April 9th, 2004
Ringling School of Art + Design
Transcribed by: Jeremy Collins
-Carefully choose gestures.
-Gestures should hit on vowels.
-Choose 1 or 2 of the most important poses and make sure they carry emotion and read.
-Avoid clichés at all costs. (i.e. using the first pose that comes to mind.)
-Watch out for “showing” in your animations instead of “doing”.
-Use gestures from NOW, not 1950.
Shoulders:
-Essential but commonly overlooked in animation.
-They have a wide range of motion and “emotion” in them.
-The shoulders often lead many actions.
-When your arm is completely extended your shoulders touch your ears. Their range is very wide.
Inbetweening:
-Computers inbetween with math, not with the principals of animation.
-Specify exactly what the pose needs.
-You must define the timing from ears to toes in your animation.
-“The computer is the dumbest inbetweener there is”.
-Watch for twinning in your poses.
-Try working with curves other than the default splines to develop your inbetweening.
-Spend the most time on the first post. It is the most telling in your whole animation.
-Use all of the controllers provided. There should be animation on every possible curve.
-Nothing truly is ever at rest.
Facial:
-The ocular muscles usually move before anything else. Brows lead the action and the mouth typically comes last.
-Avoid changing facial expressions in the middle of big movements. Do it before or after.
-There shouldn’t be any expression changes at all in the first or last 6 frames of an animation.
Arcs:
-Start with the core of the motion and move outward from there.
-Arms and often legs move in figure 8 patterns.
-When in FK, do the arms last. The motion of the arms is almost always dictated by the torso.
-Be aware of the orientation of the wrist to the elbow.
-Apply the waves principal (add overlap to all joints.)
Eyes:
-Plan when and why your characters eyes dart.
-Too many eye darts = spastic characters.
-Allow the eyes time to focus on the objects they’re pointing at.
-Unanimated eyes = doll eyes.
-The eyes always convey the emotion and truth of a character’s performance.
Blinks:
-Blinks are never random.
-Plan when and why your character is blinking.
-Blinks:
Convey a shift in thought.
Sell the emotional state of a character.
We blink to change a shift in thought or emotion.
When we blink we are “cutting the film of life”. Our eyes are the cameras.
Blinks always occur on quick head turns.
Jaw:
-The jaw doesn’t always open on every syllable or word.
-Get a mirror and keep it by your desk. Place your hand in a stationary position under your jaw and feel how many times it opens and closes per line of dialogue.
Feature Animation Demo Reel Tips:
- Keep it under 2.5 minutes.
- LABELS!
- Always use a NEW VHS tape. (Always label the spine!)
- Include a log sheet (breakdown sheet). Show thumbnails of the shot on the log and mention what you contributed to each shot.
- Include a resume and cover letter. Always spell check these two docs.
- Only use your best stuff.
- Short film? Show your best shots first. Include the full film at the end.
- Tailor your reel to the studio and position your applying for.
- No offensive content.
- Avoid cycles in your reel.
- Reel Order:
-Second best shot – FIRST.
-Weakest shot (but still good work) – MIDDLE
-Best shot – LAST
-Full short film (if applicable) – at the end.
No comments:
Post a Comment