Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Friday, October 8, 2010

Polish Notes...Part 1

Polish 1
This is perhaps a little premature, but maybe not. Getting your animations into a finished stage is something everyone struggles with. If the core of your animation isn't working (poor posing, timing, sequencing of beats), then you won't be able to build on top of it properly, and any fluidity you add may not save what's there. That being said...here's a summary of some polish notes partially derived from Keith Lango



 He makes the point that the next step from poses to pose to first pass has a general sameness to it.
some general topics for polish

-arcs..smooth and physically accurate

-facial...overlap in posing...make sure you don’t hit each pose in a linear way. let parts overlap to avoid
evenness.

-no two motion lines should have the same arcs...watch this in the wrists in particular

-strengthen poses in main poses as well as breakdowns.

line of action - is it interesting, does it have a good readable curve (concave, convex), is there enough
curve reversal from pose to pose

offsetting
-check for twinning. a frame or 2 offset isn’t generally enough to fix a twinning problem
-find a part to emphasize - have it arrive early or late.

overlap
-avoid that ‘hit and stick’ syndrome
-get the right amount of overlap. too much is soft, too little is sticky.
-does the overlap have believable physics
-is the ease in too linear (breakdown key problem)

energy
-are the feet frozen. consider a weight shift
-does the size of the anticipation match the speed of the reaction.

pacing
-vary the beats to make the scene have an interesting texture.
-vary fast and slow (at least 3 speeds)

-make sure the amount of time per action is plausible

“it’s broken, but i’ll get to it later” - address the most glaring errors first. - otherwise you run the risk of
the ‘wrongness’ seeming right.

-ik pops

-hitches - too much motion in a short timeframe. Use a ghosting tool

-is the overshoot amount right? too much, too little. Is everything in the pose settling at the same time?

-elbow pointing the right way. Settle in the elbow for IK... pose the ik handle and pole vector together,
but be careful of too much motion in the elbow.
More notes....

Good Keys for clarity. Strong poses that read well in silhouette.

Anticipation Action Reaction. To quote Chaplin ‘Show the audience what you are going to do, do it, then
show them you’ve done it.

Overlapping Action. 
People ‘unfold’. Lead the action with the head or the hips. Pupils lead the head turns.
Add a breakdown drawing if offsetting it in the graph editor doesn’t give you the desired effect.

Shoulders 
Remember the rib cage compresses and expands. Moving the shoulders as part of the performance
can help create this effect. Shoulders are also useful to create a sense of breathing. Use shoulders when raising an arm. Lift the elbow, then wrist, then the shoulder.

Arcs
All the joints move based on rotations, which should naturally give you arcs in the movement -
check them from your final camera, by tracing them using a 2D drawing tool. IK joints are quick to pose,
but you need to do a lot of arc work that you get automatically with FK.

Accents -
Head Body Hands Hit the accents 3-4 frames early.

Hand poses, overlapping the fingers from each other, then overlapping each finger joint. Try to avoid a
feeling of underwater swaying with the overlapping of the fingers, a little overlap can go a long way. Bend
the wrist as part of the hand pose.

Vibrations and Settling
Head Accents to make the characters look like they are talking. Nods and shakes.

Movement in the hips (root node), to give the character a sense of weight

Eye Direction Use the lid rotate controls to change the shape of the eyes, based on eye direction. Eyes
are incredibly flexible in how they change shape as you look around. Be aware of this, and push it to give
the eyes an organic feel. Be aware of how the shape can change from one eye to the other. Try to get
some rhythm into it that is reflected in the brows, cheeks and mouth. If all the parts of the face are not
tied together it can look like a mess.

Eye Blinks
 Make sure the eyes close completely on the blinks. You may have to dial out other eye shapes
during the blink. Use half blinks as well as full blinks, like a flutter. Good for eye flick direction changes,
to have something in there. Think about using the lower lids (wink) as well as the upper lids. It’s a decision
based on how the character is emoting, what kind of a blink you’re after. Consider using the brows
subtlety during an eye blink, to tie all the parts of the face together. The rate and rhythm of eye blinks
are part of the personality of the character.

Facial expressions 
Change expression before or after a big move to make the character look like they are thinking.Choose a time when the character is fairly still to make the expresssion change. Use Asymmetry and tie all the parts of the face together. Use the jaw and brows to get a sense of squash and stretch .Don’t have everything in the face change at the same time, or it will look mechanical. Play with breakdowns, mouth first, then eyes. Eyes first, then mouth. These things overlap and are offset. Timing of these transitions is important.

Add dirt in the curve for long transitions, like a slow eye brow raise. This is in the final polishing of the scene.

Friday, September 24, 2010

quick cycle reminders


Just wanted to remind everyone of what the curves mean. Remember. After planting, settle into that foot! I did a quick cube guy above to show ROUGH translation of the core elements of a walk. The side-to-side rotation is very exaggerated just to make the principle clear.

Saturday, September 11, 2010

blog tip...embedding quicktime videos in blogger

Here's the code for embedding quicktime movies into blogger posts. To make the default size bigger, just change the number



<OBJECT classid='clsid:02BF25D5-8C17-4B23-BC80-D3488ABDDC6B' width="320" height="240" codebase='http://www.apple.com/qtactivex/qtplugin.cab'>
<param name='src' value="http://mydomain.com/video.mov">
<param name='autoplay' value="true">
<param name='controller' value="false">
<param name='loop' value="false">
<EMBED src="http://mydomain.com/video.mov" width="320" height="240" autoplay="true" 
controller="false" loop="false" bgcolor="#000000" pluginspage='http://www.apple.com/quicktime/download/'>
</EMBED>
</OBJECT>

Friday, September 10, 2010

repost...override animation layers

I've used this trick when I've had to deal with mocap, but find it's really useful for trying out a new take in an animation, especially one that's a bit overworked. Once there's a lot of keys down, it can be hard to be courageous and really make strong decisions regarding posing and timing for fear that you'll lose the work you have. This can be counter to doing good animation, since poses and timing can ALWAYS be strengthened and improved.

I'm not sure how widely known this technique is, since I just stumbled upon it myself, but in case it's of use to someone, I thought I'd post it.

I had this mocap lying around (clips below).
This sea of data is counter to any kind of keyframing, and reducing it manually is very slow, however Maya now has animation layers.

Let's start by grabbing all our control objects (selection sets are good for this sort of thing) and clicking the anim radio button.


Still with me? With your controls selected, click that blue sphere with a cryptic yellow star. This allows you to key these objects on a new layer.


Turn the weight to ZERO, and in the layers drop down, set the layer mode to be OVERRIDE. What this does is overrides all animation in the layer below with the animation you currently are keying. Since we're at zero on the weight, the layer doesn't actually do anything until the weight is on. (1=on, 0=off, that is)


Now I'm going to go through the animation and stamp down the keys I want. In a way, reverse engineering keyframing over our mocap. When we're done, turn the weight back to 1. This kills a lot of detail in the animation, but if recorded in an artful manner, saves the right keys.


That's it in a nutshell. Now if you play the animation, it's more clear, easier to see the main beats, and easier to retime and alter key poses.

This is also useful for revising sections of your animation. Do the above setup, but set a zero key 1 frame before you begin altering the animation, then weight to 1, then grab frames, set a weight to 1 key, then a zero key and you're good to go.

clips to come.