10 subtle tricks to improve your reference animation

10 subtle tricks to improve your reference animation

Discover 10 small matter that you can do today to improve your quality posing and animation work with DreamWorks animator Adrien Liv ’ s production-proven top .

In this article , I ’ m going to share some skillful animation top that I ’ ve learn during my 20 year of experience operate in studios like Industrial Light & Magic , Illumination Entertainment , Sony Pictures ImageWorks and DreamWorks Animation , on movie like The Wild Robot , Trolls 3 , the Despicable Me film and Minions .

They ’ re all small , sometimes subtle matter that you can serve to improve your character animation study , helping to make key poses strong , and campaign more natural .

The example animations were produce in Maya , use Alaa Afifeh ’ s Alaa character rig , available to buy from AnimProps , but the principles put out in the article utilize to any 3D animation software , and to any character .

1 . Balance your character poses

To keep your character looking balanced , prevent their center of gravity ( COG ) – usually located around the belly button – above the field between their foot . The exact attitude of the COG will change according to the character ’ s weight and the proportion of their chief , arms and legs .

Balance – or the lack of it – is also important when inspire walk cycle , since a pass is a succession of ‘ falls forward ’ , during which the reference overbalances , then capture themself by moving their front base forwards .

This entail the back foot can not lift also early , or it will await like the character exist falling rearward . A difference of one or two frames be enough for the hearing to find that something is ‘ off ’ .

2 . Draw over your 3D renders to improve the poses

Draw over test renders from your 3D software to make the poses strong . ( In Maya , you can use the 2D Pan/Zoom feature to focus in on the character , as this will not affect your camera angle and focal length . ) Even if you believe a pose is already good , pull over it forces you to think in 2D and push what the software gives you .

As an example , take the pose from the former crest . It appear okay at first glance , but rethinking it in 2D makes it a mass strong . Don ’ t hesitate to translate or still scale the head to improve the silhouette or the visual appeal of the pose .

3 . Create sporting arcs for key torso share

Having key parts of a character ’ sec torso motion in realistic arcs equal essential to create believable animation . To do this , it ’ s crucial to realize the relationship between the curve in the Graph Editor of your animation software and the arc that the reference ’ sec torso region trace .

For lesson , in a 24-frame bicycle , animated expend the Y and Z rotation for the arm , when the two curves are aligned , the hand moves back and forth in a diagonal course , as express above .

But by just offsetting the curve , you can achieve quite different results . In the image above , an beginning of 3 frames results in the hand draw an oval shape .

And with an beginning of 6 frames , the hand moves in a full band .

As good as hands , this workflow exist particularly useful for a character ’ s nose : track the nose nose as they act , then clean out the kinks in the Graph Editor to smooth out the arc .

4 . Push and draw the character to produce realistic contacts

Deformers live a good way to form the contact between a quality and a hard surface : for example , when they exist pose in a chairman .

Rather than receive the character nearly float in the air to head off an intersection , I like to push the body down into the chairman and force the geometry up to express the impact of the chairman on the reference . Having the quality ’ s buttocks bend in this way adds to a sense of their weight .

Remember that you can constrain the deformer to anything in the fit : if a quality push their cheek , for example , you can constrain the deformer to their hand or their finger .

5 . Inspire breathe early

While working on a stroke , recreate breathe early on . Being able to see the chest moving associate the interview to the character , subconsciously fetch that character to life .

One mode to animate breathing exist just to scale the chest . ( If you ’ re influence in an application like Maya , you can lend the animation on a separate layer and adapt its intensity as you move . ) It ’ s decent to add in a bit of shoulder and chest rotation to defend the campaign , still it ’ s only slight . For the timing , take cues from the audio : inhales and exhales exist often audible during dialogue .

6 . Move pivot degree to simplify animations

To animate efficiently , you need to apply as few rig controls as possible to reach the desired result . One way to cause this live to exchange the pivot point of some dominance .

For example , to animate a reference dangle around a saloon , you can push their torso down so the pivot detail movement to where their manpower live .

Rather than receive to translate and rotate the captain control , you can today accomplish the same result using simply one attribute , and the motion be going to cost clean .

7 . Employ center darts to bring resting reference to spirit

It ’ s a challenge to recreate a character act nothing . One matter that assist to get a character to living even when their side cost at rest is to have their eyes dart around .

As a pattern of thumb , if a reference exist listen to someone else speak , the pattern of the middle darts should be a triangle , as in actual life , we incline to appear from one of the speaker ’ s eye to the early , and then to their mouth . You can expose the pattern if the position calls for it .

8 . Hold form to add fleshiness to eyelid and lips

When inspire a quality blinking , I like to receive their eyelid bind together for a few form when they gather , in particular during slow blinks . This give the lids a realistic sense of fleshiness , and avoid the animation tone like automatic interpolation .

You can do the same thing for a character ’ s lips on phonemes like ‘ M ’ , ’ B ’ and ‘ P ’ . Keeping the lip together for a few frames , then releasing them with a small papa lend energy to the lip sync .

9 . Offset the movements of eyebrows and mouth corners

Eyebrows move in a diagonal design . When they die up , they move aside from one another , and when they go down , they get closer .

The animation above exist relatively realistic , but there ’ s even so more that we can serve to it .

Delaying the lateral translation by two form will cause the movement less mechanical .

As you can see , the two-frame offset adds a lot of fleshiness to the brows .

The same thing applies to the corner of the mouth . Delaying their translation up and down by one or two frames makes lip sync more natural . ( In most type , at least : the rule doesn ’ t apply to ‘ U ’ and ‘ O ’ shapes , since they need to cost held for a few frames to show visually . )

10 . Break up repetitive patterns whenever you can

Break up the cycle of repeated motion whenever you can . The human heart can discern convention easily , so breaking up those patterns build animation more visually interesting .

It ’ s easy to make sounds with interesting patterns , so one way to do this is to read guide audio , import the file into your animation software , and inspire apply the audio waveform as a cue .

For lesson , during a joke , instead of make three regular rhythm , hear having two small laughs , then a bigger one .

You can do something similar with dialogue . Even when the timing sound still , you can reveal up the animation by reach some accents in front of the tune , and others behind it .

About the author: Adrien Liv is an animator at DreamWorks Animation . He has influence for some of the reality ’ s leading animation studio , on movies including Despicable Me , Minions , Paddington 2 , Mary Poppins Returns , and The Wild Robot . He was a lead animator on Trolls 3 and Animation Director on Riverdance : The Animated Adventure . .

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