Tutorial: Character Animation
Early in animation
Modern
As you develop as an animator, your own style will emerge. You will become
very proficient at certain moves and find yourself adding nuances that make your
Production
Character design, script writing, storyboards, and dialog recording are
defined as pre-production. What is the story all about and what will it look like
when it is done? What does the character look like? What will the character act
out? Will there be interaction with other characters? Is the skeleton setup
(bones) capable of the animation that you have planned? All of these things
are important questions which must be answered before you begin your animation.
Animating is part of production.
In computer animation, lighting is usually just before rendering, which is
post production. Recombining the dialog track, credits, and adding sound effects
and music finish the process.
Storyboarding
Thumbnail sketches of every scene, called
Frame Rate
Traditional film animation occurs at the rate of 24 frames per second, with
two exposures per frame, which requires 12 pictures (or cels) per second, but
most of the animation that you will be doing will end up on videotape, and your
reference action will probably be videotaped, so we will be discussing timing for
30 frames per second. (European television plays at the rate of 25 fps, but
you should get used to 30 fps timing). Animation:Master allows you to change
the frame rate after the animation is finished, no matter what frame rate it was
created at.
Cel Mode
Computers use their mathematics excellence to help you, but one of their more
subtle idiosyncrasies is their preference for starting frame numbering from
Skeleton
Animation:Master has a suggested hierarchical layout and bone naming
convention, called a
Extra Constraints
Constraints are a common tool you use to computer animate. Constraints are so
named because they
Since eye targets are so commonly used, oftentimes a model builder will put
them permanently into the skeleton. Similarly, feet and knee targets are
permanently in the skeletons of many models. Most constraints, however, are part of
the action. For example, several unique constraints are needed to do the
Which Window?
It is your preference whether you want to animate in an Action window or a
Choreography window. Many animators prefer the Choreography window because the
character is surrounded by the rest of the scene, which oftentimes makes it
easier to interact with and react to. However, redraw times can be slow, slowing
the animation process, but parts of the scene that are not immediately relevant
can be hidden (which speeds up drawing times, so the animators that animate
primarily in a Choreography window usually switch visibility as needed). Actions
created in a Choreography window can even be saved as
Suppose you had an action of a bipedal character sitting down. The action may
have come from a library of actions created some time ago, maybe by some other
animator (or motion capture), but now you want to use it. When you apply this
libraried action to your character, you might have to use the Action List to
make it go faster, or you may need only a piece of the action. Certainly you
will want to modify it slightly to perfectly fit the situation. Any changes like
these do not modify the original reusable action, instead they are simply
adjustments called
Cycled actions, like
Multiple Cameras
When you animate in an Action window, the character stands facing you from the
Front view (called an ordinal view: like Back, Left, Right, Top, and Bottom).
Usually, no matter what you have the character doing, you can animate from an
ordinal view that best shows the movement. You may even have several windows
open at once, all showing the same action from different ordinal views.
When you animate in a Choreography window, however, the character could be
facing any which way after it has been positioned in the scene; and during the
animation it often changes its orientation dramatically. The ordinal views are
usually of little help. To remedy this, Animation:Master lets you animate (or
model, or whatever) from a Camera
Face Camera
A particularly useful suggestion is to constrain a camera to always point at a
character
Anticipation and Overshoot
If the viewer is watching another part of the screen, it takes about a fifth
of a second (6 frames) after a new object moves before the viewer can refocus on
that movement. Essentially, the viewer misses the beginning of the movement,
so you, as the animator, should make a preliminary movement before the main
movement (called
For emphasis of important action (action critical to the narrative), the
movement should
Follow Through (Secondary Action)
We see the results of dynamics all around us in our everyday life. Secondary
action due to dynamics is called
Balance and Weight
As humans, we immediately recognize if someone loses their balance and is
about to fall over. We intuitively know what is
A
Traditional animators stress weight above all other aspects. Does the
movement look as if it
Holds
The character must be balanced before holding.
A
Allow two thirds of a second (20 frames) for each word of a title card for
reading time.
The
After a character stands up quickly, the pose is held for a third of a second
(10 frames) before the next movement.
Avoid having all parts of a character start or stop at the same time.
Further Reading
For an exhausting explanation on the topic of timing, read:
(FOCAL PRESS LTD. ISBN 0 240 50871 8).
(WATSON-GUPTILL PUB. ISBM 0 8230 2365 6)
Video Reference
Every animator needs guidelines in order to create an animation sequence. If
you are a beginning animator working for a big animation company, your
instructions will come from rough sketches of the movement of each character from a
optimum angle called,
When selecting the actor, consider his stature as compared to the stature of
the cartoon character. Try to select people that are close enough to your
cartoon character to effectively relate the actions. Find a location without many
distractions in the background. (Try to find a blank wall to videotape in front
of).
After completing the taping, the next step is to turn the video into an AVI or
Quicktime movie. Upon close frame by frame examination of the movie, you will
find that the body, head, and extremity movement do not all start at the same
time. In some cases, the head turn may occur two or more frames before or after
the body turn. The same may apply to the hands and arms, or feet. For example,
you may find that as the actor shifts to the right, he automatically moves his
leading foot first, plants it for balance, then the trailing foot follows as
the weight of the actor shifts, and finally the pelvis completes the turn.
You want to have the movie opened in the background as a rotoscope for
reference (though you usually will not be trying to physically align it to the
character). The actual animation will move along very quickly. With a little
practice it will be easy to determine the extremes as well as the ease frames. Note
how few frames each movement actually takes, and how long it holds. Because the
actor will not be in costume, you will have to determine the secondary actions
after completing the primary action, which means that actions of a coattail or
umbrella swinging will be animated later, and probably on different keyframes.
In all likelihood, the action will not represent exactly what you had in mind.
Use the timeline to redistribute keyframes to better interpret the character
Animating Strategy
All animation is actually small bites from a much bigger project. Concentrate
on short, one or two second (30
Animation movement is divided into tenths of seconds. Most natural movement
occurs over two tenths of a second which is 6 frames at 30 fps. Computer
animation is described by the terms,
THE STEPS
Pick [Open] from the
The project file contains an Action window that contains
Before you begin animating, get a feel for the action you are about to create
by double-clicking the
Keyframes for different parts of a character often are not the same
Figure 1
When you
Continue to step through the frames until the actor
Figure 2
From viewing the footage beforehand, you know that the first part of this
action involves the character tapping his right foot. Step through the frames until
the actor in the footage reaches an extreme of motion. This will occur at
frame 3, where the actor has raised his foot. Reposition Jim to match, as shown in
figure 2.
Figure 3
After the right foot taps have completed, the actor shifts his weight and
turns to his left at frame 26. Position Jim to match the reference footage, as
shown in figure 3.
The actor now taps his left foot several times. Using the reference footage
for timing, create this part of the action. Remember to use the frames where the
extremes of the motion being performed are reached (with the foot up or down).
The foot tapping process is repeated back to the right foot, then back to the
left foot. A commonly used too for repeating actions is Copy/Paste. Oftentimes
a single keyframe position is repeated several times, so simply copy the
existing occurrence and paste when needed. Copy/Paste has many extensive
possibilities so it requires robust controls. For example, it may just be the arm
The Key Mode button selections can be different between the copy and paste
operations. For example, you may copy a whole body
When part of the animation is intended to remain stationary for some time (a
In this example, the
Figure 4
At frame 115, the actor turns to face the camera. Figure 4 shows this
keyframe.
Figure 5
At frame 139, the actor reaches up to take and tip his hat to the viewer. To
make Jim grab his hat on frame 139, click on the bone in the hat, turn on
Compensate mode, then right-click (Command-click on a Mac) the bone and pick [New
Constraint][Translate to]. Use the picker tool to select the hand bone. This will
cause the hat to stay with the hand as Jim lowers his arm to tip his hat to the
viewer. Figure 5 shows the keyframe created at frame 139.
Figure 6
As the tip of the hat is performed, the actor
Figure 7
Figure 7 shows frame 162, where the character places the hat back on his head.
This is done by selecting the
Continue through the frames to frame 182. The actor has moved back into a
neutral position, facing the camera. On frame 186, he flips the umbrella into the
air by raising his arm quickly. At frame 200, the actor has lowered his arm, and
the umbrella is placed vertically on the ground next to the model.
At frame 223, the actor has shifted his weight back to his right, and is
looking down at the umbrella model standing on the floor beside him. At frame 236,
the actor has straightened his weight out, and placed his hands on his hips
while still staring at the umbrella model.
Figure 8
Frame 275 shows the actor reaching out with his left hand to grasp the handle
of the umbrella (use the
By frame 321, the actor falls down. There is an important concept to be
learned in this deceptively simple motion. Notice how when the actor begins to fall,
he moves slowly then accelerates as the fall continues.
This type of movement is referred to as Ease, which either starts fast and
slows or starts slow and ends fast. The ease keyframe should be two-thirds of the
way from the fast extreme keyframe.
Timing is extremely important in creating the illusion of life. Extremes and
the placement of inbetweens determine the force and effectiveness of the
animation and whether it is believable or not. Because Animation:Master uses cubic
channels (curvy graphs) to define motion, some amount of ease is automatic, but
you the animator will be expected to add the exaggerated ease that typifies
animated storytelling.
For the falling motion, start slow and end fast. Go to frame 306, which is
thirty one frames from the start of the fall keyframe. Jim
While you
The timeline is of paramount importance to animation because it allows you to
simultaneously move or delete a group of keyframes. For example, the upper and
lower arm bones may both have a keyframe on
So far we have been concerned with the overall movement of our character.
Once you are satisfied that the Extreme and Ease keyframes are complete, then you
can go back and create what is called
EYES
The most important finish actions are on the eyes. When you listen to another
person speak, you usually look into their eyes, and they look into yours.
Whenever two characters converse in an animation, they must appear to be looking
into each other
The reason we as humans look into another person
Eyes also are the visual clue that an animated character is
Sometimes the blinks are fast but every time the character is supposed to be
thinking, the eyelids stay in the halfway position for several frames.
Surprised character initially flutter their eyelids. Sleepy characters have
half-closed eyelids all the time until they abruptly awaken.
Keep in mind that many things in animation repeat over and over, like eye
blinks and mouth shapes. These kind of movements can be controlled by poses. A
pose is a feature in Animation:Master that allows a single slider to control a
complicated but common movement. A pose usually has a middle