Animation checklist by Kieth lango
So what's the Problem?
In my
first animation tutorial that I wrote over three years ago, I outlined a fairly
common (but under-documented) methodology for managing one's keyframes in CG
character animation. The point of that tutorial was never to declare that it was
the only path to great animation, but was merely a suggestion for one way to
approach your animation in a sensible, organized fashion that hearkened back to
our traditional animation roots. The thing that I always felt I never properly
addressed was what to do after you hit the end of that lesson? What takes merely
functional animation and elevates it to excellent animation? How does one get
from good poses with fairly decent timing to a natural flow of performance that
just draws the viewer in? In short, how do you go from OK to great?
Well, Smart Guy, How DO You Go From
OK animation to
Great animation?
Thinking about it at the time, I had to honestly admit that I didn't have all the answers to those kinds of questions. While I am in no way suggesting that I am great now (trust me, I'm NOT), I've gotten a lot clearer in my head about some of those answers. Now here's a fairly bold statement, but I think it's true: For the most part, all pose to pose based animation will tend to feel the same. I've seen hundreds of animation tests from people who have adapted the p-2-p method for their own uses. While they all generally function, most feel about the same. And when I looked at my own work I realized that a lot of my stuff had that same feel. Basically, I had stalled on "OK". I needed to go the next step to find that elusive unique voice for each character, to take my animation to the next level beyond "OK" and start to approach some of the really excellent work I had come to admire over the years.
Thinking about it at the time, I had to honestly admit that I didn't have all the answers to those kinds of questions. While I am in no way suggesting that I am great now (trust me, I'm NOT), I've gotten a lot clearer in my head about some of those answers. Now here's a fairly bold statement, but I think it's true: For the most part, all pose to pose based animation will tend to feel the same. I've seen hundreds of animation tests from people who have adapted the p-2-p method for their own uses. While they all generally function, most feel about the same. And when I looked at my own work I realized that a lot of my stuff had that same feel. Basically, I had stalled on "OK". I needed to go the next step to find that elusive unique voice for each character, to take my animation to the next level beyond "OK" and start to approach some of the really excellent work I had come to admire over the years.
Thanks for the Personal Testimony, But You
Didn't Answer the Question....
After a thorough analysis of my work up until that point, and then another analysis of of the work that I admired, I started to note a trend. That trend basically boiled down to this: I didn't polish my work. I was happy enough to get it into shape, to get the major forms and timings figured out, but I hadn't taken the time to really work on all the little things that add to the quality of a piece. After more cross reference and study and a fair amount of bouncing my work and experiments off of other animators who worked at top studios and picking their brains for feedback, I came up with a checklist. This Checklist consists of a number of various areas of the performance that I ask myself to examine in my work. Some of the questions I ask early on, while still thumbnailing my poses. other questions come much later in the game, after I think I'm done and happy with the work. But by far most of the questions are asked again and again as I develop the piece. The biggest advancements in my work come when I began to methodically go through my animation at various stages and ask myself about the items on my Checklist. These questions strike at the core of my work, forcing me to get my head out of the mere construction of a skeleton of the animation and into the realm of fleshing it out. Often the answer to these questions would require me to start over.
After a thorough analysis of my work up until that point, and then another analysis of of the work that I admired, I started to note a trend. That trend basically boiled down to this: I didn't polish my work. I was happy enough to get it into shape, to get the major forms and timings figured out, but I hadn't taken the time to really work on all the little things that add to the quality of a piece. After more cross reference and study and a fair amount of bouncing my work and experiments off of other animators who worked at top studios and picking their brains for feedback, I came up with a checklist. This Checklist consists of a number of various areas of the performance that I ask myself to examine in my work. Some of the questions I ask early on, while still thumbnailing my poses. other questions come much later in the game, after I think I'm done and happy with the work. But by far most of the questions are asked again and again as I develop the piece. The biggest advancements in my work come when I began to methodically go through my animation at various stages and ask myself about the items on my Checklist. These questions strike at the core of my work, forcing me to get my head out of the mere construction of a skeleton of the animation and into the realm of fleshing it out. Often the answer to these questions would require me to start over.
OK Sparky, So You Wanna Share Your Fancy-Dan
Checklist?
For every motion, pose, timing and action on every character in your shot, you need to ask every one of the following questions. By going through the list one item at a time and cross checking every motion for the item, you’ll find so many areas of weakness that need attention. The struggle for many beginning animators is that they don’t even know which questions to ask, much less how to answer them. Hopefully this list will help you to begin asking the right kinds of questions. It's helped me a ton. It’s not exhaustive, but it goes a long way to spotting trouble before you save your file for the last time and think you're done. If only finding and implementing the answers was as easy as asking the questions.
For every motion, pose, timing and action on every character in your shot, you need to ask every one of the following questions. By going through the list one item at a time and cross checking every motion for the item, you’ll find so many areas of weakness that need attention. The struggle for many beginning animators is that they don’t even know which questions to ask, much less how to answer them. Hopefully this list will help you to begin asking the right kinds of questions. It's helped me a ton. It’s not exhaustive, but it goes a long way to spotting trouble before you save your file for the last time and think you're done. If only finding and implementing the answers was as easy as asking the questions.
Arcs:
Check to make sure your motions have good clean arcs. Turn on trajectories if your software supports them. If not, get out your dry erase marker and draw the arcs on your monitor.
Check to make sure your motions have good clean arcs. Turn on trajectories if your software supports them. If not, get out your dry erase marker and draw the arcs on your monitor.
1.
wrist- you need
to keep an eye on these to fight that marionette feel
2.
elbows- if you're
using IK arms, then you absolutely MUST check your elbow arcs
3.
feet- track the
heel & the toes to see if you're getting clean arcs on both
4.
head- the most
obvious motion hitches will show up in the head. It's usually a torso problem,
it just shows up in the head arc
5.
knees- watch for
pops and skips
6.
hips- the center
of mass is vital to believable weight, so check the hip arcs.
7.
ankles-
8.
props- so many
time we forget that the prop the character is holding/using is as important to
the motion as the character
9.
eyes- when they
turn, are they linear turns? If so, add some arc.
10.
face (lipsync)-
make sure your face doesn't linearly go from static morph target to target. The
face needs to feel organic.
11. tails- way overlooked, and
very tricky to get right.
12.
check break downs
and make stronger if needed- weak arc? Push that breakdown pose.
13.
no two motions
should have same arcs- feels very unnatural. Weave the arc lines like a tapestry
of interesting motion.
14.
cross arcs and
overlap for interest
Line of Action:
Make sure you’re being strong with your lines. The difference between an OK pose and a great pose most often lies in the line.
Make sure you’re being strong with your lines. The difference between an OK pose and a great pose most often lies in the line.
·
Have you pushed
your line so it reads clearly?
·
Is your line interesting?
·
Is your line
strongly concave or convex?
·
When going from one pose to another can you invert your lines for stronger
contrast?
·
If all you had was one still frame to show for this pose, is your line of action
capturing the kinetic energy of your character like a good illustration would?
Offsets:
Find a part to emphasize by scheduling it's late or early arrival. Offsets help keep things loose and let your character breathe, combating the common "pose-move-pose-move" feel of most Pose-to-Pose animation.
Find a part to emphasize by scheduling it's late or early arrival. Offsets help keep things loose and let your character breathe, combating the common "pose-move-pose-move" feel of most Pose-to-Pose animation.
·
Check
for twins. Shifting one arm by a frame or two is not fundamentally addressing
the issue of twinning. You need more than that.
·
Does it fit
for you to offset the hand from
the elbow? The elbow from the shoulder?
·
For this move
should your arms lead
the torso or do they follow it's weight?
·
For this move
should your hand lead
the arm
or follow it's weight?
·
Does your
upper torso move independently
from your hips?
·
For this move,
should the head lead or
follow?
·
Have you seen
if offsetting your rotation keys from
the translation keys adds any life to the character? How about individual
rotation channels from each other?
·
Do
your fingers each move independently from the other
fingers?
·
Should your fingers flow after the hand or stay tight to it?
·
Is this the
right place to use the offset (aka "pixar") blink?
Overlap & Followthrough:
What a LOT of
pose-to-pose animation suffers from is the dreaded "hit & stick". You need to
find a way to get that out of your animation while still keeping strong clear
poses and clean timing.
·
Are you
overlapping too much? Is it too soft?
(mushy)
·
Are you not
overlapping enough? Is it too hard?
(sticky)
·
Are your
motions distracting?
(poppy)
·
Does it feel
like your ease outs are too
linear? (robotic)
·
Will this move benefit from the successive
breaking of joints?
·
Do your body parts
overlap with believable
physics? Are the hands too slow (heavy) or too fast (light)?
·
Don’t
blindly trust overlap or lag plug ins… check each frame for accuracy.
Energy:
One of your primary tasks as a character animator is to manage your tension, your energy build up and release. Each character will build & release their energy in a very different way. And even given different circumstances you character will build & release energy differently.
One of your primary tasks as a character animator is to manage your tension, your energy build up and release. Each character will build & release their energy in a very different way. And even given different circumstances you character will build & release energy differently.
·
Does the size
of the anticipation
match the speed of the subsequent action?
·
Does your
character flow well from
one thing to another? Should they?
·
Does
your character's body language and gestures' energy match tone & energy of the
dialogue?
·
Look for ways to
build texture
into a shot- building across phrases and releasing. Not every pose or move is
the same length.
·
Move
your character around on their feet to keep them believable. Nothing says "I'm
not believable" like frozen feet.
·
Does the energy of
your character keep building up during hold when appropriate? tip: if the pose
hit didn't have an extreme with a recoil, but is rather meant to build energy
for release (like an anticipation hold) then you'll keep growing the energy up
into the pose, like a long ease into the extreme.
·
Does the energy of
your character keep settling with gravity during hold when appropriate? tip: If
the pose hit had a settleback after an extreme, you'll generally want to keep
the held energy settling into gravity.
Pace:
You need to keep things moving at a natural flow. If your shot feels dull, look at your pose holds and your transition timings. I'll bet you $20 that all your holds are about the same length and all your pose transitions are about the same length.
You need to keep things moving at a natural flow. If your shot feels dull, look at your pose holds and your transition timings. I'll bet you $20 that all your holds are about the same length and all your pose transitions are about the same length.
·
Are you
motions too even across the shot?
·
Are all the
motions too fast?
·
Are they too slow?
·
Do you have an
appropriate mix of fast moves verse slower ones?
·
Be aware of
the appropriate
speed for a given set of appropriate actions.
·
Mix
up the pacing of motion. Fast flurries followed by long simmering holds. Great
contrast.
·
Don't
make every move the same speed & flavor.
·
Favor the
anticipation or the breakdown or the ease out. Meaning: think what works best
for a given action- slow in/fast out? Or fast in/slow out? Or even in/out but
fast breakdown in the middle?
What would Character A move
like compared to character B?
Silhouette:
Make your poses read in an instant, not in an hour.
Make your poses read in an instant, not in an hour.
·
Do your poses
read clearly in plain black & white?
·
Funky lines in
the silhouette? Check elbows to see if they're sticking out unnaturally.
·
Check
spine & your line of action.
·
Think of ways to
compressing the pose/action into planes in space for cleaner reads.
Perpendicular to camera plane, or parallel to it. think Woody's "cool sheriff"
walk from the cardboard box in Toy Story 2. Look at how his motion is compressed
into a single easy to read plane that is parallel to the camera plane.
Motion Pathologies:
Does anything have a funky motion that just looks off?
Does anything have a funky motion that just looks off?
·
Check for IK pops
·
Look for and
fix hitches in the
arcs
·
Smooth out any hiccups in
line of motion
·
Destroy any and
all distracting
moves
·
Do you overshoot on
moves too much? Not enough?
·
Is there enough "keep
alive" on your moving holds? Is there too much so that you're adding noise
to the signal?
·
Clean out any
and all distracting nasty geometry
intersections. The small single frame ones in the middle of big moves, forget
about those. Nobody will notice.
Timing:
…is everything. Well, almost everything.
…is everything. Well, almost everything.
·
Do your
character's gestures & actions lead
words appropriately in dialog?
·
Feel free to
play with physics a bit to add some texture.
Give some jump & hold to things in the air.
·
A move should never be linear and it should never be even.
·
Are your physics
believable (weight)?
·
Break
up long holds with secondary action (scratching, wiping nose, weight shift,
etc.)
Staging:
Can we see your action from the best possible angle? And remember: the ONLY view that matters is the camera view.
Can we see your action from the best possible angle? And remember: the ONLY view that matters is the camera view.
·
For visually
pleasing images compose on
thirds
·
Avoid
staging your character directly down the middle unless you have a reason to.
·
Use
those lines of action to add visual angles to lead your viewer's eye where it
needs to go.
·
In production you
must keep the integrity of
the layout composition and then plus it with solid lines of action &
silhouettes.
If your character is doing
something important, make sure we can stinkin' see what's going on!
·
Track your eye
as you watch. Where does it go? Is it where it should go? Do your eyes
feel like they awkwardly jump from cut to cut? Is this the desired effect
(sometimes it is)?
Acting:
Will
we believe your character is sincere? Are they REAL???
·
Stay
true to character. Buzz Lightyear will not flail like a spaz like Woody would.
·
Does
acting match dialog intensity? Are you being too vaudeville?
·
Do the hands &
body merely illustrate words that your character is saying? How many times do
you make a punching motion with your hands when you say the word "hit"? Not
many. How many times do you make a kicking motion when you say the word 'kick"?
Not many. How many times do you spread your arms like an airplane when you say
the word "fly"? Not often. Guess what? Neither should your character!
·
Do the eye emotions
match dialog?
·
Reveal your
character's inner thoughts or emotions beginning with the eyes first. Cascade
out from there.
·
Emotion drives
motion. Motion does not illustrate emotion. (no vaudeville. See above note)
Also, thought does not drive action- emotion drives action. Thoughts merely
drive decisions. but decisions are not acted upon without the emotion to drive
them.
·
Avoid
overacting. Keep it simpler.
·
Don’t try to
do too much in one shot. Less is more
·
If your
character's face needs to show an emotional shift, it's easier to read that
shift while they are in a pose hold, not in a move. Emotional shifts should
occur when the character is generally held still..
·
Who owns the
shot? Don’t upstage the owner of the shot. Keep the secondary and background
characters from being distracting with their motions. Sometimes breathing &
blinking is enough.
·
When the time
comes to transfer
shot ownership from character to character, make sure it's a clean hand off.
Only one owner at a time. The audience should instinctually know who to watch
based on what you show them.
·
Maintain
proper intensity levels appropriate for where character is on character arc. If
your character has a major anger blow out in the third act, don't show that
level of anger anywhere before that point.
That's A Lot to Check. Anything Else?
One simple discipline that I have found always helps me is this: About the time you think you're done with your shot, make a preview of your animation. Then, while it plays repeatedly, step away from the keyboard and grab a pencil & some note paper. Let the preview play over and over, until you start to see every frame. Start taking notes of what needs to be fixed. Find EVERY single glitch, hitch and problem you can find and write it down to be fixed. Don't stop writing these things down until you've noted every issue you've spotted. Spend at least 5 minutes watching this shot loop over and over. Then, when you can't possibly find anything else to pick, go back to your file and fix everything on your check list. So many times we think we're done before we're really done with a shot. This simple exercise will force you to stop and see the animation for what it is. By noting every problem, you're ensuring that you won't forget something. Then, when you've fixed every problem on your list, repeat the process again. Trust me, you WILL find more problems, stuff you didn't see before. It usually takes me about 3 or 4 times of doing this last pass-last gasp effort to really put the piece over the top.
One simple discipline that I have found always helps me is this: About the time you think you're done with your shot, make a preview of your animation. Then, while it plays repeatedly, step away from the keyboard and grab a pencil & some note paper. Let the preview play over and over, until you start to see every frame. Start taking notes of what needs to be fixed. Find EVERY single glitch, hitch and problem you can find and write it down to be fixed. Don't stop writing these things down until you've noted every issue you've spotted. Spend at least 5 minutes watching this shot loop over and over. Then, when you can't possibly find anything else to pick, go back to your file and fix everything on your check list. So many times we think we're done before we're really done with a shot. This simple exercise will force you to stop and see the animation for what it is. By noting every problem, you're ensuring that you won't forget something. Then, when you've fixed every problem on your list, repeat the process again. Trust me, you WILL find more problems, stuff you didn't see before. It usually takes me about 3 or 4 times of doing this last pass-last gasp effort to really put the piece over the top.
Conclusion:
I hope this is useful to some of you out there. It may seem tedious and rather dull to have to comb over your shots like this, but that's the effort that's needed to take simply OK animation and push it to the next level. If this were easy or simple or fast, then everybody would be doing it. But those who put in the effort to really push their shots the furthest they can go, they'll be the ones everybody looks at and wonders "Gee, what a lucky dog that he got into XYZ studios." Luck doesn't have much to do with success. Going beyond the simple application of a singular method and pushing yourself and your work to the highest level you can, that has a lot to do with success.
I hope this is useful to some of you out there. It may seem tedious and rather dull to have to comb over your shots like this, but that's the effort that's needed to take simply OK animation and push it to the next level. If this were easy or simple or fast, then everybody would be doing it. But those who put in the effort to really push their shots the furthest they can go, they'll be the ones everybody looks at and wonders "Gee, what a lucky dog that he got into XYZ studios." Luck doesn't have much to do with success. Going beyond the simple application of a singular method and pushing yourself and your work to the highest level you can, that has a lot to do with success.
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