Blocking Followup
Sorry its been so long since a post. Its been busy at work. As you can imagine, things are in full crunch on UP and I am busy on TS3. I wanted to address some of the questions that came in.
A question came in about what I meant about blocking on 4’s. Basically, when I block something, I try not to let the computer inbetween more than 4 frames. Its not a rule, I just find that 4’s is what I lean towards. Some people block on 8’s, some on 3’s. It all depends on your work method and what the scene calls for. To be honest, I only start with 4’s. Sometimes I shift keys around as needed.
Victor Luo wrote in some interesting stuff about how the computer either helps or hinders us. How many keys should we be doing? I think this really depends. The computer obviously does not understand animation principles. Its up to us to throw in the breakdowns. Where the computer gets good, is at the minutia of detail. A head shake, and eye flutter, an ease in, etc. We have to be smart about how we use the computer. Most of the magic lies within the Spline Editor. Regarding your question about who the guy was who used linear knots… It was Steve Hunter back on the days of Toy Story 2. He switched over after much peer pressure. I cant talk for Steve, but I suppose animators use linear knots because they don’t want any surprises. Linear knots can be good for alot of things, but give an almost stop motion feel. I am not sure, but I think many scenes from Chicken Little were animated using linear and you can see it in some of the animation. Some scenes had a bit of a stocatto feel. Having seen some of Bolt, I can safely say that it seems that Disney has embraced the Spline. The animation on that film looks amazing! Not to say that Chicken Little did not have amazing animation as well. I am mostly talking about linear vs. Spline.
Abel Salazar wrote in to use step keys on 4’s and 5’s, then go linear, then go spline. I imagine that this method is used by many animators who prefer the xsheet “step key” method. I can’t speak for this because I don’t really use this style of blocking. The whole reason I have not switched over to the step key method is because I prefer to see every frame of animation I am doing. This can be tough on the front end, but better for me on the back end when I am polishing. At that point I am familiar with my curves and know what to fix.
David Beer asked if I key all the major body parts on every 4 frames. Actually, I only key the things that are changing. A Lot of this has to do with the fact that I can see the controls I am blocking very clearly. I’m not sure if I would key every body part if I were using Maya. In general, you want to block with as few controls as possible. Block the core controls on every 4th frame like the hips, torso, neck and head. Again, you can clean up your curves once you get into the spline editor.
Rob Somers wrote in about off setting keys. Hey Rob, I think the question was answered by David, but offsetting keys can work for certain things like how a limb of an arm overlaps or how a body turns. You either have to build it into the pose or let the curves do the work for you. This method works more with the layering approach.
Oliver L. wrote in about blocking arms. Use IK to solve a joint angle. Meaning, if the character is contacting something or holding an object it makes sense. FK is for acting and for general movement. I usually block the arm with some sort of world align on. This give me even more control over the acting patterns and general movement of the limb. It makes it so that I don’t have to counter animate if I am moving the body around. Ultimately, these are all tools, not rules. Whatever works for you is the best method.
Well, thanks again for all the great feedback. Keep it coming. I know the site is still broken in places and I need to know where its broke so I can fix it. I appreciate all the support.
-Andrew




nathanael
Thank you for posting this. This is great advice.
Vince Gorman
Thanks for taking the time to go through these questions. I have a follow-up for the last question about counter animating the limbs if you move the body and are using FK. I’ve had this problem and it gets very tedious, so I’ve been avoiding the FK. I’d like to get back to FK, so, How do you ‘World Align’ in Maya? Thank you.
-vince
jim
Vince,
That feature is also known as “space-switching” and you can only use it if your rig is built to support it. I believe the Max for Maya rig has some support for space switching with the arms, and I know the AAU Norman rig has this capability (although it’s not available to the public).
Nate
Thanks man
David Beer
hey I got my name on the infamous SplineDoctors site!
Kung Fu Dork
Vince,
Check out john doublestein’s mel for adding space switching to your rig. It works really well, and it’s simple to implement.
it’s listed under his site at http://www.johndoublestein.com under the Rigs & Scripts page.
JTDdynParentUI.mel
Vince Gorman
Thanks for the help, I’ll try Doublestein’s script.
Daniel Huertas
Great pointers here!! I got the honor to meet Michal when he was here in montreal and we talked about blocking methods like this one described here..and it’s great to see different aproaches from proffesionals amazing animators..
this post makes us realize that sometimes when we don’t use stepped keys or the “pose to pose” method.. it doesn’t mean we are animating in the “wrong” way…this shows that whichever your method is…. it’s all about the results or the situation on the acting or motion you want to convey…IK/FK.. etc etc… and how comfortable you are with that method….
I am really getting into layering method.. direct to flat tangents or spline from blocking… and yeah.. i can see the difference between spline vs linear… I totally stay with spline.. it’s just has more “organic/subtle” feeling if “good used”
like you said “I don’t let the computer do more than 4 frames inbetweens”
thanx again and keep rocking!
Jeremy Jutras
I’ll admit; the last Block out post did leave me with a few questions as well. Thank you Andrew for following up on the topic. Yet another beneficial article for an new animator such as myself.
Andy Seredy
Hey guys, thanks for the post. It was very informative.
I’ve tried to block in spline, but I all ways get a mushy results. I don’t know why, but if I stay in stepped until 4’s (excluding holds, which can stay on 8’s or more) I get very nice results. Again, its all preference. I know a few killer animators who work in layered and they do some of the sickest stuff I’ve seen.
I’m trying to pick up a new style of blocking, which puts the subtleties into the blocking around the accents in the dialogue, but its been slow going. I have a hard time understanding what’s going on at this level. I keep finding myself leaving blocking, and adding all the subtleties after I’ve done some arc checking . My current way of blocking makes nice movements, but they feel somewhat less sophisticated in complexity, and they look very “pose to pose”. I was wondering if you guys knew of the method and could describe it better? I know some guys at blue sky use this style, but its hard to find any info on it.
cheers and thanks for all the great info,
andy
Rohit Iyer
Hi.
This is a more basic question. What is the difference between stepped keys, linear knots and splines. I have a rudimentary understanding of what each term means, so an explanation would help.
Thanks for the advice.
Rohit Iyer
jon
Hi Rohit. Stepped keys are the most basic type of key you can have, which simply shows changes in your animation wherever you have keyed your animation, ignoring any “in between” data that is otherwise interpreted by the software. A good analogy is that stepped keys treat your animation like cel drawings, in that when u playback your animation, you only see changes wherever theres a new drawing. Its a more “traditional” approach to animating, and its very common when roughing out your animation.
Linear keys cause the motion of the object to move in a “constant” fashion, there are inbetweens, but they move without changing speed, they simply pass through frames you have keyed.
Splines are the by far the most frequently used in computer animation for a variety of reasons, but basically they give you the most control over your animation. A spline is basically a default curve that the software generates, which usually consists of a “slow out” and then a “slow in”. Anyway, I could go on for pages on splines, but just keep in mind that they are the best!
John Fielding
Andrew
I’d like to thank you for this and the previous post. This is exactly the stuff I’m looking for help with. I’ve been trying to find a way to efficiently block out a scene for a while but not felt comfortable with any of them. I actually would have thought blocking on 4’s would be too much for a first pass.
I do have a question-well, I have tons of questions, but I’ll just ask one for now. When you are blocking, will you block out the body in passes, blocking the hip motion first and then working your way out or would you block all of the poses out in one pass? I imagine this is something that changes depending on if you are doing straight-ahead or key pose animation, or just what your particular style is, but I’d love to hear your opinion.
-John
Mike York
Great post – There were some really good things mentioned in here. I was excited to find out you block out your stuff on 4’s I used to do this for a long time and recently been changing my workflow since taking classes at AM but I think that I might try going back to this method of blocking I really hate the computer doing stuff for me. NO BAD COMPUTER!!!! : )
–
Mike York