma. An animated character has appeal.
Appealing animation does not mean just being cute and cuddly.
All characters have to have appeal whether they are heroic, villainous, comic or
cute. Appeal, as you will use it, includes an easy to read design, clear drawing,
and personality development that will capture and involve the audience's interest.
Early cartoons were basically a series of gags strung together on a main theme.
Over the years, the artists have learned that to produce a feature there was a
need for story continuity, character development and a higher quality of artwork
throughout the entire production. Like all forms of storytelling, the feature has to
appeal to the mind as well as to the eye.
12 Principles of Animation
Understand and apply them in your work with some common sense. At times you will use
some principles more than others, and when working with realistic animation, some
principles should be less noticeable but still applicable.
Animation Methods
You ready for the juicy staff? The Secrets of how to organize and use your keyframes,
your planning, timing, poses, action animation, acting animation, facial animation, the
graph editor, dope sheet, and still manage to make it look AWESOME I If you're ready, let's
get to it!
This is a method of how I plan and approach all of my animation protects. If you are a
seasoned animator you might have your own methods, but for those who don't have one.
I'm sure this is plenty to get you started.
2nd Pass:
Breakdown Poses
Offset
Successive breaking of joints
Suggest Overlap & Follow through
3rd Pass:
In-between Poses
Finish offsetting body parts
Fingers/Toes
Check + Adjust arcs
Finish Overlap & Follow through
Finish Eye animation
Foot shuffles
Knees
Final Pass:
Facial animation (eyes, blinks)
Lip sync (mouth, cheeks)
Muscle animation (muscle or fat Jiggle)
I. Approach animation from the inside out, not from the outside In.
1. The hip - Start moving the character by the hips and define how they coordinate with
the feet
2. Torso - Adjust the torso in coordination with the hips. Find the weight and balance.
3. Arms, neck, fingers, toes, will come last.
Don't overwhelm yourself with the many controls you see in a character. Create selection
sets to manage your keyframes.
THIS WILL MAKE KEYFRAMING POSES AND ADJUSTING TIMING VERY EASY
II. Begin the animation process. Determine if you'll use the straight ahead or pose to
pose method. Animate the body only. (No facial or fingers)
1. Change your tangents to stepped or linear.
2. Add your first body pose and key the entire body (DO NOT OFF SET KEYFRAMES YET)
3. Continue to move your character by adding Key Poses (storytelling poses) and adding
keyframes on the entire body controls.
4. Add Breakdown poses in the middle of the key poses.
5. Add In-between poses tn the middle of the breakdown poses.
6. Continue filling m more poses and make sure the 12 principles are being applied.
7. Add moving holds where needed.
8. Adjust timing by selecting EVERYTHING that has a keyframe and move keys with Dope
Sheet
Breathing
Think about when your character is going to take a breath.
A breath can happen during anticipation. When swimming it literally happens before you
dive in and swim underwater. If your character is not moving much, you can have it breathe
to give it movements and life. NEVER LEAVE YOUR CHARACTER STANDING STILL This will
instantly make your animation look dead and lifeless. Try shifting his weight from one foot
to the other. Have him look around and blink occasionally. Have him scratch his stomach or
anything that will keep him looking alive.
Facial:
-The ocular muscles usually move before anything else. Brows lead the action and the
mouth typically comes last.
-Avoid changing facial expressions in the middle of big movements. Do it before or after.
-There shouldn't be any expression changes at all in the first or last 6 frames of an
animation.
Eyes:
-Plan when and why your characters eyes dart.
-Too many eye darts = spastic characters.
-Allow the eyes time to focus on the objects they're pointing at.
-Unanimated eyes = doll eyes.
-The eyes always convey the emotion and truth of a character's performance.
Blinks:
-Blinks are never random.
-Plan when and why your character is blinking.
-Blinks:
Convey a shift in thought.
Sell the emotional state of a character.
We blink to change a shift in thought or emotion.
When we blink we are "cutting the film of life". Our eyes are the cameras.
Blinks always occur on quick head turns.
Jaw:
-The jaw doesn't always open on every syllable or word.
-Get a mirror and keep it by your desk. Place your hand in a stationary position under
your jaw and feel how many times it opens and closes per line of dialogue.
LIP SYNC:
Up sync is a small portion in delivering a good acting performance.
Before the animator even begins the lip sync they should have completed the animation
of the character. Body language alone should sell the performance of the character.
You'll notice a lot more can be done to expressions by making facial poses asymmetrical.
This also goes for the sneer and other shapes.
Remember lip sync has as much to do with good timing and hitting dialogue accents as it
does with good mouth shapes. Just think of Kermit the frog. All he is able to do is open and
close his mouth yet the puppeteers give him the illusion of speech by simply hitting accents.
These are only methods to approach animation. There are many other ways you can
animate. At times you can omit or jump steps. The purpose of having a method is to get
you guys to plan how you will approach your animation. This way you don't lose time or feel
lost. Feel free to come up with your own method. Take what you feel is useful and make it
your own.
Yes! You must animate with all this in mind! Complaints? Boo-hoo! Tear a page and wipe
your tears. This is as real as it gets!
Planning
You need to plan your animation no matter how much little time you have. If you're
given a script or storyboard then take some time to understand your character and the
action he/she will do. Planning will save you tons of time when it comes to animating. You
want to avoid spending time guessing and hoping things will work out at the end. If you
plan your action you will always finish your animation on time or ahead of time.
If you don't have a clue as to what needs to happen, take the time to sketch out your
scene. Don't create a very beautiful hand drawing of what your character will do. Make
quick and dirty sketches! Try to show a main line of action through the characters pose.
Know what's going to happen ahead so that you don't hit a creative road block in your work.
If you're not a good at drawing or are on a tight deadline, then you can always record
some reference video. Video In the best method to quickly look at your acting choices,
timing, poses, and get feedback.
You have no excuses. Most cell phones these days record video. Grab your tripod or a
buddy and tell him to record you. Once you have your footage you can head over to your
computer and clearly see what you'll need to do.
Keep in mind that you're not going to copy the video frame by frame.
It's used to look for Interesting poses
and exaggerate the ones that help your
animation.
Animation Set Up
The moment you've otl been waiting for. We're going to totce the rest of the chapters to
learn how to animate In a way that you can leam and apply to your methods when you
wont to achieve smooth flowing animation. We wit use the Pose-to-Pose method.
I want to teach you animation in a way that's not os simple as creating a walk cycle or a
character pushing or lifting a box. There ore plenty of those tutorials m a classroom i am
going to show you how to animate using a simitor test that I was given when I applied to
work at a game studio. This Is what got me o job in the industry and fm sure this will show
you what it takes to become an animator.
We are going to animate the Morpheus rig jumping from a box and landing on the
ground. As he lands on the ground he wfM pause and look left, then he'll look forward and
run off screen.
The blue global control on the bottom of his feet is just used to move the character closer
to where the animation will occur. The character will always animate away from this
controller.
Here's a side
vide of the foot on
the ground line. See
how much the foot
penetrates the
floor.
If you plan to use PoseMan this would hr a good time to begin creating poses for the
fingers and adding them In your library. You can create a neutral open hand, a fist, spread
open fingers, clenching fingers...etc.
I recommend working with Autv keyframe ON. Pits is optional, but if you choose to work
with It off. you will need to press "v" an your keyboard to set a keyframe manually.
This is basic preparation that should become a habit In your workflow. No matter what
character or action you will animate, you need to have your tools prepared to make the job
easier and quicker. Animation has 8 structure and a method for approaching and we want to
eliminate confusion and guess work as soon as possible. Creating a Quick Selection Set for
all controls in the whole body is key for maintaining an easy to work method. Keep In mind
we are going to be adding about 20-30 poses to make this animation work. We want to
make sure we record a pose on all of the controls on the same frame.
Key poses
Key poses, extreme poses or just keys are terms used to describe the positions of «in
animated character or an object which show the extreme points in Its movement, or
accents In Its expression or mood. We sometimes refer to the first pass as "blocking" our
animation.
Do not confuse this with keyframe. Key poses are like comic strips poses, they are a
minimum amount of poses that we create to show the main point of a story without
worrying about adding all other poses. Key poses are storytelling poses.
A keyframe Is a recorded set position of the character. All poses we create for movement
are keyframes.
These red lines on the timeline represent keyframes not key poses Where there are
keyframes, there will be a recorded position on a control.
Now that we cleared this out of the way, let's focus on creating our key poses. To get a
quick and clear understanding of what our animation will look like, we'll need to create our
key poses. We know our character will jump off the box, land on the ground, and run off
screen. Showing minimal poses to describe this action we can create 3 key poses.
3rd key pose = Morpheus running out of camera frame. This pose shows us what
direction he runs to.
Now we have three simple poses we can quickly create. Let's make sure we are on frame
1 of our timeline and that our character is on top of the box and ready to be posed.
If you're working with Auto Keyframe ON you will need to set your first pose manually so
that Maya has a starting pose to begin setting keyframes automatically.
Glck on the Quick Selection Set (allBody) button we created to select all of Morpheus
controls. Once we have all of Morpheus controls selected, press "s" on your keyboard.
We need to ensure ourselves that we set a keyframe on all body controls to lock down
that pose. If we don't include a specific control in our selection set, for example an arm, the
arm will look stiff and not animate. This will make the animation look dead or the arm can
sometimes float around awkwardly.
Now that we set a keyframe on all, we can begin to pose Morpheus and give him a
natural stand. Make sure we are still on frame 1 and using our move (w) and rotate (r) tool,
begin to pick and move controllers to give him a natural standing pose.
Here is our first key pose. Once you're satisfied with the pose, click on
the allBody button we created and press "s" on your keyboard to set a
keyframe.
Why do we press the "s '" key when we have auto keyframe on ? Auto
keyframe only sets and updates keyframes on controls that we move and
adjust. We want to make sure that other controls that we didn't touch also
get keyframed.
This ishow your graph view should look with all body controls selected.
Now Just click and drag over all of the curve* to highlight them. Press the Stepped
tangent button to change the animation from smooth to popping poses.
Now your curves for all body controls should look flat and will not animate when you
scrub In the timeline, The character will pop from one pose to the next. If you're still getting
some movement on body parts, It means you didn't select all of the controls. You need to
find the control that has movement and make It Into a stepped tangent. Now we can focus
only on poses and no motion I
To avoid doing this manually every time we create a pose we’ll need to open our
Animation Preference window and change the Default out tangents to Stepped. This will
create all of our curves In the graph editor Into stepped tangents automatically.
Now we can create our last key pose. I move to frame 180 and I will pose Morpheus in a
running pose. Once I'm happy with his pose I will key all by clicking the "allBody" button
and pressing the "s" key.
Now we have our key poses laid out. These 3 poses tell the main action in the story.
Morpheus on top of the box, lands on the ground, and runs off. We have rough timing and
rough poses. Notice our character is now in stepped mode. This allows us to focus on poses,
not movement.
This is the beginning of the Pose-to-Pose method. It's very planned out and systematic.
We know where we're going to end up and how things will occur. The rest of it is adding and
filling poses until we achieve good motion. Once the motion is there, we can adjust the
timing. We'll be adding hold poses so our character stays put for the time we need him to
stay. Towards the end we'll focus on the overlapping action and detailed work.
"JumpFromBox_Keyposes"
Breakdown poses
The breakdown is a pose that is not always placed at the perfect middle point between
the two key frames. It is the next most important transition point between those key
actions, and will often require shifting and fine tuning The breakdown pose describes HOW
an action is executed. It gives us a little more info on how the character walked, how he
jumped or how exactly he got from point A to point B.
In our animation we're going to add 4 Breakdown poses to teS us what happens in-
between our key poses.
At frame 30 we can create an arrbdpatjon pose. This pose prepares the character for the
jump. Just think how you would grab speed if you wanted to launch yourself into a high
jump. You would push back and swing your arms backwards to bcs c momentum. For this
pose. I eft his left foot planted in the same spot and moved nis right foot backwards. After
you're satisfies with your oose, press the “a Body’ button and press 's'
on your keyboard. Remember we Reed to set a teynafne oa all of the
controls to Sock down our pose.
After our landing key pose we can keep the same landing pose but just
rotate his head and his torso just a bit to make him look left. We can also
adjust the arms a bit to keep them moving. I will set this breakdown pose at
about frame 115. KEY ALL, again.
At frame 1601 will stand him up and move only his right foot up. His
left foot will keep contact with the floor and will only rotate it using the
Ball Foot control. Once I'm done with his running pose I will select all
controls and set a keyframe.
Now that we have a bit of poses, we can click piay and watch how our poses are working
from one another. We can also watch for the timing of the action (speed).
Is he up m the air for too long7 Have we left a big gap between keyframes that feel like
they sbftx№ happen quicker? Remember that the further the keyframes are the siower the
movement be. Vhe doser the keyframes are the quicker the movement.
'Morpheus_Mmprrombot_lstPass_BnaUownPoses’
I know it might be hard to see timing when the character is popping from one pose to the
next; this is only done to achieve good poses and rough timing.
In-between poses
In-between animation, or the straight run, fills in the rest of the information, creating a
smooth course of movement for your scene or character. The direction already set by the
breakdown and key poses is vital to create the smoothest flow and timing for any
animation.
i'm sure by now you're asking, "How do we know how many poses we need and how do
you know where to add the poses7" We obviously don't want to add a pose on every frame.
That would be like drawing every frame in 2D animation. 3D animation gives us that luxury
of automatically filling in some in-between poses. We need to think of our poses as major
position areas.
Just look at the poses we have created. Our second pose shows anticipation and it's the
pose where the character moves the furthest back before changing direction. Our next pose
shows the highest point in our character's jump. From there, we have a contact position
where both feet are on the ground. Next pose shows us the furthest direction of our
character looking left Then we go into our last 2 poses where the foot is last in contact with
the floor.
As I mentioned, these are major positions we'll be working with. As we begin to add the
in-between poses we'll continue to think this way but in small subtle ways. We also need to
keep the 12 principles in mind. Animating our character is Not just moving him from point A
to point B, but to move him with personality and appeal.
On frame 151 created a pose that would give me a downward arc hip
movement. I also placed this pose between keyframe 1 and 30. The
colored character is the new poses I created. This is also the lowest point
of the character’s hip, just before he goes Into his full anticipation pose
on frame 30.
Notice I'm mostly keeping my keyframes on even numbers just for the
sake of making my work organized. Remember, we will adjust keyframes
(timing) after we've established sufficient poses to make our rough
animation work.
At frame 751 created the contact pose. This is where the character first
comes in contact with the ground. His left foot control is in the exact spot
as it is in the next key pose. Just the heel comes in contact and his body is
extended. His right foot is still in the air to create some drag. We want to
avoid having both feet touch the ground at the exact time. This can look
very mechanical. We want to keep our motion asymmetrical to give it some
reality. The arms are also posed differently to avoid symmetry.
Click the "allBody" selection set and open the graph editor: WINDOW>ANIMATION
EDITORS» GRAPH EDITOR. Click and drag over ALL of the curves to select them. Now just
click the Plateau Tangent button and this will show you your animation progress. Minimize
the graph editor and click Play to watch your animation.
"MorpheusJumpFromBoxlstPass"
I can't watch I How did it look? Did it look like o Pixar movie? /'m thinking NOT! The
animation looks weightless, floaty, choppy, unrealistic, horrible timing, and just plain bad.
Reminds me of Gumby at the end when he slides off—LOL We still have a lot of work to do!
If your animation looks like this, it means you're missing three major factors.
In our case, since it's our first animation pass, we still need to include all of these three
major factors into our work. Open the graph editor and change our tangents back to step.
We will continue adding poses before we move on to adjusting our timing.
Let's concentrate on the running section of our animation. This Is the part that needs the
most work. We will use the Straight Ahead method for animating the run. This means that
we won't skip ahead or jump backwards to fill In poses. In Straight Ahead we'll start with
the first pose, add the next pose, and continue forward until we finish the run.
We have our first running pose at frame 160. We will start from this pose and move
forward. To keep our poses organized we can add our poses on every 5 frame interval. Then
we'll add two poses, feet passing position and the extended feet position.
Important: Try to keep the spacing from one pose to the next pose evenly spaced apart.
You'll have to use your best intuition to determine how fast he's running and how far apart
the poses should be from each other. If the spacing is close to one pose then far from
another, and close to another, then your run animation won't look evenly smooth. Your
character will slightly jerk forward and backward. I'll show you how to avoid this once we
get some basic poses going!
Frame 160 = keep the left foot in the same spot as frame 115. Adjust the hip so that the
right foot is nearly extended. Since he's running we want to rotate his hips slightly forward.
Pose his right foot to be in the passing position. For the arms it's going to take some
figuring out. When he's in the passing position the harms are both half way through the arm
swing.
Frame 165 = his hips should be at the highest part of the run. His feet should also be at
the extending point. The foot in front should be kept as straight as possible while avoiding
pulling the foot out too much, causing the knee to pop or lock.
The back leg should have a slight bend to It and the toes should be pointing at an angle.
The arms are posed opposite from the legs. Right foot forward, left arm forward, left leg
back, and right arm back.
If you find this pose to be too high up, you can easily grab the feet controls and the hip
control and move the entire pose lower, forwards or backwards as needed.
Frame 170 = this pose is the same pose as frame 160; the only difference is that is the
opposite foot. The arms could be the opposite pose as frame 160 but it's always a good idea
to make it slightly different so that you never see the exact poses every time.
Frame 175 = this pose again is the opposite pose as frame 165. Front foot extended
forward while back leg is dragging behind with toes rotated downward at an angle.
Frame 180 = you might need to shift this pose forward if you run out of room while
you're working on the previous poses. You might also I find that you need to switch the
entire pose to be the opposite. Don't be afraid to destroy this pose and start a new one if
you need to. Remember this was part of our beginning key poses and was created only to
guide us in our first pass.
"MorpheusJump_ Blocklng_ NoTiming"
"This line means that the object Is moving at a constant speed. It's
not speeding up or slowing down; It's Just cruising at one steady
speed."
This is the type of line we want to achieve in our graph editor. Since
the main forward movement comes from the hips, we want to make sure that the hips
move forward at a constant speed.
But which axes on the hip do we need to look into? Will it be the Translate X,Y or Z. I
have so much confusion.
We can quickly determine what axes we need to focus if we select the hip
controller and look at our axes arrows from the move tool (w).
The axis that makes the character move forward is the...? YOU'RE RIGHT, the Z axisl
The only section of the run we need to worry about is from the start of the run to the end
(frame 160 to 180).
Select the hip control. Open the graph editor, WINDOW>ANIMATION EDITORS» GRAPH
EDITOR. On the left window of the graph editor select the TRANSLATE Z channel. Zoom in
the graph and only focus from frame 160-180. Click and drag over the five keyframe curves
and change the tangents from Stepped to Smooth.
You'll notice that the hips are not moving constantly. We can determine this because we
have uneven curves. In order to get constant movement, we need to see a straight diagonal
line going from frame 160 to frame 180. What we need to do Is grab the keyframe, in the
graph editor, on frame 165,170,175 and move them vertically until we get a straight line.
Be careful not to shift the keyframes sideways. Hold down SHIFT and middle mouse click
and drag on a keyframe to ensure you only move them up and down.
Get your curve to look straight and diagonal, like this. Once you get your line to look
straight you will have the hips moving at a constant speed without lagging or speeding up
as your character runs across. Now that we're done, change the tangents back to Stepped.
Adjusting Timing
Now would be a good time to do a first pass on timing. Timing can bp a bit tricky to
someone with an untrained eye. This Is something that through lots of practice you will get
a better feel of what looks correct. If you don't have a feel for timing, don't worry. Grab a
video recorder and film yourself acting this out. Get a feel for how long something takes.
Timing Is about the speed of an action.
Remember this:
When we hit Play In our animation, our animation will play at 30 frames per second. This
means that we will see 30 moving frames before our eyes In 1 second. This Is the rate that
we set up In our Animation Preferences window at the beginning and should not be adjusted
at this point. Changing the frame rate after our timing hat been done will strew up our
timing. Don't change the frame rate once It’s been set.
Timing - keyframes closer together, the animation will move faster. When we have
keyframes further apart, the animation will move slower.
For example, here we have 8 keyframes within 30 frames (1 second), if we play this
animation, wo will see these 3 posss of our character moving within l second.
IHIS IS I ASTI Imagine yourself poslnq H different times In I second. That nearly
Impossible for our body to do I Of course this depends on the action. Maybe we want our
character to move thl$ quickly, Perhaps he's a squirrel. Squirrels tend to look very twltchy.
LOOK, A SQUIRREL!
If we have the same 8 keyframe; and we Stretched them out to occur In % frame«. (3
seconds), this animation would happen a lot slower. Think about It, In the first 10 frames
we would only see the first 3 poses, It would take longer to see the other 5 poses. If this
was a squirrel, It would be one slow squirrel .
Keep In mind that timing depends heavily on the action. Through timing we can show If
something Is heavy or lightweight. We would need to space our keyframes accordingly to
the movement we want for our object. Timing also helps us convey the mood of a
character. If we had a walking character and Wfi spaced our keyframes further apart. It
would make our character look as If he's feeling down or tired. If we bring our keyframes
closer together, he will move quickly and will look happier.
Timing Is adjusted by the keyframes, not by the distance of our characters poses.
There are a couple of ways to move keyframes and adjust timing. I will show you two
easy methods for moving keyframes.
This will aflow you to highlight over a group of keyframes that you wish to adjust or
move.
This is what yourll get once you highlight some keyframes. The outside arrows, scale left
and scale right, will stretch your keyframes apart or bring them doser. The middle arrows
will grab all of your selected keyframes and allow you to shift them over.
WARNING I highly don't recommend you use the scale arrows to scale keyframes. Using
the scale arrows will make your keyframes move to decimal frames, such as frame 153 or
frame 30.9. This is definitely something you want to keep away from. You 'II work best
when you keep your keyframes in whole number frames. Moving keyframes to decimal
frames will make it hard to select a keyframe. Not only is it harder to select and move, but
keyframes begin to get messy. Forexample, if you have a keyframe on frame 10 and
another keyframe on frame 10.1 These keyframes are too dose to each other that you won't
be abktotet them apart KEEP AWAY FROM HAVING DECIMAL KEYFRAMES!
There is a way to snap decimal keyframes back to whole numbers. You can highlight the
keyframes and right-click on the timeline. In the pop up menu you will see SNAP. Select
snap to move your keyframe to whole number frames.
I don't like to work this way as I ahmys avoid having decimal keyframes m my work.
This a conpetely optional, but don’t say I didn't want you. I just hope you don't leant the
hard way.
The best way is to shift your keyframes with the center move arrows. This ensures that
your keyframes are snapping and moving to whole number frames. Just grab the arrows
and move your keyframes around! it's very simple and its os hassle free as a Capital One
credit card!
The second method is the easiest way to adjust keyframes and is what i use in my
professional workflow. We will use a window caHed the Dope Sheet You'll find it under
WIND0W>ANIMAT10N EDITORS» DOPE SHEET.
Click on the "allBody* button we created to select all of the keyframes in our character
and appear them on the Dope Sheet.
We obviously know that we have keyframes on all of the character controls because we
created the “allBody' button for that purpose.
We can also see that all of our body keyframes are perfectly lined up
Nothing is offset from one another.
Make sure your keyframes don't look like in this image. If you have
keyframes that are offset from one another, you probably accidentally
moved a keyframe on the graph editor. You can correct this issue with the
dope sheet The way to shift a keyframe is by having your move tool (w),
select the keyframe, and middle mouse did; and drag it.
Okay so how do we shift ALL of these keyframes easily to adjust the timing!
If we look at the top of our view area, you'll notice that there is a blue row of
keyframes titled Dopes beet Summary. This is the MASTER keyframe. These are the
only keyframes that we are interested in adjusting. All of the master keyframes on
the blue line will select all other keyframes underneath it. Moving the master
keyframe will ensure that we don't get any offsets while adjusting timing.
-You can dick and drag over multiple master keyframes and adjust them all as
needed.
Let's get ready to adjust our timing of our anknatkm-Do you need mother treat?
ffo? Okay, let's move on.
Here's how I Rke to setup when adjusting timing. The dope sheet window will be right
above my perspective viewport to give me enough room to me enough room to view my
animation. You can definitely change the layout of your viewport to your liking by going to
PANEL>SAVED LAYOUTS in your viewport menu, if уса have we luxury of having dual
monitors, then you can have the dope sheet window on &e other monitor.
I like to shrink my dope sheet window to only show me the master keyframes. Once I'm
happy and comfortable with my setup, I will hack away.
Click play on the timeline and watch your an nation run for a кхо-е of bops. Take note of
where you need to speed things up or stow it daws. You can also scrub back and forth on
the timeline. Try to get a teei for the action, ftsk yourself if we need more time on the
anticipation of our character's jump. As he teans backward, can we hold the pose for a Stile
longer?
The truth Is timing is not something that can easily be taughtl Timing is the creative part
of animation. I cannot tell you exactly how to place your keyframes. Timing will come with
practice and by a natural sense of reality. Some people understand timing better than
others, but this Is not to say you won't get it.
Timing is a skill, not a talent. Everyone can learn a skill, but not everyone has a talent.
Through practice and dedication you will have the skills.
Shift some keyframes as you feel the movement should flow. Shrink your time range
slider to focus on small sections of your animation. First, try to get good timing on the
anticipation action. Second, move your attention to the jumping and landing action. Thirdly,
you'll concentrate on the turning of the head and running. This way it's easier on yourself
and you don't struggle to keep track of the whole animation at once.
Optional: You can change your curve tangents to Plateau to see some motion as we
adjust our timing. I typically don't change it from stepped just yet, because we still don't
have enough poses to give us decent movement in our character.
I selected ALL of the master keyframes except for the one on frame 1. Frame 1 is my
starting pose which is okay as is. I will look at the timing from frame 1 to my next closes
keyframe on frame 15 and I will bring those closer to what I feel will give me a descent
speed/timing in movement.
Timing is becoming critical at this point and you should freely adjust your keyframes to
any frame number. Don't try to keep your keyframes only on even numbers or even interval
spacing. At this point, move your keyframes freely, as close or as far as they need to be to
get a good performance out of your character.
Once I'm satisfied with the timing I will deselect the first keyframe by holding down
CTRL. This will leave the keyframe in its new position and I will concentrate on the next two
keyframes.
Keyframe 311 will shift over to frame 47. I want to add more time for the ease in as the
character really pushes back in preparation for his jump.
The timing from frame 47 and my next keyframe needs to happen quickly. This is where
Morpheus bends down and pushes off the box. This action needs to happen with force, so I
will shift the next keyframe to frame 51.
The character is now in the air. From keyframe 51 to the next keyframe should happen
quickly as well. I want to keep the fast momentum of him pushing off the box and
maintaining that speed in the air. Frame 55 looks and feels good.
This pose is at the bottom of his fall when his heel comes into contact with the ground.
We want to make sure we show the weight of the character as he comes down. From frame
55, I'll leave the next keyframe at 66.
Next pose Is of Morpheus landing on the ground. This timing should show the momentum
of his body coming down quickly. From frame 66 we can bring the next frame closer to
frame 74.
From when he lands on the ground to when he turns his head to the left, I want to give
him enough time to catch his body from the fall and turn. I'll probably add a little more
time. From frame 74 to frame 116 will give us enough time for him to look.
From the point where our character turns his head to when he runs off I'll have that
happen a bit quicker. From frame 166 I'll bring the rest of the running keyframes to begin
at frame 146.
I will leave the rest of the running keyframes as they are. They don't look too bad.
Adjusting our timing with the dope sheet is very fast and easy. I highly recommend you
take a break after you adjust some timing. I find that when you return from your break
you'll have "fresh eyes" and will be able to see things you didn't see before. This is only our
first pass and we shouldn't focus on making it took perfect yet. As we add more poses in
our second pass we will also do a second pass on timing. Our third pass will be the same.
We'll add final poses and give it one last pass on timing.
PLAYBLAST
A playblast is a preview movie we can quickly create to watch our animation in real time
(without lag). We can create an .AVI or .MOV video. I preferably like to make a playblast
movie using the perspective viewport. You can click on your viewport or maximize the
viewport you want to view your animation on.
The second pass ts the time when you can finally switch your graph editor tangents to
smooth We need to see our movement so we know where things are not working too welt
on timing and motion- t? is in those areas that we'B add more poses or add holds.
Go to your Animation Preferences and changes your Default in and out tangents to AUTO.
You are welcome to experiment with differen tangents to your liking.
The best 2nd pass approach is to concentrate on the hip and feet as weS as die arms.
Make sure they are all working together.
Keep an eye out for when the character ffces by a pose too fast
When we have the character moving through a pose too fast, it
typicaBy means you don't have an extra pose to keep the character in
place. For example, when Morpheus moves back to anticipate the
jump, he goes back and quickly moves forward. We don't want this to
happen.
We want him to move back and pause for a bit He should buM speed
and think about his jump.
In order to fix this we need to copy our anticipation pose and paste
it a couple of frames ahead. I'm going to show you the fastest and
easiest way to copy and paste any pose.
Now I have an exact copy of our pose on frame 21. What this means in that our
character won't move from frame 21 to 38. This is called a "Hold" in animation. We are
holding our character's pose for a given amount of time. This is something you want to plan
into your animation. Moving your character nonstop will move linear, mechanical and quick.
You want to make your animation move quick in some areas, while in others, move slower.
It gives subtle pauses and allows the viewer's eyes to catch up from the quicker actions.
"Morpheus_JumpFromBox_2ndPass_Hold"
You can follow a simple rule to make your movement appealing. When you have fast
movement, follow it up with slower moving action. The opposite will also work. We animate
our movement quickly and we follow it up by our principle of Easy-in. We move slowly and
we'll Ease-out to something quicker. Slowly but surely you'll start getting dynamic
movements in your work.
Now that we have two similar poses on frame 21 and 381 want to make them slightly
different. I want him to ease in to his stop before he lunges forward. On frame 381 will
select his left foot control and in the channel box I will move his Foot Roll to a negative
value of -1.7. When I do this his left knee will become slightly bent. I want to maintain his
left leg extended.
I will grab his hip controller and move him back until his left leg extends again. We don't
want to rotate the left foot control from where it is. I want to keep that
control planted where it is. We will simply angle his toes up using the
Foot Roll in the channel box.
MOVING HOLD:
We learned what a hold was. It's simply having two keyframes with
the same pose so that our character pauses. But what is a Moving Hold?
A moving hold is keeping the character moving slightly or subtly when
he's standing still for 2 or more poses. In 3D animation, when a
character freezes in a hold they will look lifeless. The viewer will see that
the character is frozen in time and will instantly loose the believability
and interest of the character. In order to keep our character alive, even when he's not
moving, is to actually continue to move him in the direction of his body momentum. Let me
show you!
The grey color pose is at frame 21 and the colored one is at frame 38.
Even thought our character is holding this pose for 17 frames, we are still
moving him. His hips are moving back, his right arm continues to move
back, his hand can slightly open, and his head can move down a bit. This is
a moving hold. We are holding a pose while moving him slightly backward.
This way, he's no longer frozen.
I feel Morpheus should land where I marked a white X. This will give us a
better arc to the falling motion.
The next question is, how do we move the whole character forward? If we move his
landing pose forward, won't that screw up all of the other poses we already carefully
planned?"
The answer is yes, it will screw everything up. UNLESSI!! Unless there's a way to move
ALL of our poses forward altogether. There is I The graph editor allows us to do so.
Remember how we adjusted our running hips to move constant using the graph editor?
That's sort of the same idea for spacing multiple poses forward. In order to move the whole
character forward and not leave any limbs or controls behind, you'll have to select both feet
controls and the hips.
Note: If you're animating your character's arms in IK, then you'll need to add the hand
controls with the feet and hip control selection.
Once we have our selection made, we'll need to open the graph editor window.
Since we are going to be shifting our character in the Translate Z axis, we'll need to
select the Translate Z channel for ALL 3 controls (left foot, right foot, and hip control). Hold
CTRL on your keyboard select all 3 Translate Z channels. Make sure you scroll down on your
outliner menu to select the other channel. Once you pick all three Translate Z channels you
will see the curves in your graph view.
Select all 3 curve keyframes starting from the frame number you want to shift your
animation. I selected the keyframes from frame 66 to the end of frame 166. Slide your
keyframes in the graph view vertically and you should see your character moving left and
right. Now I can adjust the spacing without destroying the poses we set ahead. Very easy
and nondestructive!
Another correction I noticed in the poses is the way the
character is landing. It almost doesn't make sense that on the
first picture he's landing with his left foot first. Then on the
second picture he moves his right foot back. Our character's
falling motion would want to keep everything moving forward.
If he moved his right foot backward he would be off balance
when he lands.
This animation is looking better alreadyl Let's move on and focus on our next section.
*Morpheus_JumpFromBon_2ndPass_HeadTurnNoHold
We can see the character landing and turning his head very mechanically and lifeless.
This definitely needs some work.
Remember if your animation looks this way it's because of you're missing the three
major factors: Not enough poses, add a moving hold or your timing needs to be adjusted.
We can take a guess that we need to add a moving hold because he doesn't pause. He
just lands from the jump and starts turning his head. We want to give our character some
time to settle from his fall before he turns his head.
We already learned how to copy and paste a pose by middle mouse clicking and dragging
on our timeline. We will use this technique to hold our landing pose and create a copy of it
further down our timeline. I will be guessing on how far to paste that pose. Remember we
can always adjust our timing when we get to it. But give it some frames so we can see the
hold.
Here's what the animation feels it needs. We actually need two holds. When the
character lands on the ground we need to copy the pose from frame 74 and paste it at
about frame 90. This will give us a hold from when he lands and later we can turn this Into
a "moving hold".
Then from frame 90 to frame 166 our character was starting to turn his head while at the
same time, he was beginning to move forward. To keep our character from floating, I
copied his pose from frame 116 and paste it on frame 102. This way from frame 90 to
frame 102 we'll see he turns his head. From frame 102 to frame 116 he'll hold his look to
the left.
Lastly, from frame 116 to frame 134 he'll begin to run.
EULER FILTER
We are done I Walt...WHATI? As I'm scrubbing in the timeline to watch my progress, I
noticed a main issue I must address to you. Technically Maya should calculate our animation
movements from one keyframe to the next keyframe in a straight line.
My animation looks like this when I pass between frame 116 and
134. It should not look like thlsl This should not be the middle
passing pose. We are getting an awkward broken rotation in our
foot. Maya, somehow, managed to screw up our curves in the graph
editor and that's the reason we're getting this type of motion. But
don't worry; this is an easy two step fix. We'll select the foot control
and add and an Euler Filter.
’JumpFromBox_2ndPass_LandingPassPoses'
So far I m happy in the direction we are headed. We have decent amount of poses to
show us a clear action and I'm also focusing on showing follow through motion with our
arms and head. As our character lands on the ground his head and arms will continue to
move forward. Our timing is still not there yet and has areas that look slow motion while
others move too fast.
You can add poses and adjust your timing for each section of animation you work on or
you can go through the whole animation and add all of your poses leaving the timing for the
very end. You can even do both! Add poses to sections and adjust timing as you go, once
you're all done, go back and give it another timing pass. Use or create methods that work
for you!
I'm going to focus on adding more poses to our running man so that his feet don't float
around as we play our animation.
Poses on frame 148,153,158, and 163 are new. You might also be wondering, "How
many poses do we need and how do we know which pose is next?"
A run is nothing more than poses that repeat themselves over and over. It's what we call
a cycle. In order to get a believeable run, we at least need these 7 poses.
This is exactly the type of motion that we're trying to go for. We want to think about
extreme poses. Areas where the feet are the furthest apart, closest, hips are the lowest and
highest, and passing poses. We are not creating poses at random places and we certainly
are not going to add poses on every single frame. We want to add enough poses so the
computer doesn't move our character like it wants to. We always want to be in control of
our character.
Open the Dope Sheet, click on the "allBody" button to select all of our keyframes and
let's hack at it! Remember we are only moving the Master Keyframes in our Dope Sheet. We
are going to be adjusting our keyframes exactly as we did in our First Animation Pass. Start
with the anticipation, work your way through the jump, the landing, the turning of the head
and finish with the run.
This is what our completed timing looks like! Right now would be a good time to create
another Playblast and view your work. Take a small break and come back with 'fresh eyes'.
See if you catch anything that needs fixing in your second pass. You can also start planning
for small changes or additions when you get to your third animation pass.
All in all, its looking good! Notice how we have not offset any body control keyframes.
Everything is nicely lined up and we still manage to get it to look awesome. Keeping all your
keyframes clean and organized is a good working habit and makes your job a lot easier.
*Morpheus_JumpFromBox_2ndPassComplete"
YAY, we're almost done with the whole chi-bangl Our goal for the third animation pass is
to have it looking 90-95% done with our body animation (no facial animation). In the third
pass we will:
Add all final necessary poses to get it to animate smoothly.
Add all final 'moving holds' where it needs them.
Get good heel and toe rotations (peel) off the ground.
Make sure the feet don't slide when they're planted on the ground.
Avoid knee and elbow locks or overstretches.
Adjust timing to give us the best performance.
THE VERY LAST STEP: Offset keyframes.
Foot Peels
The foot should peel off the ground by having heel contact on the ground, foot planted,
heel up, and toe push. These are good positions for feet rolling off ground.
Make sure you watch your animation slowly. There might be times when you think the
feet are working well at normal play speed, but when you slow it down; the feet are missing
some vital poses or are rolling ahead or behind timing. Pay attention to the feet and add
more poses to make them work properly. It's always better to have more poses than not
enough poses.
Avoid Sliding Feet
There might be times when you copy the foot pose
planted on the ground and paste It to keep the foot
planted. Even though you have two identical keyframes,
you'll get the foot sliding on the ground.
This is caused by your graph editor curves. Because we set Maya's default tangents to
automatically smooth, having curves set to smooth is not always what we want. I selected
the foot control and opened the graph editor. Here we can clearly see the issue. We know
that in order to not get movement we need to have a flat horizontal line. The keyframe on
frame 10 and 20 are at the same 0 value line, but the lines between them are curved. We
need to make these lines flat.
Adjust Timing
After you're done adding your powi and worrying about all the other 100 fun things about
animation, you will need to go through your keyframes and adjust timing on the last time.
By the ending of this pass you should have all of your pose locked down, you'll need to
focus on creating convincing motion and bellevability. Create a couple of Playblast preview
as you go along and stare at your animation like a Hawk. Look for the smallest detail In
timing that could make a big difference In motion.
Even at the third animation pass I managed to not offset any keyframes from each other.
Everything is clean and easy to understand.
If I was in a
professional studio and handed my work
to another animator, I'm sure they could
easily work with it. It's always good
practice to keep everything organized up
until the last polishing stages. Our entire
animation Is about 5 seconds long and took
about 30 poses to make this animation
work.
Offset Keyframes
We should have great timing and a smooth moving character. If we get this to work
great, by the time we go to offsetting keyframes it should look even better.
The reason we want to offset keyframes is so that we can give our character some
fluidity. If we leave our character as it is, you will notice that most body parts turn and stop
at the same timing. For example, when our character turns left, we can I see his head and
arm stop at the same timing. If you want to I take your animation to the next level,
offsetting keyframes should be something to look into.
“Morpheus_JumpFromBox_3rdPass_NoOffsetLanding"
Even though our character is moving near realistic, we can continue to push things by
breaking the timing of limbs from others. We can either speed things up or lag them behind.
You want to avoid having these small movements look robotic. By offsetting the timing from
other parts we can instantly make the animation look 110% better or is it 200% better!
Who cares, it will look AMAZING!
The reason why offsetting keyframes is left to the very end is because this will make
adjusting timing or adding new poses a little more difficult. You'll start spreading keyframes all
over the timeline. At times you will get keyframes on nearly every frame. You can see when I
offset the arm from the rest of the body, I get a keyframe on frame 98, 99 and 103 and 104. If
I continue to offset other parts of the body, things can really get messy.
This is not a bad thing. Offsetting keyframes is important and necessary to get realistic
animation. But, this is the reason why you want to leave it to the very end.
Once you complete the third animation pass you'll be on your way to finishing your
animation movie. Preview your animation and decide what it needs to give it that special touch.
Pay attention to the fingers as well. They are as important to the motion as any other part of
the body. Never leave the fingers with a fist or an open palm. Find areas where you can
animate the finger to help with the action.
Now that we're done with the third pass, take a look!
"MorpheusJump_ThirdPass"
Polish Pass
The polish pass is not too much of an animation or poses pass. The polish pass is spending
time in the graph editor making sure that the tangents are smooth where they need to be
smooth and flat where they need to be flat. The best recommendation is to start from the hips
and work your way out to the limbs.
We actually want to look at all the Translate and Rotate channels for each control of the
character and look for tangents that we can give better arcs to.
In this example, I'm showing you the Translate Y channel with 4 keyframes of the
character's hips landing on the ground. You can see the first keyframe is good, second
keyframe is a little bit off from a smooth curve, third keyframe goes too far up, and the fourth
keyframe settles on the ground. I want to slide the keyframes vertically so that we get a
smoother arc of the hips landing on the ground.
I adjusted the keyframes so that we get that smooth nice arc on the hips. I know going
through each channel on every control can seem tedious and repetitive, but I guarantee you
this is the ultimate step that gives you the professionalism flow in animation.
Let's select another channel inour hip control and take a look.
This is the Translate Z channel in our graph editor. We can see that the line is not
straight. We need to ask ourselves what areas need to be straight and what needs to be a
curve. The best way to figure this out is to go to that keyframes that needs adjusting and
look at your animation. As you change the keyframes value in the graph, look at your
character's movements. See how far you can push the hips before the feet begin to stretch.
Here is that same curve, but now I adjusted the keyframes in the graph editor to really
give me that smooth flow in motion.
You can continue to go through all of your body controls and look for these fixes. Keep an
eye on your character as you push and adjust the keyframes curves.
Now let's look at the feet controls and find some areas we can fix.
You can see how these tangents have an up and down hill shape, but there are two
tangents that are flat and ruin our smooth flow. We should keep the flow of the curves by
grabbing the tangent handles and rotating them to match our curve. If you leave this
unfixed you will see pops in your animation. You will more than likely have this issue if you
use Plateau tangents on the feet. Even though this is a good use to keep the feet on the
ground, it might flatten other tangents that don't need flattening. This is why it's important
to go in polish your work.
We want to end with smooth hill shaped curves like these. This ensures the flow
animation. If you want smooth animation this is how it is done.
We definitely want to make sure that our foot stays planted on the ground for the length
in needs to stay.
We can ensure our foot will stay on the ground by having our tangents flat where they
need to be flat. Flat tangents means there is no change in direction. The foot is in the
ground and is not going anywhere. If there is any unwanted curves or if you see the feet
sliding on the ground, make sure the tangents are flat in the area the foot should remain on
the ground.
Once you go through all of you character's tangents and polish them smooth, your
animation will shine like never before.
All that's left is to smooth the character's geometry. If you character has a polygon
smooth attribute you can set it level 1 or 2. Morpheus has the smooth attributes on the
global control. If you select it you will see in the Channel Box the Smooth Settings towards
the bottom. The higher the number the smoother your character will become. Don’t increase
the smooth too high or you end up adding to many smooth divisions on your character
causing your computer to crash if it can't handle it The smoother you make the mesh the
more your computer will lag if you continue to work. Make sure you only smooth out his skin
for preview or render purposes. If you plan to continue working on the animation, set the
smooth settings down to 0.
You can see his hair and all other body parts become smooth. You can also cfenge his
facia expression to something other than sleepy! But since you can't reac bis face as he's
moving around, you don't really have to animate it. Once your character is smooth it's
ready for demo reel material. Create that final
Note: if you're applying to work as a 3D Character Animator, you don't necessarily need
to add lights, cameras, textures, effects or render anything too fancy for your demo. You
will strictly get reviewed for your animation quality of work, A good Playblast preview will be
good enough to add to a demo reel. Just ’rcke sure you playblast a good angle of view so
that you can read at of the animation without obstructing anything.
“MorpheusJumpPolishPass"
We Are Done!
WE HAVE COMPLETED OUR ANIMATION! Time for some fun! No, really! I recommend you
take a couple of days off and relax. As I said before, animation is hard and fun work
combined into one. Go to Disneyland or take a vacation at Hawaii. Okay, maybe not that
far! But you certainly need to reward yourself for the hard work. This way you don't feel like
it was all for nothing. Show it to your friends and family and tell them its actual work from
Pixar:) Okay, maybe not that either, lol.
We have learned a lot. Even if you were animating something completely different, you
can take the same methods and apply them to ANY animation. Many people ask me how I
approach acting animation. Acting animation is where a character does more talking to the
camera and has hand gestures. I tell them I use the same methods. Listen to the dialogue
and note where there's change in the mood. Definitely use reference video and look at your
own hand gestures. When you do your Key poses, add them where the hands are at the
extreme points of the action, the highest and lowest points of the hand gestures. Go to the
breakdown and add the poses that show HOW he goes from one key pose to the next. Keep
filling in the in-between poses until your character comes alive. Most swaying movements
come from your hips. Make sure you move the hips to keep his body alive even though
most of the acting comes from hand gestures. You should not worry about facial and lip
animation till the very end. Always get your point across by your characters actions. If you
can sell the characters performance with only body animation, then you will definitely get it
right on once you add the facial animation.
Animating two character is not that much different. When you have two characters
interacting with each other you will always have one character leading the action. Meaning,
character A will be talking while character B listens. When character A is talking you will
animate him and ignore character B. Then when character B talks, you will switch your
focus to character B. You will have this bouncing back and forth action. Once you have
enough poses to show the characters interacting, you will need to focus on the parts where
the other character is only listening. You want to keep him almost still, but not frozen, and
you don't want to over animate him. If character A is talking and you over animate
character B while he's listening, you will distract the viewer from paying attention to the
main character. You can have character B shift his weight, blink occasionally, and turn his
head slightly with interest of what the other character is saying. But for the most part, you
should have one character leading the dialogue while the others listen. Then they trade off.
Probably my best advice for beginners is to not be afraid to add more poses. I remember
the end of my first year of animation classes in college; I wasn't able to get good animation.
It was until my second year that I just told myself, "What would happen if I added more
poses than I'm used to?" I always thought the computer would fill in the middle poses for
me, so I was always holding myself back from adding more poses. Especially when trying
out FK/IK animations. It's important you develop a sense of when to use one over the
other. Only until you break away from your habits and try something new the next time,
you will see a positive difference in your work. Take it from me and try it yourself. Add more
poses and moving holds while keeping your character alive, I guarantee you will be off to a
better start.
You can add final touches to your animation by modeling a simple environment or having
your friend model if you don't know. It will turn your animation into a story. Animation is
about storytelling. Everything your character does should be with purpose to get the story
moving forward.
"MorpheusJump_PolishPass_Environment"
"MorpheusJump_PolishPass_Environment_Creature”
Facial Animation
Facial animation should be the best part about animating. It makes your character come
alive and look like they're talking, thinking, and feeling. It's not just about matching the lips
to the voice over (VO). It's about catching the smallest detail of movements in expressions.
It's in the eyes, the eyebrows, the blinks, cheeks, lips, and twitches. Every big and subtle
movement counts when it comes to communication.
At the previous studio I found that some animators struggled when it came to lip sync
and facial animation. I mentored a good friend of mine who was struggling with his lip sync
work. The director had told him to keep working on his lip sync animation because it wasn't
looking good. But I knew he was giving it his best and just wasn't cutting it. I didn't like to
see a friend struggle if I knew I could help him. I knew exactly what he was doing wrong. I
quickly explained to him my methods. The next time the director came by to see his work,
he says, "It came a long way, looks great!" My friend says, 'Thanks." He looks back at me
and smiles with a thumb's up.
Later, I was moved to another project to do character facial set up for the Ice Age
Continental Drift Arctic game. I was responsible for creating the GUI (graphical user
interface) controls for the face and created all the mouth shapes so that animators could get
the expressions they needed. The project was a short project so I needed to add all basic
controls that would be good enough to finish on time but still manage to get good animation
out of the character.
Let's talk a little bit about the basics of how lip sync works and show you how this simple
method that can save you time and headaches of figuring it out on your own.
Lip Sync
If you're new to animation and it's your first time attempting to animate lips to the voice
over, your first reaction will be to get the character to enunciate every syllable, letter or
word. Even though we look like we do this in real life, in animation is not something you
always want to do.
If you do this in animation, the lips will pop and mosh together. You want to avoid having
chipmunk lip movement. The audience will have a hard time reading the lips and will ruin
the believability of your character's speech.
I will demonstrate this method using the Alice rig. I'll be using only the bottom 9 controls
as pictured here. These are the only controls that work the lips. The others controllers move
the facial stuff, which we are not worried about for now.
When it comes to lip sync, I approach it with two simple passes. Here is the secret I
shared with my friend, which saved his butt.
The first pass is setting keyframes on the up and down 'jaw drop' movement and the
second pass is adding the mouth shapes on the same frame as the jaw drop keyframes.
First Pass
For the first pass In lip sync you must think of the Jim Henson
Muppets. Think about Kermlt the frog and how he manages to get so
much with so little control.
Kermit can only open and close his mouth, yet he's still convincing
and entertaining to watch.
Before getting started, we need to listen to our voice over
repetitively and you need to listen to it until you get sick of it.
Understand what is being said and the emotion and attitude behind
the delivery of the line. You need to plan the jaw drops and basic timing.
To do this, you can feel for the jaw drops by placing your fingers together and pressing
under your chin while reciting the dialogue.
You will feel your hand drop as your mouth wants to open to say certain words.
You should see a sound wave on your timeline. If you don't see it, right click on the
timeline and go to SOUND and select l_RAN_OUT.
If you want to mute the audio you can choose OFF. Selecting USE TRAX SOUNDS will
play the audio only when you click play, but you won't be able to scrub on the timeline to
hear it.
If you want to move or offset the audio you'll need to go to the same menu and next to
l_RAN_OUT you will see the option box. Release your mouse over It to get the Audio
Attribute menu. At the top of the menu you will see the OFFSET option. This will move the
audio by whatever frame number you input in the value box. But I won't offset the audio for
this tutorial. I'll keep it at 0.
I typically like to work with this setup. My facial control window on the side, my
character's face with a zoomed view of the mouth, and the audio displayed as a wave on
the timeline.
You can open a viewport on a separate window by going to your viewport menu and
selecting PANELS>TEAR OFF...
We will be using only 1 controller to do this animation pass. Whatever control gives you
the open mouth jaw rotation, that's the control you want to be using. Sometimes you will
have two jaw controls. One might open the mouth straight down while the other one will
rotate it open. If your rig has two controls, you should use the one that rotates it open. You
jaw naturally rotates to open as it has hinges under your ears.
For the Alice rig, you'll need to use only the "Synk" control (I didn't name
It, but should be labeled Sync). This is the only control that allows us to open
her mouth.
Something important thel many beginners make the mistake of it using the contrail to
their maximum positions. For eexmple, if you wont to make a character talk you don't want
to open the mouth all the way just because the control allows you to You want to took at
real life examples, Mott profetstonel animator! use a mirror to took at their mouth shapes at
they're animating We almost never drop our jew all the way down.
You want to keep away from f ettlng these typei of mouth poses at you go
through your first animation pass,
When i tay think of Kermlt, I don’t literally moan animate the mouth the
way a puppet moves their mouth. Just think about the TIMING they open and
dote the mouth. Say the word and look In a mirror while you tay it. How for
did your low drop?
You'll have to find a good balance between exaggerating the mouth potet
and reality. There's timet when in real life we hardly move our mouth, but in animation,
wider motions are necessary to bring the mouth to life. You alto want to keep the
character't personality and age in mind. If you were animating and old man or Yoda, you
wouldn't open the mouth as far But a crying baby would probably have this type of jaw
drop.
You want to keep the mouth movements convincing, realistic, with a bit
of exaggeration. This type of mouth opening can be a good starting
position for those who don't have an Idea of where to begin. From this
pose you can tone it down or open it depending on the word and attitude of
the character.
You can see how this mouth pose is not ridiculously opened as in the
previous Image.
When doing lip sync, you can focus on sections of the voice over and
slowly move forward till you complete the entire dialogue. For this VO, I will start with the
first 50 frames when she says, *Um. but first... * This will make things easier while getting
started. We will use the straight ahead approach.
We are going to be setting keyframes manual on the 'Synk' control. Meaning, we will
mone the jaw control to where we'd like it to be and pressing *s* on our keyboard. To close
the mouth, we will reset the controler back to zero.
Imagine we only have the one jaw control available to animate the mouth. We need to
set keyframes for the closed mouth positions, semi-open positions, open positions, and wide
open positions. Very important, don’t forget the holds.
If the character it not speaking for a moment, we want to add a hold on the mouth, if
there's room for thowwg a mowng hold, you can diftmWy keep the mouth moving to a
subtle settle position.
For this section of animation, using the Kermit the Frog theory, we're going to have 3
open mouth positions. *um, but first *
I will select the “Synfc* control and sat a keyframe on frame 0 with her
mouth dosed. At about frame 5 she's in the middte of saying *Uumm.* I will
set a keyframe with the mouth opened to what looks appropriate for that word.
The mouth witi need to dose when she finishes the last part of “Uummm ".
By frame 11 i wil dose the mouth. She quickly goes into the word. *but*. The
way she says the word, sounds fifce there's a quick and small drop to her
mouth at. "Buw * On frame 14 we’ll give her a smaler opened mouth.
We will dose her mouth at the end of the *but* on frame 19.
Then she says the word first with attitude end exaggeration.
The mouth needs to toe opened for longer time to realty stretch
the sound, *fiiiirst*. For this type of timing you'll need to add a
anal open mouth by the letter *f*. At frame 24 is where the
mouth begins to open {first image). Then when she's stretching
the "iiiiiiiir", we want to continue the open mouth movement to frame 34. Open (t slightly
wider than frame 24 to keep the Bps moving. This is actually a moving hold. You can also
copy frame 24 and paste it on frame 34, but open the mouth further (second image). By
frame 48 we can dose the mouth to end the long drag of "fiiiirst ”.
You'll notice through this animation that most of the mouth action comes before the
voice. At times your ftps are opened before any sound comes out of your mouth. Lip sync is
not about setting keyframes on the exact sound wave on the timeline.
You can have keyframes perfectly aligned to the sound wave, but I guarantee you this
won't work when it's animated. Up sync is visual timing. Ultimately is has to work on the
screen not on the timeline.
"Alice_LipSync_1stPass_x0_x50"
Move forward in the timeline to the next audio section, say frame 50 to 115. Usten to the
next part of the audio and note where we can have the jaw drops.
This sentence can quickly ruin our animation if we drop the jaw on every word. If you
open and close the mouth on every word you will get the chipmunk popping mouth. Stay
away from having the lips look too chatty. Here's a preview of what not to do.
‘Alice_UpSync_1stPass_Chipmunk_x5O_x115’
Instead of opening the mouth on the first word, T then dose it and
open it again to say, "have". We can get a better flow in the jaw if we
blend the words with one jaw motion, "I ha-ve."
Frame 48 was a dosed mouth. Frame 51 I'll drop the jaw slightly
ahead of the word, “I", then on frame 55 I'll continue to drop the jaw
tome more to say "ha-ve," Frame 61 I'll dose the mouth.
Frame 67 she's sayfng, "go ". Open her mouth a little brt before
she says the word. This is one of those words where your mouth
opens before you begin to hear the word, because the sound comes from the frame 721
won't dose the mouth all the way. I will use this shape as a moving hold for
the end of, “qoww" sound.
Frame 77 open the mouth to begin saying the word, grid.' Close the mouth
at fame 80.
On the words, “pick up,” I'm NOT going to open and close the mouth twice.
I will avoid doing, “pick up." This is an area where using one open jaw will
make this flow smoother than having chipmunk chatty lips. I will combine the
open mouth to something like, "pick-up." I'll open the mouth of frame 83 and
dose it on 87.
The open mouth will come at frame 90 when she says, "some". By frame
96 we'll dose on the "mm sound.
The word "gum" is stretched out to sound like, ''guuuuum". On frame 103
we'll open the mouth slightly wider than we previously have. We'll drag it out
to about frame 115, and she'll dose on the "gum" sound.
We'll end this section and continue with the rest after a short break. Your jaw drop
animation should look something like this:
*Alice_UpSync_1stPass_x50_x115*
Let's wrap up our firs lip sync pass by finishing frames 115-182.
If you pay close attention, you'll hear breathing in the audio at about frame
150. This is certainly something you don't want to skip. You want to add life to
your character as much as possible. Even if you open the mouth subtly during
her gasp of air, this adds realism. Frame 150 I added a small opening to her
mouth.
When we have a lot of words that are said crammed together, you want to keep away
from having large mouth openings followed by closed mouth. Instead of a closed jaw, use a
slight opening so the mouth doesn't travel so much to open again. This will help reduce the
chatty chipmunk effect.
Here's a rule that you should keep in mind while working with lip sync. You'll always need
at least 1 frame spaced between keyframes to be able to read the character's lips. You
should never set keyframes that are consecutively spaced. This will cause pops in the lips
and will give you fast chipmunk lips that won't read correctly. For example, a keyframe on
frame 1 and another on frame will read well. But a keyframe on frame 1 and another on
frame 2 won't read.
Let's go ahead and watch the completed first pass. I'll emphasize that you get the timing
as best as possible on the first run, because our second pass will be based on the timing of
our jaw drops. If you find areas that need improvement in timing, right now is the time to
make those adjustments. Create a Playblast and check it out.
"Altce_UpSync_1stPass_x0_x182"
A great way to check for timing is to look at her bottom jaw line and see how it moves up
and down with the dialogue.
To summarize this chapter, use only the jaw rotation controller, no quick poppy
chipmunk lips, and think Kermit the Frog.
Second Pass
Let's learn about the actual mouth shapes we'll be using to have our character enunciate
words. You're probably thinking lips sync will take a long time because they're 26 letters In
the English alphabet and we'll need to shape our character's lips 26 different poses to get
started. The bad news Is, yes, there are 26 letters In the English alphabet. The good news
Is, no, we don't need have 26 different mouth shaped to get our character to talk.
There is something called phonemes [foh-neem]. Let me explain this in a way that's not
too scientific for you. Phonemes are a small group of mouth shapes that we repeatedly do
to say ANY word. You'll hear this word a lot in studios when working with lip sync. Here's a
group of 9 mouth shapes or phonemes that we can use In our workflow.
With these 9 shapes we can have Alice say nearly any word. Of courese we are not
limited to these shapes. We can modify these shapes to create new ones to achieve an
exact shape we're looking for. But generally, these are good enough to work our way
through any dialogue.
If we were using the Morpheus rig to do lip sync, we would still approach this the same
way as the Alice rig. The bottom jaw control would be used to do our first lip sync pass and
all controls around the lip would be used to create the phonemes/mouth shapes. I typically
don't include the cheek controls for the phoneme shapes. I leave this when i get to
animating the facial expressions.
Before we begin our second lip sync pass, we'll need to create all of our phoneme shapes
and add them to our poseMan library. Seepage 116 for installing and using the poseMan
script.
It will probably take you about 15 minutes to create all of Alice's phonemes, so get
poseMan installed and get started, OR you can download my pre-made Alice phonemes from
www.AnlmationMethods.com.
Here's how the second lip sync animation pass works. Select the control you used to do
the jaw drops. We will go back to each keyframes we made and on the same frame you
have a keyframe, we will add the appropriate phoneme.
Let me repeat that again, everywhere we have a keyframe on the jaw; we will add a
keyframe with our phoneme shape.
"Allce_LipSync_2ndPass_x0_x50”
Here are the phonemes I used for the second section of dialogue. I also added a new
shape on frame 93 which we didn't have in our jaw drop pass. We'll be coming back to fix
our mouth shapes so they're not all the same. They are also too wide and extreme. Once
we re done with our second pass we'll come back and tone down our mouth shapes. We are
focusing on speed right now. Very easily, you can look at my frame numbers and quickly
pop in the phonemes I'm using. You can also use a different phoneme if you feel it works
better than what I have. Let's take a look at what we have.
“Allce_LipSync_2ndPass_x50_x115'
No we're done with our second pass In lip sync and we'll begin focusing on toning down the
lips so that they don't look as exaggerated as we have them now. She looks like she's trying
very hard to enunciate every word.
Our phonemes are definitely working with our timing, but we need to make some major
adjustments to our shapes.
Third Pass
On the third pass we will focus on making the phonemes a little more subtle. Our phoneme
shapes are created to help us spend less time reshaping our mouth when we
come across a same mouth shape. But they are not meant to be left at the
extreme poses as we have them.
We want flexibility In the face and we want to hit the accents. The accents
are Important In dialogue because they accentuate a point. We want to make
sure that the lips really hit those accents as they are the moments that give
life to the character. If the lips are off time or are shaped Incorrectly during a voice accent, It
won't look convincing. Just rework It.
Not only are accents important for the lip sync, but they play an important role when doing
body animation. The body, head, or hand gestures should always hit right before the voice
accents. Especially the head accents, which help the dialogue and attitude, read better. This is
why when we're animating a character to dialogue; we always animate the body acting to the
voice over. We always leave animating the mouth and facial last. We need to match our acting
to the voice and the accents. Always hit the body, hand gestures, and head animation about 4
frames before the voice accents.
Here Is the Translate Y on the "Synk“ control. Check out the tangents and make sure there are no
kinks on the curves. Everything should flow nicely.
The way to make your mouth shapes subtle is by decreasing the spike curves in the graph view. I
could easily grab a keyframe from the tips of the curves and lower the height of It. This minimizes the
mouth shapes to my liking. Go through any controls you feel need to be toned down and lower the
curves in the graph.
Make note of any last minute timing issues you see. To adjust timing make sure you select ALL
controls that have keyframes. If you're using the Morpheus rig, select the bottom jaw control and ail the
lip controls and adjust your timing.
For the most part, when adjusting timing for the lips, it can easily be done on the timeline without the
need of the dope sheet. But if you find It easier to use the dope sheet, go ahead I
Once you get good lip shapes all throughout your dialogue, create a Playblast and watch the whole
thing.
“Alice_LipSync_3rdPass_x0_x182"
Facial Expressions
Eyes
The next parts we want to animate are the eyes and eyelids. Now that we have her talking, we want
to have her look at the person she's talking to.
Beginners tend to leave the eye controller attached to the head, so wherever the head turns the eyes
turn with it. This is NOT what we want to do. This is very mechanical and robotic. The eyes are an
important role in animation because it's the part that the viewers will look at. Every time you talk to a
person you look at their eyes.
The eyes also play an important role in telling us the personality and mood of the character. If a
person is shy, the will tend to avoid eye contact. If they're angry, their eyes will widen with a gaze. If
they're tired, they will barely open. A lot can be said by looking at someone's eyes. Don't overlook
animating the eyes.
I find that most people get lazy by the time they get to animate the face that they want to fly by it or
cheat it. If you want to do this professionally, you cannot cheat this. You must spend the time!
It's kind of like building a house for 2 years and you finish it with bad cheap materials. This will make
the house look bad. If you’re going to put the time and the effort to make your animation look good,
finish it with a bang! Don't skip on quality at the end.
There are only 2 good reasons you can cheat the eyes. One is, your character is far from the camera
that you can't read the eyes clearly, and two, your character has his back to the camera. That's it.
Your eyes in reality don’t ever turn smoothly, THEY DART AROUND! Try this experiment right now. Go
outside and slowly pan your head from left to right.
You will notice that your eyes dart and pause from section to section.
Here is what your ryes da. They will move and pause (dart) as you turn your head around
slowly.
They will not move smoothly with your head. Big no no.
In 3D animation we definitely want use eye darts to get realistic eye movement.
Most eye darts happen when your character is thinking. It shows your character is going through a
thought process. Don't think of eye darting as random acts. They don't roam around freely without
intention.
Eye darts serve to help with the body acting or an emotion. Eye darts move reaHy quiddy. Look at
people's eyes as you talk to them and you'll notice a lot of micro-movements. These movements happen
quickly. Sometimes they happen too quickly that they seem linear. It's probably the only linear motion
acceptable in animation.
It's a good idea to plan your eye darts and use them only where needed. If you add to many eye darts
you animation can look crazy or freaked out No eye darts will make it feel dead.
Even if your character is tracking a moving object with his eyes, it's a good idea to break up the eye
motion with a slight pause then dart ahead.
For the most part, eye darts are not that difficult to animate. 2 or 3
frames apart will give you good eye darts. Always use the eye controller
located in front of the character's eyes. Some eye controllers will have a
setting that will allow you to follow the head or to leave the controller in
place.
If you're character is far from the camera, mostly running in the scene,
and you don't see the eyes, you can have the eye controller follow the
head. This way you avoid needing to adjust the eye control every time the character moves.
On the other hand, if your character is standing close to the camera and is mostly acting, you want to
set the eye control to stay in place (not follow the head). This gives you the most manual control over
the eyes.
On Alice, the eye darts are 2 or 3 frames apart. This is where she moves her eyes to new directions.
You'll need to add a hold for the time she’s not moving her eyes. You can also change your graph editor
curves to be linear, but smooth tangents can work well for eye darts too.
Here's what I've done. I copied frame 0 to frame 7, from frame 7 to frame 101 moved her eyes. Copy
frame 10 and paste at 37, this will give us our hold.
From frame 371 moved her eyes to frame 39. Do another hold from frame 39 to frame 70. Another
eye dart from frame 70 to 72...etc.
I'm only working with holds and eye darts. You can continue to work this way until you finish your
entire eye animation. Let's take a look at the final results.
"Allce_ Eyes_Anlmatlon"
Eye Blinks
People don't blink on even Intervals or every two seconds. We're not mechanical. We blink for a
reason. Our blinks are like a thought reset. They convey our mood.
We can blink because we're nervous, shy, worried, excited, sleepy...etc. We even blink based on the
condition of the weather. If it's too windy, we tend to blink more often to keep our eyes moist. If we look
towards the sun, we blink to avoid the harsh light on our eyes. You also want to keep in mind to never
overdo blinks. Too much blinking can be distracting and confusing.
If you have idle characters in the background, adding blinks can be a good way to keep them looking
alive. Of course we'll still need to animate the body.
The timing for a blink animation will always depend on the mood of the character. But for a generic
blink you can do 3 frames to bring the lids down and 4 frames to open the eyes again. This is not a rule
for blinks, as there are times you can close the lids in 2 frames and open them at 3 frames. You can also
have them evenly spaced, close on 3 frames and open on 3.
Just make sure they're not animated too fast that they can't read well. For example, it's almost rare to
have the eyes opened on frame 1, closed at frame 2, and opened at frame 3. These consecutive frames
won't give enough time to read them.
Another method that can help your blinks look natural is to offset the timing of your left eye blinks
from your right eye blinks by 1 frame. You don't need to offset all of the blinks, just one or two of them.
We tend to do this in real life, not consistently, but if you look at a real life blink in slow-motion, you will
see there are times our lids don't come down at the exact timing.
Unlike the body animation keyframes, the facial animation controls are not keyed on the same frame.
We do not set the keyframes for our mouth, eyes, eyelids, cheeks, and eyebrows on the same frame
number. Our face is more organic than our body. Things move at different timing while working together
to form expressions.
You also need to animate the lower lids. They are as important as the upper lids. They help you widen
the eyes to express and emphasize an emotion or accent in the voice.
I added 3 blinks in our animation, The first blink is to focus on her thought and at the camera, The
second blink will keep her endued with the viewer. I also added micro movements in the eyes, which the
second blink helps break that a bit. The last blink comes from a major change In eye direction. She was
looking up and as she looks back at the camera, the blink allows her to refocus again. The blinks where
kept at a 3 lo 3 keyframe spacing.
There are many ways you can approach the same animation. No two animators will ever animate It
the same way, but try to make It as Interesting and believable as possible. Here Is my take on It, I'm
sure yours will look different.
"Alice_Blinks_Animation"
Eyebrows
The eyebrows should not have a life of their own. They are not to be animated at random times and
with extreme force. The eyebrows are used to supplement the eyes movements and show expressions.
When the eyes go down to blink, the eyebrows will lag about 2 or three frames behind, and will also
compress downward with the eye blinks. As the eyes open up, the brows will also come up while
dragging behind by a couple of frames This gives the face animation в squishy flow look.
The eyebrows will need a moving hold as well. They can come up rather quick but you should always
keep the eyebrow moving to have them ease In. Eyebrows don't stop ail of a
sudden. You need to keep the momentum flowing by 10-15 frames after the
eyebrows reached their position. Work the eyebrows to show change is expressions.
Eyebrows are a great way to keep the face looking asymmetrical. Don't be afraid
to push one side of the brows further up. When a character turns to look to his right,
you can also push the right eyebrows higher up, same vice-versa. Of course this
always depends on the action. Use common sense and find areas where you can
push a pose and add those subtle movements.
"Alice_Byebrows_Animation"
Here's n trick to get the same timing of keyframes from one controller to a new controller. Select both
controls, the one with the keyframes and the new one without keyframes. Use the < and > to |ump from
one keyframe to the next while pressing the "s" key on every keyframe, This will add keyframes on the
new controller while keeping only the same timing of the other controller.
Now you'll be able to focus on the new controller because your timing has been set. In this case, you
could animate cheeks or anything that must have similar timing.
Once you have your character nearly complete, It's now time to add the (•motion behind the dialogue.
You never want to leave a face talking without an emotion behind It. You might think you're done
because the lips, eyes, and eyebrows are moving well, but Is your character portraying any emotion
behind the dialogue? The emotion is the most Important part of dialogue. It tells the audience the mood or
personality of the character. Without a change In emotion to our character, there wouldn't be a
character, The audience wants to feel something for our character, they don't just want so sympathize,
they want to empathize with our character. It Is through these emotional changes that the audience will
learn to love your character.
If someone pressed mute on the TV, you should be able to tell what the character is feeling through
body language and facial expressions while moving their lips.
There is a lot of power behind the character's emotional state. Not only in the face, but the whole
body acting has to be congruent with the face. This is why it's important to get good body acting before
you do anything with the face. If you can convey your characters emotions with body language, when
you add the face, it should only read stronger.
If you character has props, you should definitely use them to your advantage. Props can be used to
accentuate a point. On the Alice rig, we have glasses, so I animated them slightly to make them look like
they're on her face.
As her mouth moves, the flesh around her cheek would move with it, adding this detail animation with
her glasses can make animation go a long way.
"Alke_Final_Animation"
Quick Lessons
Learning what we applied from our character jumping from a box, we'll continue to pose our character
in the straight ahead method. Meaning, we'll start with our first pose, work our second, third, and so on,
without needing to go back and add in-betweens.
Because I don't want to give you all of the answers at this level of your animation learning, I am only
going to show you the 9 poses you'll need to create a walking character cycle. You can have Morpheus
actually walk forward or you can have him walk in place. In order to achieve a walk you'll need these
poses.
WALK
You can use the exact setup as we did with him jumping off the box. You can create an "allBody"
button and use it as you pose the character and set a keyframe on all body controls. It's probably easier
to do a first pass on the feet without worrying about the upper body at all. Concentrate on the hips and
feet moving and working together. Once you get the feet, do a second pass and move up to the torso
and head. Make sure the hips and chest counter rotate as he contacts the ground. Lastly, you can
animate the arms swing. If you feel you can animate the whole character at once, then go ahead and
pose the whole body.
Animation is ALL in the poses and timing. Now that you have the poses, you can practice timing on
your own. Remember to view your character from all angles, not just the side view. Work the rotations
and translations from all 3 axes to give it full range in movements. Don't over-exaggerate movement if it
doesn't need to be exaggerated.
This walk cycle chart is only to help you visualize the motion, but you can definitely push or change
poses to give it the mood or personality your character has. You can slouch him to have him walk sad or
you can rise is arms and feet to give him a happy walk. As I said, it's all in the timing and poses. I'm
sure you are trained well by now. Give it a try! You can always download the Maya file and look at my
work if you feel lost. www.AnimationMethods.com
“Morpheus_ Walking“
Quadrupeds are unique because they tend to have 3 legs on the ground at a time. Looking at this
chart you can see the different timing the front legs have from the hind legs. In the first pose you see the
front legs in the passing position as the hind legs are in the contact position. On pose two, the hips are
down as the front of the horse is up, while the head goes down. We can continue to work all 9 poses until
we get a decent walking horse.
It takes a little more work because it's as if you're animating two characters into one. But once you
recognize the walking patterns you'll notice that it's simple and repetitive.
Since we have more legs to worry about make sure you don't lock the legs or overstretch them.
WalkingHorseCycle
Final Words
We'll wrap it up with our animation methods. I've shared with you guys all of my basic to
intermediate methods which you can start using in your work. We've looked at how to get into the
industry, how to use Maya, to animating the body and full facial animation. These techniques can help
you get into your first studio, whether you choose to take the 4 year route or learn it on your own.
This book has many of the answers you'll need. Use it a quick guide or refer to certain chapters when
you need help.
Animation should be a fun process in the making. You should wake up excited to go to work and
finish your creature/character animation. You'll meet and be surrounded by great artists. I've had the
privilege to work next to an 8 year Dreamworks veteran animator who animates impressive work. I'll
say, learn from experienced artists and teach entry-level artists what you know.
The animation career is not a boring career. Everyday you'll be challenged with new problems,
animation styles, and deadlines. You'll learn to depend and work with your team to find solutions.
There hasn't been one day that I've had to animate the same thing twice. You are animating life
situations, and there are no two moments in life exactly the same. You'll know when you go to a new
studio you'll be animating something fresh.
My final words to anyone trying to get into animation for films, games or commercials is that, It's
mostly in the poses and your timing that tells the story, that's all there is to it. I know most people
want all answers handed to them. Everything in this book took me about 1 to 2 years to figure out.
But you now possess the knowledge to move and act your character in a scene in less than what it
took me. Practice what you learned and keep at it. No matter what you want to animate, the methods
are the same. Write your story and begin adding the poses that tell that story. Add the Keys,
breakdowns, in-between poses, make your character feel and interact. Don't be afraid to add too
many poses. Its better you be in control of your character than have Maya float your character
around. Break out of your comfort zone and try new methods if the old ones don't work. It's the only
way you'll improve.