Showing posts with label workflow. Show all posts
Showing posts with label workflow. Show all posts

Sunday, 21 January 2024

Why Animators Should Work on Multiple Shots

Recently a student at Animation Apprentice was getting stuck on one of the weekly exercises, and I suggested that he work on a different shot. At first he resisted - he didn't want to give up on the shot he was working on.  

But I explained that lots of animators like to work on multiple shots at once - it helps to be able to rest your eyes, and come back fresh to a shot after working on something else for a while. 

Wednesday, 12 August 2020

Why Animators Need Thumbnail Sketches

The secret of good animation is in the planning, and good animators always plan their work.

The single most important skill that animators learn at Animation Apprentice is how to develop a reliable workflow for animation, so that our students can tackle any animation task with confidence.

One of the key tools our students learn is how to thumbnail their work. Thumbnail sketches are quick, expressive, simple drawings that are used to plan the action and tell the story of the shot in a few simple clear poses.

Tuesday, 14 July 2020

How to Block Out a Pantomime Shot

Phone Call Blocking by Mark Masters
How do you block out and plan a pantomime animation - an animated scene without dialogue? The trick with animation is to plan it out thoroughly in advance.

In the case of pantomime animation, we teach a workflow that is reliable and dependable, one which will get your shots approved on time, with minimal aggravation.

The secret of success lies, as ever, in the planning. Plan your work properly and you won't go wrong.

Monday, 19 November 2018

Why Animators Should Keyframe Everything

"Mery" rig in Maya
One common question asked by student animators is this: "Should I create keyframes for everything, or just for the control curves that I am actually going to animate?"

It's a good question, and doesn't necessarily have a simple answer.  To create a tidy workflow, it can be a good idea to be quite selective about what you keyframe, especially on big, complex production rigs.

However, in the beginning, when students are first learning the craft of 3D animation, the best (and simplest) answer to the question is this: "keyframe everything".

Monday, 22 October 2018

How to Keep Your CG Characters Alive

Shere Khan by Milt Kahl
One of the most common mistakes made by junior 3D animators is to have their characters stop moving at the end of the shot - or sometimes, in the middle of it.

Unlike in 2D animation, where a held drawing can be very attractive, CG characters tend to lose their sense of life if they stop moving completely.  Digital characters need to stay alive, moving just a tiny bit, shifting, breathing, or just being.

The best way to achieve this to have a little bit of a drift or ease-in on your curves, so that the character never stops dead, but keeps moving, just a little bit.

To achieve this, it's a good idea to set keyframes on all your control curves at the start and end of the shot.

Monday, 15 October 2018

IK -v- FK: Which is Best?

IK - v - FK - which is best?
One question that student animators often ask is about the merits of Inverse Kinematics (IK) vs Forward Kinematics (FK).  The IK -v- FK debate sounds rather abstract - a bit of a techie question. After all, at first, it's not immediately obvious what these terms even mean, let alone how to explain which option you should choose.

The question is really about hierarchies. Usually, animators are trying to decide whether to set the hands on a character to IK or FK.  If the hand controls are set to IK, then you are controlling the hands from the bottom of the arm hierarchy, from the hand control.  If you set the controls to FK, then upper arm, shoulder and body is in control of what the hands do.

In a walk cycle, you usually set arms and hands to FK, because the arms are swinging, controlled from the shoulders. But if you were to animate a sword fight, where the position of the hands is vital, then you would almost certainly choose IK.

Friday, 12 October 2018

Why Do Animators Need Clean Curves?

Graph Editor in Maya - keep those curves clean
Recently a new student at Animation Apprentice asked this question: "Why it is necessary to have clean curves [in the Graph Editor]? Can we just ignore them as long as the animation looks good?"

This is a good question. After all, the audience will only see the final result, not the curves in the Graph Editor.  So, why bother keeping the Graph Editor clean? What is the point?

Friday, 28 September 2018

The Fifteen Minute Rule

What is the The Fifteen Minute Rule? It's a rule I learned while working at Sony Pictures Animation, on Open Season. It's a simple rule, and way of keeping production moving ahead.

The rule is this: if you get stuck on a problem, spend 15 minutes trying to figure out the solution. Google it, Read The Manual, check out online forums - whatever works.

But, if you still can't figure it out after 15 minutes, ask for help. Someone next to you might be able to solve the problem quickly and simply, so you don't want to spend a lot of time trying to fix a problem that has already been solved.

Monday, 23 July 2018

Pixar Animation Workflow

Incredibles 2
Pixar animator Royce Wesley was in London recently, talking about his experience working on Incredibles 2, and also explaining his own personal animation workflow.

Royce is an experienced character animator whose credits include Brave, Coco, Robots and Inside Out.

Understanding how to plan your work is one of the key parts of the animator's skill set. Every animator has their own unique approach, and it's important to develop a workflow that you can rely on to get your shots approved without too much stress.

Friday, 27 April 2018

Framestore: Live-Action Reference & Animation

Ross Burgess and Oz Gani acting out some dinosaur action
Framestore are a London based animation and VFX company that keeps raising the bar for animal and creature animation.

Paddington 2, was animated at Framestore, and they out-did their own work on Paddington 1 in terms of the quality and believability of the animated performance.

Last week two senior Framestore animators (and the head of talent development) visited my classroom at Escape Studios, to check out our students' work and give us some insights into the Framestore animation workflow.

Wednesday, 28 February 2018

Everything Comes From The Core

Everything comes from the core
For animators, everything comes from the core. When you create motion, it should always come from the core of the character's body, usually the hips, often known as the Root Control, or COG (centre of gravity control).

When a character turns their head, you might not think this motion comes from their core, but in fact it does, and you need to make sure that the action is motivated from the character's core, else the motion will feel robotic. 

Thursday, 14 September 2017

Animation Insider's eBook - Free from Squeeze

Animation Insider's Ebook - free from Squeeze!
Get your free copy of the Animation Insider's eBook, downloadable from Squeeze animation studio in Quebec.

This free digital download describes the workflow of talented animators such as Mike Nguyen, Victor Navone and Jason Ryan.

It 's a remarkable insight into how experienced animators approach a shot, and very useful for students looking to develop their own animation workflow.

Friday, 11 July 2014

The Maya speed animator - how to be both good and fast



Part of the secret of having a successful career as an animator is learning how to be good and fast at the same time. Directors want quality, Producers want speed. You must please both. Animation producers like animators who do the job well, on time, and are nice to work with. If you have all three of these qualities - a long and successful career in the industry will be yours. Below are our top tips for animating in Maya - how to be both good and fast. We don't say that this is an exhaustive list, but it's a great place to start.