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Throughout my time in school most of the animation methods presented
to us were visual. This makes perfect sense (animation is a visual art,
after all). But, it’s very easy to get lost in translating the visual
to the visual and forget that animation at its core is a representation
of the physical.
2D references (video, drawings) are by far the most compact and
direct way to communicate animation technique – I have a well-worn copy
of The Animator’s Survival Kit sitting on my desk, and it’s
been an incredibly useful resource for me and my team. A series of
drawings provides a quick, clear, and relevant way of expressing how a
motion should be carried out in keyframes.
That said, these references are by their nature explicit and
specific. They are – for the most part – clinical descriptions of how
the body moves during an isolated action. When we need to create a
character performance that stretches beyond a compartmentalized
activity (in our line of work they often combine many simultaneous
actions) we need to have a more thorough understanding of how the body
works – how the motion feels. As an animator there is no
substitute for experiencing a motion or performance for yourself; and
I’m not talking about videotaping yourself so you can watch the
performance later, I’m talking about paying attention to what your body
is doing while you’re performing the action.
2D references will only take you so far – Say you’re using video
reference to create a 3D character performance. Your reference
material, though accurate and easy to translate, does not contain all
of the information you need. The gap between a 2D reference and a 3D
performance can be interpolated by your mind, but you’ve just added a
layer of guesswork to your process. Experiencing the action for
yourself gives you a direct, tangible understanding of the motion in
three dimensions. This is especially important if your work is destined
for a realtime environment, because the animation needs to look
compelling from all angles.
The best animators I know are highly physical people: they’re
basketball players, dancers, runners, weight-lifters... They challenge
their physical capabilities on a regular basis. There is a strong
connection between possessing a heightened awareness of your own body
and animation ability. I’m not saying that you need to be an athlete to
be a good animator, but rather that it can give you a certain
advantage. Sports have been an important part of my life – Soccer,
gymnastics, martial arts, cycling, running. They cultivated in me a
thorough understanding of my own body and how it moves through space.
This understanding has allowed me to better construct and deconstruct
performances on a physical level.
One of the most common issues I see in character animations (both
during critiques at Cinematics and in reels) is a lack of flexibility
and proper reaction to shifts of weight in the spine. Human beings (and
most other vertebrates) have lots of subtle movement going on
in the spine, even during very simple tasks. Most of the time an
animation with this issue is the product of an animator who simply
hasn’t gotten out of his or her chair to perform the motion themselves.
I’ll ask them to act it out so they can feel what’s going on in their
own body; this almost always yields comprehension of what they need to
change.
When I begin an animation I usually start with the physical – I act
it out. I’ll repeat the action several times, paying attention to how
each part is moving, where my center of gravity is, and what my natural
inclinations are. I remember what the action feels like, and I keep it
in the front of my mind as I begin to animate the character. I’ll step
away from my machine several more times to clarify certain aspects of
the motion before I finish. I’ve found that this process – both in my
own work and in the work of other animators – helps to create more
convincing performances.
Here’s an example: One of our recent projects at Cinematics was
creating character animation for Sam and Max 2010. When doing
secondary animation for Max
I would stick my arms straight up and keep them locked to the side of
my head to approximate the motion of his ears (which are just about as
tall as he is). I would re-create his head motion and feel what my arms
were doing, which gave me a very good indication of how his ears should
move. Silly? Absolutely (I’ll never forget the look on one animator’s
face as I demonstrated this technique to him), but it’s effective.
“Dignified” and “animator” are not synonyms. Get to know your body, get
out of your chair, and act it out. Your work will improve as a result.
-Bryan Provencher is an Animation Director at Cinematics, a game art and animation studio in Oregon. www.cinematics.com
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"The best animators I know are highly physical people"
This may be the case with you, but it certainly is not an absolute. The best animators I know are ones who put animation above everything else, and often times over their own physicality. The reason they are the best is because they are always observing and constantly aware of what they want out of the character. I think whether or not someone is mindful of the performance, the fundamentals and the emotion of the scene is far more a factor on their animation ability than their physicality.
But no matter the process, if an animator is able to tap into those observation skills, that is what will make them a great animator. It is great you are giving just one more tool for their tool box with this method.