• Snap or not to Snap?

    On the opening day of Wall E and the Short film “Presto” which I had the pleasure to work on with two of my fellow Spline Doctors, Travis Hathaway and Mark Walsh, I thought it would be fun to talk a bit about snappy-ness in animation. When we think of snappy animation, we often think of Ren and Stimpy, or a host of other works such as Pocoyo. Its the way in which we get in and out of poses. In computer animation, snappy timing can be difficult to pull off in an appealing way. If the animation is snappy throughout, it becomes boring to look at and hard for the eye to follow. Some feature films have used this snappy style of animation which has worked for some and others not. I am not saying that we have figured anything out, but for Presto, we wanted an old school style which could be perceived as snappy. We looked back to the golden age of Warners, MGM and Disney. With the Warner cartoons, you have really great, funny drawings and wonderful timing of those drawings. The MGM style seemed to be similar with a bit more polish on the animation side, especially the Hannah Barbara Tom and Jerry’s. In CG, one thing you have going against you is motion blur. Motion blur can be your friend, or soften your work. Brad Bird would agree that motion blur still leaves some room for improvement. The big thing being that you sometimes want the blur to have arcs and its difficult to get that. Another thing is if you hit a pose in a snappy way, how does it settle? For Presto, we had to think about a few things. One was how snappy could you make the animation without it looking stiff and how could we break it up so that it was not always the typical snappy pose to pose. Another is thinking about how things settle naturally. You can have that snap, but how it comes to rest is an important detail that you will see in CG. Also, we thought about what aspect of the character to move. Maybe its a blink or maybe the overlap of the cloth dynamics will give me enough so that the character does not become wooden. Its always important to see how your cloth is simulated in order to adjust the animation to get it to behave correctly. All in all, snappy animation should be used like saffron. Too much will taint the recipe.  When its done right, it looks great in contrast with scenes that are animated around it. If the style of the film requires it, it has to fit into the context of the piece and the characters in the film. It was fun and challenging to animate in a style that hearkened back to the old classics. In doing it, I gained a whole new level of respect for the work done in the golden age of animated short films.

    -Andrew

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  • Get down to the Root of things…

    I wanted to quickly mention how important the root is in your character. With thinking about all our arcs, and overlap and all the critical principles. We can quickly overlook this fundamental area to pat attention to when you are cleaning up your shot. And that is the root of your character.

    In case your asking yourself, what is the root of the character? It is the core part of your character (generally around the hip area) that translates the character forward or back. If for example, you had all your arms and legs on FK, your entire character would move if you moved your character by their root.

    So, why is this so important? Well, like we mentioned before, it is the core movement in your character (Top of the group node), so everything is based upon it.

    I see many students go into their work, polishing the arms, fingers, head, legs, BEFORE they have nailed down the timing of the root. If the root isn’t working, then your shot will never work, no matter how much you polish everything else. So make sure that it is working how you want it too, before you go and polish other parts of the body.

    Below is 1 example of a students work, before they attacked the root. This is 1 of many that I found, and the problem that was happing was that they were focusing on so much at once (arms, hands, head etc), that they forgot to nail down the root. The second example is the same jump, but with the root being finessed. When that was done, there was a little finessing on the feet, to make the jump more believable. But that was done AFTER the root was finessed. I hope you can see the large difference between the two, just from finessing the root.

    Before:

    After:

    Dr. Makarewicz

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  • My (not necessarily THE) Principles

    What is it about animation that moves us so much? Why do I love one scene in a movie and feel less strongly about the next? What is it about the animation of those scenes that speaks to me, and how can I incorporate those things into my work?

    Some time ago I decided I’d try to boil down my process into a simple set of broad principles. And while these aren’t as specific as the fabled 12 or 20 or however however many principles from whatever list you subscribe to, I feel that for myself, they’re a pretty good start at understanding what I look for in animation. Everyone needs their own set of criteria; these are mine. It’s by no means a complete list, but anything else I can think up thus far I’ve found I can slip under one of these umbrella categories.

    My five in order of importance, least to greatest (at this point in my education anyway):

    DESIGN — or perhaps another word for appeal. I hate putting this guy at the bottom of the list, really I do. But in the shower this morning I decided that’s just how the cookie crumbles. Imbuing a character’s image or motion with a solid sense of graphic design, making it appealing, is no doubt of great importance. It makes the scene easy on the eyes and intriguing to look at. It’s also one of the hardest things to put your finger on in any graphic medium. What makes a Milt Kahl drawing so damned appealing? You can go into lengthy mathematical discussions about proportion, straights against curves, arcs and arrows, you name it. But I defy anyone to come up with a formula that explains how to draw (or pose) appealing dogs, or apes, or puppets, the way Milt, or any other great animator can. As important as design is though, it comes in behind:

    PHYSICALITY — The audience’s belief that a character lives and breathes starts in the belief that a character moves right. Every great animated film or scene conveys a set of rules that govern the characters and objects which reside within it. The world of My Neighbor Totoro has different rules than Pinnochio’s, which has different rules than that of The Incredibles. But each film’s characters move and behave in a way that’s consistent with their peers. This is not to say they all move the same (cardinal sin, if you ask me), but that in their own way they obey the rules of the same world. It’s important, no doubt. But not most important. Next up is:

    ENTERTAINMENT — Even if an animated character lacks a sophistication in design or a sense of weight in his surroundings, you can get away with it if it’s entertaining. It’s another hard one that’s hard to explain in simple formulas. And one that many artists and studios are only too often seduced by. These scenes and films seem to cry out, “love me! I’m gonna entertain you!” You know the animation I’m talking about. The stuff that leaves a sour taste in your mouth, and a sense in your gut that you’ve been taken advantage of. Nevertheless, a scene that’s entertaining will linger in one’s memory longer than the next. That’s important, and not just to your reel, but to the audience’s sense of satisfaction after having sat through your film. The right balance is key. Pick your battles, but do not under any circumstances allow it to supersede:

    CHARACTER — The illusion of life, as it were. And only #2 on the list? Sit tight. By this I mean, are the thoughts going through your character’s head consistent with their place on that character’s arc in the film? If I, the audience can’t make out what exactly is going on in that character’s head, and understand why he or she feels that way, forget it. You’ve lost me. Will an impartial audience member be shaken out of their suspension of disbelief by your scene? Are you substituting cliche for subtext? This is the point where “entertainment” will start to elbow its way to center stage if you let it. It’s so tempting to squeeze as much out of a scene as you can, but you cannot let it get in the way of your character’s clear, rational thought process, and you certainly can’t let it interrupt numero uno:

    STORY — no surprises there. The single most important criterion that you must not let suffer under any circumstances. More important than any character’s consistency, more important than any scene’s entertainment value or appeal, if you fail to convey the story point of a scene, you fail to tell the story. And that’s really what this medium is all about: telling a relevant story that will affect an audience. It’s the whole reason animation and indeed movies themselves were invented in the first place. An audience must be able to follow the story. And this is where showing your animation to your peers is vital. You can find ten different people that will give you ten different opinions on your animation’s appeal, but if half of them can’t understand what’s going on, you’ve got a problem on your hands.

    So I’m sure many of you disagree with the set of criteria here, and probably with the order of importance I’ve decided upon, but hey, that’s what the comments section’s for! Happy animating….

    Dr. Hathaway

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  • Subtlety in the Face

    In 3d animation, every detail can be seen. It is those small details that add a layer of complexity to our work and I wanted to talk a little about what interests me when I am trying to get that in my work. First off, not every scene calls for the smallest facial twitch. Sometimes many scene are basic and money spent on tiny details is lost. It is in those close ups that you want to add the proper amount of detail. I remember being an animator on a bugs life. John Lassiter wanted us to look at a film clip of two different eyes blinks on flick. One was a standard eye blink. It looked much like a camera shutter opening and closing. Not much ease out, the timing was the same and in general, when seen at such high rez, looked mechanical. The next example was a shot Mark Oftedahl did. The blinks he did were beautifully timed. The sides dragged , the shapes changes. They were perfectly polished and looked fleshy. Nowadays, this type of stuff is much more in the main stream of high end 3d feature animation, but back then it really opened our eyes (no pun intended). So what is in effect left in the realm of facial animation? Where can we push too? What improvements can we make? I think some of the answers lie in subtle animation. Yes, we work in a medium of exaggeration, but also one that lets us layer in detail. Of course, some of the examples I want to give are from the world of live action. Lets do a little action analysis of some of these clips…

    First, lets just look at some of the “controls” our face has…

    Interesting clip…. That one made the rounds in the department…

    This next clip from “There Will Be Blood” Shows a lot of facial details that really add to the acting and intensity of Daniel Day Lewis’s performance. Its the stuff he does between his lines that draws you in. How he pushes his lips up, the changes and micro expression. Its a great movie to watch for acting as well as everything else.

    That’s all for now. Look for some more stuff coming soon.

    -Andrew

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  • more on texture…

    Here’s a scene from the Robert Altman film, The Player. I had been thinking about this post for a while and after reading Gordon’s latest I thought this would be a perfect extension of his point, but more related to dialogue as opposed to pantomime.

    the-player

    Watch Grant (the British dude) pitch part of his movie idea to Tim Robbins, a studio executive. Robbins’ performance is equally as interesting for all the subtext going on but I won’t spoil that for you. Here we’ll examine the texture of Grant’s performance in his body acting while he’s talking. Normally I wouldn’t advise hitting beats so “on-the-nose” as he does, as it tends to flatten a performance: why illustrate with the body exactly the words the character is saying? And certainly if all he had done was hit the obvious poses, the scene would be boring, or even worse, annoying. I want to talk not about the poses he hits, but what he does in between them that makes this scene so entertaining.

    Take, for example, the first close up scene of Grant as he explains the car accident investigation. An animator would find it very easy and tempting to skip right from the “brakes have been tampered with” to the pose for “murder.” But Grant makes it interesting and convincing by doing a hilarious anticipation before the line. I broke the beat down into the five keys I’d pose for his action:

    1) “brakes have been tampered with”

    2) eyes close, head up

    3) head down, hands up

    4) hands hit down: “it’s”

    5) head up to look at Tim Robbins: “murder”

    (You’ll probably note that he actually hits a slightly different pose for “murder” before arriving and holding at the one I picked.)

    Now he’s not just illustrating the line, he’s added a whole new urgency to it, and subtext that reads “no if’s, and’s or but’s, it’s murder!” And he’s broken up the action by having his hands follow his head as a second accent. He’s also acting within poses very economically; long holds with subtle texturizing movements. He’s covered all the principles! This whole scene is chock full of such juiciness (including preceding lines I cut for time). Look at the antic for the running action or the dramatic pause before “there’s not a dry eye…” And these are extreme examples; in animation even a two frame eye antic *before* your body antic can help show thought process and make a scene more entertaining. Bottom line: characters thinking = believability. Believability = entertainment.

    Look for places to do this in your work!

    -trav

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