Wednesday, May 30, 2012

Animating A New Character

I wanted to talk a bit about the process I use for animating a new character. A while back I worked on a game that had a scorpion character in it, so I'll be discussing the process I use in regards to animating that character. I highly recommend a similar process any time you start working on a new rig or a type of character you aren't familiar with.

Gathering Reference 
This is an extremely imortant step. I had never animated a scorpion before and I don't have 8 legs (though that would be sweet) so shooting reference of myself was out of the question. Most of the reference I gathered was from this wonderful place called the Internet, you may have heard of it..if not Google it. I would highly recommend framepool.com for finding animal reference. They have tons of videos and lots of them are with the animals against blue screens...which is very helpful for studying motion. Here's just one of the videos I gathered when doing my research.



Analyzing Reference 
This step I feel is very important and is often overlooked by animators. Its easy to gather reference, or shoot reference of yourself, but what do you do with that? Where do you go from there? Gathering the reference is just the first part, you then need to take the time to analyze it. That's why I find it helpful to write out a list of things that stand out to you when watching the reference & things you want to change, leave out, or exaggerate. After gathering reference of scorpions, here's a list I made with some notes of what I discovered & a second list of things I wanted to add in/change.
  • They have a lot of "stop n start" movement 
  • There is not much movement in the body/arms
  • There's very little anticipation in their movements 
  • For the most part they keep their tails straight when moving 
  • They are creepy

  • Get more tilt in the body when he's moving. Like a plane or helicopter would bank 
  • Loosen up the tail - have tail be in a more interesting pose while he moves & add more overlap 
  • Use the claws to add some visual interest when he's moving 

I also spent this time analyzing the footfall sequence of the scorpion. Our character wasn't 100% anatomically correct as he only had 6 legs instead of 8, but I still wanted to create a "scorpion" like movement. After I was done analyzing the legs I discovered that 3 of the legs moved almost in unison. Knowing this I came up with a plan of action of how to animate them. On the first pass I would animate 3 of the legs together at once. You can see in the image below I broke up the legs into Red & Blue. So when animating I would grab all the Red controllers and move them together & then do the same for the Blue. This makes things much simplers as I'm only really moving 2 objects now (the Red & Blue) Later, when I polish, I would go in and offset the timings of each of the legs to better match the reference

















Test Animation 
After I've gathered my reference & analyzed it. The next step I take when animating a new character is to do a test animation. A test animation is usually just a "throw away" animation that helps the animator get a feel for the character and how they should move. It also lets other people (Producers, Directors, Designers) see the character in motion and give feedback. Here's some reasons for why a test animation is very important

  • Helps you develop an animation workflow - Workflow is everything & sometimes you'll find, depending on the character you're animating, you need to tweak/change your workflow 
  • Helps define the character for other animators - For this project I was the only animator so this didn't apply as much, but if there are other animators on the project having a test animation for them to look at is helpful for them to understand how a character should move or act. As the project goes on you'll have more finaled shots to use as reference, but at the beginning having a test animation can be helpful
  • Get early buy off from Directors - if you can get buy off from the Director on how the character moves or acts in a test animation this will save time when you start creating actual shots 
  • Tests the Rig - you can test/play with the rig without creating an animation, but sometimes until you actually do an animation with it you won't notice things that are broken/features you want 

 For the project I was on the main thing I wanted to answer with my test animation was how it affected my workflow. The deadlines for the animations were going to be very quick (as it was a videogame) so I wanted to make sure my workflow helped me animate as fast as possible. Here's the test animation I created



Here's what I learned from this test animation 
  • I found it was much easier/quicker to animate in a straight forward workflow, as opposed to the pose to pose method I use for more human characters. 
  • I ended up turning off the legs completely at first and treated the body as a spaceship almost, animating it through the world. Then went back and added the legs in 
  • Scorpions Rock!
After the test I was ready to move on to actual animations & felt more comfortable doing so. The deadlines for this project were very fast, if there had been more time I would have done more test animations to help answer more questions. Here's some of the game animations I created for the scorpion. 




I hope this has been insightful and remember, never jump straight into Maya when starting a new animation, be sure to spend plenty of time doing research and learning how that particular character may affect your workflow. Happy Animating!

Tuesday, May 29, 2012

Lilly Looking Through

Some great looking animation in this game. You can download the free demo at the site mentioned in the teaser

Monday, May 14, 2012

Tuesday, May 8, 2012

Crayon Dragon

Great short from Toniko Pantoja

Tuesday, May 1, 2012

Thursday, April 19, 2012

Chop Chop

Sweet short from Bird Box

Wednesday, April 11, 2012

Acting Reference #61

Here's a clip from one of my favorite movies The Thin Red Line. His reaction to the letter is very believable and this is great reference for pantomime animation. You could very easily mute the audio and still understand what he is feeling.

Monday, April 9, 2012

11 Second Club Progression

Here's a progression reel for my 11 Second Club entry

Thursday, April 5, 2012

Anim: Oka Free Running

Here's an animation I did  for work. Took about 6 work days to complete and another 3 or 4 days of planning before I started. I also included a progression reel. Definitely things I could fix, but for the length of the shot and the amount of time I had, I'm happy with the result. Model by John DeRiggi, Rig by Brian Evans, Environment by Kwame Babb & Justin DeVore, Character Concept by Ben Chaney    
winnner

Tuesday, April 3, 2012

Acting Reference #60

Here's a scene from The Girl With The Dragon Tattoo. I feel Rooney Mara gave easily the best female performance of last year, so if you haven't seen this check it out & if you have congratulations you get a prize*. I first wanted to talk about the finger point the man does at the beginning of the shot. It has a lot of character and is very interesting. We're often told to avoid "cliche" acting choices (like finger points) but I feel you can still use them them if you push them to become more appealing. The pose of his arm and especially the timing of the move give it a lot of appeal/interest.
I also wanted to mention how you can use body language and posture to let the audience know what a character is feeling. The girl obviously doesn't want to be in this situation and isn't comfortable talking to these people. You understand this because of her body language, her slow pace, lack of eye contact, slouching. Telling this in a subtle way is way more powerful that given her a line of dialog stating that she doesn't want to be there.
 *no prizes will actually be given
   
winnner


Thursday, March 22, 2012

Anim: If You Can't Stand The Heat... #4

Another update....getting close to final

   
winnner


Monday, March 19, 2012

Anim: If You Can't Stand The Heat... #3

Finished a pass cleaning things up...now gonna go through and do lip sync/polish

   
winnner


Wednesday, March 14, 2012

Anim: If You Can't Stand The Heat... #2

Started cleaning up the first part

   
winnner


Thursday, March 8, 2012

Anim: If You Can't Stand The Heat... #1

Think I'm gonna enter this months 11 second competition. Here's my rough blocking pass

   
winnner


Monday, February 27, 2012

Thursday, February 23, 2012

Brave Clip

Looks Sweet!

Wednesday, February 22, 2012

Acting Reference #59

Here's a nice clip from the movie Drive (one of the best films of 2011) Bryan Cranston's character is cleaning a car part while he delivers his dialog, which is a great example of a secondary action. Giving your character something to do while they talk will make the shot feel much more natural. I also like the subtle flirting that's going on between Ryan Gosling & Carey Mulligan. And isn't Ryan Gosling dreamy? oohhh...I mean...look at those cool cars!

Monday, February 20, 2012

Voltron #6

I'm calling this one done. Been picking at this since last August, so ready to move on

   
winnner