Thursday 11 February 2016

3D Production - Week 2 - Performance and Planning

In todays class we  started off by showing the research we had done for our homework, which is in a separate post.



 – former animator at ILM and co—founder of animationmentor.com



Filming video reference is great, but you can’t just copy it or you’re going to end up with a scene that isn’t as alive. Thumbnails are a great way to translate that video reference into poses and timing that are infused with your knowledge of the art of animation…”



When using my reference videos I should make sure I am not just copying them completely or the animation may become stiff and lifeless. Instead planning and drawing key poses from the reference can help bring life into the animation as we can push certain poses and see the lines of action, which all together will make our animation more dynamic.


We can also look at timing and decide if things should be faster or slower. We should be spending 20% of our time on the planning and every key decision should be made before we even turn on the computer. This will make sure we will get the best end result.


Ollie Johnston’s tips on character animation: written for 2D animation but apply to 3D animation.


1.     Spend half your time planning your scene and the other half animating.

2.     Don’t illustrate words or mechanical movements. Illustrate ideas or thoughts, with attitudes and actions.

3.     If possible, make definite changes from one attitude to another in timing and expression. (high contrast key poses)

4.     What is the character thinking?

5.     It is the thought and circumstances behind the action that will make the action interesting. Example: A man walks up to a mailbox, drops in his letter and walks away or A man desperately in love with a woman far away carefully mails a letter in which he has poured his heart out in.

6.     Don’t move anything unless it is for a purpose.

7.     Get the best picture in your drawing by thumbnails and exploring all avenues.

8.     Think in terms of drawing the whole character, not just the head or eyes, etc. Keep a balanced relation of one part of the drawing to the other.

A good example of this is the film Ormie: http://www.shortoftheweek.com/2011/07/29/ormie/



He wants a cookie but they are out of reach a Cookie but they are out of reach… or are they? This short animation plays on the simple acting scenario of intention verses obstacle. The appeal in this animation is the determination of the characters goal.


 
Bobby Beck explains authentic and memorable performances in your animation.


14 different versions of the same lip sync:

When making references just sticking to one video can limit yourself and you wont get a real life reaction. People react in different ways so trying the different options out will help to get the right kind of reaction. Even just changing from standing to sitting or using one arm and then the other can change the believability of the reference.  

Another good video to watch and reference videos:







Class work:

For our class work, we were shown how to use the graph editor in Maya and we used it to create a pendulum swing.

This is my one:
https://vimeo.com/157422764

I found this video explain the basics of the graph editor, it was good as a helpful reminder.



We were also shown how to save and set up MAX, and then we had to make his eyebrows raise, his heal roll and curl his hands.



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