Animator Island brings you weekly updates with ways to
improve your animation skill. Sometimes, though, it’s just as important to know
what NOT to do. Which of these easy animated mistakes are you making?
1. Don’t explore
When you reach a certain level of comfort with animating,
you can fall into a comfortable little rut and rely on little tricks and poses
that you know work. The danger here is that you stop experimenting, and by
doing so you stop growing as an artist. Even if people are knocking down your
door to hire you for your particular “style” don’t be content to rest on your
laurels. The best animators keep reaching beyond what they already know and
pushing themselves higher and higher.
2. Be a slave to
reference
Reference is great. Animating your reference is a terrible,
horrible thing to do. By definition, reference is only there to be REFERRED to.
It is not there to copy. Pull from it. Observe it. Jot down a few notes if
you’d like. Then create a performance using that information, don’t simply
translate your reference directly to the character.
3. Ignore everything
off screen
Especially true in 3D animation, it can be easy to forget
there’s a ground down below if you’re animating a close up of the characer’s
face. But that ground, and the laws of gravity, still apply. So if she shifts
her weight while speaking, be sure it makes sense all the way down to her toes,
or it won’t look balanced.
4. Leave no time to
think
You know what’s going to happen next. You planned out your
scene, and you’ve listened to the audio you’re animating 10,000 times. Because
you know, you can rush a reaction or movement before the character would
naturally react or move. This is especially true of dialog. Characters need
time to process what the other is saying before they react. It can only take a
few subtle frames, but it NEEDS to be there. Otherwise the performance will
seem inauthentic and forced.
5. Animate evenly
If everything is animated with the same timing, and the same
pattern, and the same spacing, things will become very dull very quickly. There
are exceptions to this, of course (animating to the constant rhythm of a music
video, perhaps) but for the most part you want to vary your movements to couple
fast and slow, big and small, and any contrast you can manage. Much like a good
piece of music has soft parts AND loud bits, your animation should offer a
variety for the audience to enjoy.
6. Put lip-sync first
When a character is speaking, sometimes the part that’s
moving the most on the entire body is the mouth. So it can be reasonable to
assume most of your attention should go to the mouth. Not so! It’s amazing what
you can get away with regarding lip-sync! What’s more important are the poses
to enforce the emotion that’s coming out of the character’s mouth. Then, when
that’s clicking, you can focus on the shapes of the lips.
7. Twin all over the
place
Twinning will always sneak into your work, no matter how
hard you try to keep it out. It may not be something obvious, either. Small
details like the eyebrows being mirrored but identical just tend to happen
without even thinking. Remember that paired parts, including eyebrows, can
collectively work together to tell a story even if they’re doing very different
things.
8. Don’t give your
audience time to absorb
It takes 4-6 frames of screen time before the average person
can absorb something that is happening. If there’s a camera cut and an action
takes place immediately, it will feel jarring. Instead work in a pose or pause
to “set up the shot.” It will allow the viewer to make a mental note of what
exists on screen before your brilliant performance begins.
9. Move during an
emotion change
If a character’s emotion is changing, you want that change to
take center stage with the spotlight brightly shining on that moment. During
those times, keep the character in one pose without a lot of other movement, at
least for the split second the change in expression and attitude takes place.
Then you can move to the next pose based on that change of emotion. Don’t
change the emotion DURING the move to the next emotional pose.
10. Hit your beats
late
If there is a definite accent to your audio (emphasis on a
syllable of dialog, or sound effect that brings a lot of energy to the shot)
the worst thing you can do is hit it late. So if you are going to err, err on
the side of “one frame early” rather than “one frame late.”
You can see the full reasoning for this, along with the
science behind it, in this video on Sound in Animation!
11. Cast off
suggestions
Hand in hand with #12, it is very, very compelling to coddle
our animations like they are our babies. Then when someone brings up
constructive criticism, we get extremely defensive and rush to protect our
children at all costs. The thing is, that person on the other side might be
right. There may be a problem you overlooked because you’re so invested. So
take a deep breath, step back, and try to look at it objectively to see if
maybe it COULD use that change in camera angle or yes, it MIGHT be a little too
cliché.
12. Get proud
It’s great to feel you did your best. When you step back
from an animation you crafted and grin with pleasure, that’s a good day. Watch
out, though. A few strings of moderate successes can elevate your pride levels
and before you know what’s happening you will think you “don’t need to learn
that” or “already know enough.” Always keep improving, and always be aware of
how much you DON’T know. Keep going forward, don’t look at things as if they’re
beneath you.
13. Over complicate
things because “it would look cool”
Your job as an animator is to present things as clearly as
possible for the audience, so nothing gets in the way of their entertainment.
It might look very visually interesting to have a fancy camera move while your
character is dashing down a hallway towards impending doom, but if it loses the
audience, the shot will be a failure. Keep it simple, keep it clear. It will
still look cool.
14. Don’t take breaks
When deadlines loom the last thing you want to do is stop
working furiously towards your goal. Studies have shown, though, that routine
breaks allow the mind (and body- animating is hard on the eyes and wrists!) to
reset and work more productively. So take some time to relax and THEN get back
to it!
15. Hold too many
parts
When we move, even if it’s something as subtle as typing on
a keyboard, muscles are twitching and nerves are firing all over our bodies. We
made tiny, subtle shifts to our balance and even just breathing will alter
everything from our shoulders to our nostrils. When you’re moving a character’s
arm, it can be tempting to JUST move his arm, but better is to make those small
adjustments in every part of him so he doesn’t’ appear like a statue that
happens to have one moving limb.
16. Forget the Why
You’ve planned out your scene, down to the tiniest detail,
and are ready to start animating. Unfortunately it’s easy to forget that just
because YOU have already spent a long time in the moment that you’re animating,
it’s totally new to the character! Don’t forget to remember why the character
is acting the way you planned them to act, or it will be obvious the figure is
just going through empty motions instead of living.
17. Toss in that one
mistake at the end
As a follow up to #18, if you create a demo reel and the
majority of it is fantastic, but one little shot is not nearly as good, that
one shot is going to bring everything crashing down. Better to cut it out and
have a shorter reel than include it and ruin your chances of that dream job
you’re after.
18. Make one shot
shine while another falls flat
The old adage goes something like “You’re only as good as
your last scene.” At the same time, your last scene or shot, fresh in the mind
of the audience, influences how the viewer receives the next thing on screen.
If you spend three weeks making one shot sparkle, but the next is a rushed
mess, the lousy shot will drag down the brilliance of the great one, not the
other way around. Better for you to put effort into both, even if the first
doesn’t quite reach the heights it might if you dedicated all your time just to
it alone.
19. Move everything
at once
Time and again we create fantastic poses and then totally
ignore how things move from one to the next. Golden Poses are worth a huge
portion of your time when planning, but just as much effort needs to go towards
how you get from pose to pose. If everything is moving at the exact same time,
it’s going to bore your audience to tears and feel lifeless on screen.
20. Rush into the
details
Details, like subtle little motions and secondary action,
are what elevate good animation to great animation. It’s very easy, though, to
rush to planning and animating those bits before the bulk of your work is up to
snuff. If the major movement of your scene is bad, no nifty little flicks of a
wrist or cascading hair curls will make it better.
21. Break rules
without knowing rules
In animation, breaking rules or models is par the course.
It’s necessary if you’re going to get the most entertainment packed into your
scene. However, much like tip 24, when you don’t have a firm grasp of the rules
you’re breaking, you won’t be able to break them properly. Plus if something goes
wrong, you’ll have no idea why. So learn those rules, and play by them most of
the time! Then, when that magic moment comes to cheat something, you’ll
understand why you need to do it.
22. Figure out the
camera “later”
In 3D animation we can fall into the nasty trap of putting
off planning composition and camera placement until after we get started with
the actual animation. The truth is, though, it should be the first thing you
nail down, because all of your change of shape is based on where your camera
is. You won’t be able to cheat anything “to the camera” if you don’t know where
that camera will be, and cheats RARELY look good from every possible angle.
Position your camera and layout first.
23. Ignore little
problems early on
You can put lipstick on a pig, but it’s still a pig. In
animation if you catch a pop or strobe or something that just doesn’t feel right
in the early going, no amount of “lipstick” (cosmetic detail or artsy cover-up)
will ever fix it. So suck it up and work it out now before you add more layers
on top.
24. Do too much too
soon
We all want to get to “the fun stuff” in animation.
Brilliant effects or soulful character performances. And with all the tools we
have today, it can be easy to jump ahead to those things. It’s also one of the
quickest ways to do lousy animation. The principals and foundations are
extremely important, and though doing another bouncing ball test isn’t always
exciting, it’s the base that will catch you when your complicated scenes start
to fall over. You need to focus your attention on the basics before you move on
to recreating the ice castle from Frozen. (This is the number one mistake
beginner animators make and then kick themselves for years later.)
25. Don’t plan
Planning, such as thumbnailing and storyboarding, can
sometimes be the difference between a brilliant scene and one that’s going to
be redone twelve times before it even reaches “average.” It might seem like
more work now, but that work now means less work later. A LOT less. So if
you’re considering skipping thumbnails and going straight to an animatic or
full animation, rethink it!
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