Quotes and Observations

'If you want to be an artist, do it. If you want to direct, or act, or write, don't think about it, do it. Take a chance and jump off the cliff. You can build your wings on the way down. As long as you love what you do and do what you love, you won't fail. Love is the key to everything.
 --Ray Bradbury, 2009

'To all who come to this happy place ... Welcome!'
 --Walt Disney, July of 1955

'If you can possibly afford it, always buy the best. You'll rarely be disappointed.'
 --Alex Sherman, 1994

'Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover.'
 --Samuel Clemens

'Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return. '
 --Leonard da Vinci

The Twelve Principles of Animation

I’ve spent a lot of my life studying animation informally, and then I got myself a position at a major motion picture studio (Rhythm & Hues) and for the past six years I’ve been immersed in the art, technology and culture of feature animation.  I’ve helped write the animation training curriculae here at the studio, and I had a chance to visit the topic of the Twelve Priniciples of Animation to support some of the coursework I helped develop.

I thought I’d share.


The material here came originally from the “Illusion Of Life” by  Frank Thomas & Ollie Johnston.(pp.47-69), and has been quoted and paraphrased by a number of other seasoned professional animators since then who know far more than I  (and I’ve added some of my own observations as well).  The original idea behind these was to describe how animation ought to be done in hand-drawn animation, but most of them apply equally well in computer animation.

Animation is animation regardless, of course, whether you use a pencil or a computer.   Computer animation isn’t 3D animation any more than hand drawn animation is 2D – we simply use different tools to achieve the same end, and the result is a two-dimensional representation of the action regardless of the method used to produce it.

Squash and Stretch

This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it’s broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.

Three-dimensional squash and stretch can be implemented with a variety of techniques: skin and muscle, springs, direct mesh manipulation and morphing. It can also be  implemented in more experimental ways with weighting, especially for dynamics simulations, and unusual IK systems.

Anticipation

This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher’s wind-up or a golfers’ back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.

The technique of anticipation helps to guide the audience’s eyes to where the action is about to occur. Anticipation, including motion holds, is great for “announcing the surprise.” In three-dimensional computer animation it can be fine-tuned using digital time-editing tools such as time sheets, timelines, and curves. More anticipation equals less suspense. Horror films, for example, switch back and forth from lots of anticipation to total surprise.

Staging

A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience’s attention to the story or idea being told. Care must be taken in background design so it isn’t obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.

Remember that as light and form contribute to the composition of a scene, so does motion; you can create contrast and focus in a scene by using motion, or lack thereof, to draw the audience’s eye to a specific action or event on the screen.

Motion that takes place directly in front of the character tends to be lost. If at least part of the action can take place in profile or silhouette, it is much more readable.

Three-dimensional animatics are a great tool for previsualizing and blocking out the staging before the primary, secondary and facial animation. There are many staging techniques to tell the story visually: hiding or revealing the center of interest, and a chain reaction of actions-reactions are a couple of them. Staging can also be aided with contemporary cinematic techniques such as slow motion, frozen time, motion loops, and hand-held camera moves.

“Straight Ahead” and “Pose to Pose” Animation

Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn’t have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.

However, at motion picture studios most scenes are blocked out pose to pose first, in order to get approval on the basic motion in the scene before too much time is spent on  actually animating it. Time spent animating before approval is given for the approach you’re using is usually time lost.

Follow-through and Overlapping Action

It is not necessary for an animator to take a character to one point, complete that action completely, and then turn to the following action as if he had never given it a thought until after completing the first action. When a character knows what he is going to do he doesn’t have to stop before each individual action and think to do it. He has it planned in advance in his mind. When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail. Nothing stops all at once. This is “follow through.”

“Overlapping action” is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction.

For example, when Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and theoverlapping action.

There seem to be five main categories of this kind of movement:

  1. If the character has any appendages or loose clothing, these continue to move after the rest of the figure has stopped. This is easy to see in real life. The movement of each must be timed carefully so it will have the correct feeling of weight, and it must continue to follow through in the pattern of action in a believable way, no matter how
    broad the motion is.
  2. The body itself does not move all at once, but instead it stretches, catches up, twists, turns and contracts as the forms work against each other. As one part arrives at the stopping point, others may still be in movement; an arm or hand may continue its action even after the body is in its pose.
  3. The soft parts of a character is more resistant to changes in speed than the solid parts are. They have more inertia. This trailing behind in an action is sometimes called “drag”, and it gives a looseness and a solidity to the figure that is vital to the feeling of life.
  4. The way in which an action is completed often tells us much about the character being portrayed. The anticipation sets up the action we expect (or is it the action the character expects?), the action whizzes past, and then we come to the “punch line” of the gag, the follow through, which tells us how the whole thing turned out.
  5. If an animated character we’ve accepted as being alive suddenly stops moving, it looks as though it’s died. In real life, no living thing is ever truly completely stationary. The moving hold takes the concepts of follow-through and overlapping action to keep the character subtly moving on the hold, so as to keep this from happening.

The Moving Hold

In hand-drawn animation, it is very common to animate an action, then slow into a pose and hold the drawing of that pose for several frames, then move into action again. Being two dimensional animation, the action stays alive even with the use of held drawings. The same goes for puppet and clay animation. But in 3-D computer animation, as
soon as you go into a held pose, the action dies immediately. I’ve seen it happen with every animator that came out of traditional animation.

It must be the combination of the dimensional, realistic look and the smooth motion (usually on “ones”) that makes a hold cause the motion to die. The eye picks it up immediately, it begins to look like robotic motion. To combat this, use a “moving hold.” Instead of having every part of the character stop, have some part continue to
move slightly in the same direction, like an arm, a head, or even have the whole body.

Even the slightest movement will keep your character alive. Sometimes an action that feels believable in traditional animation, looks too cartoony in computer animation. Because of the realistic look of computer animation, an animator need to be aware of how far to push the motion. The motion should match the design of the character and the
world. Animating very cartoony motion with lots of squash and stretch on a realistic looking object may not look believable, as would realistic motion on a caricatured object.

This is the pitfall of using motion capture devices to create final animation. Motion capture from human actors will always look realistic… for a human. But apply that motion to a chicken and it will look like a human in a chicken suit. You can use the motion capture data as a starting place, tweak the timing and poses to make it more caricatured, then apply it to the chicken and the motion will match the design of the character.

Slow-In and Slow-Out

As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

Arcs

All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

Arcs are often simply done for you as an animator if you’re working in 3D, but they’re still important – problems in the motion of a character can be diagnosed by turning on visualization of each body part’s motion path.

Secondary Action

This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary
action and arm swings, head bounce and all other actions of the body as secondary or supporting action.

Timing

Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time,
and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating
human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.

Exaggeration

Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It¹s like a caricature of facial features, expressions, poses, attitudes and  actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same
is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated.

Solid Drawing

The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons,  you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of  three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.

Appeal

A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether  they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience¹s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.

Yes, but what is it?

The above paragraph comes more or less straight out of The Illusion of Life, but doesn’t really explain what “appeal” means.

So what is it?

An appealing character is one that the audience finds engaging and intriguing, as well as easy to interpret and understand, and to which the audience can personally relate. This has to work on a number of levels. The more of these levels are addressed, the more appealing a character will be. The audience must be able to make sense of what they’re looking at, while putting forth the least possible effort in order to do so.

The audience has a split second in each scene to size up everything the character or characters in it are doing, saying, thinking, feeling and planning, the context of the situation in which the character finds himself/herself/itself, and even what that character’s basic personality traits are. Anything that obstructs this detracts from the appeal of any given character.

In the end, a character is appealing if it can fully engage the audience to the point where it can take in the character as an experience, instead of having to work to analyze what they’re looking at. It is a seduction – the appealing character is made to be effortless to absorb and understand. An appealing character is the animator’s gift to the audience.

“Appeal” does not mean “likeable”. Villians and unpleasant characters can be appealing too – the same rules that make a positive or heroic characters appealing and interesting to the eye work for the negative or villainous ones.

Design

Usually this won’t be controlled by the animator in a three-D environment, but an appealing character will consist of smooth, clear, uncomplicated lines and motions. Angular, complex lines and motion are harder to absorb and interpret from a visual standpoint than smooth, uncluttered ones. By the same token, if a character’s motion consists of smooth arcs, the various parts of the character’s body will move in an easy to anticipate, viewer friendly manner that reduces the amount of work it takes to understand what that character is doing. Design, then, is as much about designing the characteristic motions as it is about the character’s initial appearance.

Characters with unique phrasing or ways of moving will be more appealing, because the audience can quickly identify the character even if the character is in silhouette.

Profile

The human eye sees the outline of a shape first, and the detail within that outline afterwards. Action clearly seen from a character’s silhouette will make the  character and his actions easier to absorb and understand.

Emotion

If a character’s emotional state cannot be immediately read and understood by the audience – if one cannot tell by looking at the character precisely what he’s  thinking as he moves through the scene – the character loses appeal very quickly. The audience wants to know the character’s state of mind. If you don’t provide some strong clues, the emotional state cannot be resolved, and unless the character is understood to be an unthinking machine, the audience’s interpretative process comes to a screeching halt.

Intent

What the character intends to do in a given scene must be understood. It doesn’t have to be laid out all at once at the beginning of the scene, but the motivation of the character should be clear. It can be something simple, like “Run away from the giant boulder to avoid being crushed.” or “Take the hand out of the open flame before the rest of the fingers burn off.” At the other extreme, it can be some major plot point the character is thinking or scheming about, and what is likely to happen in the next two or three scenes after the current one. If the character does not have at least one clear motivation in a scene (it can have several), he ceases to be interesting and his appeal is greatly diminished.

Keep Going

You’re not going to be an animator just by reading my regurgitation of the twelve principles of animation, but at least it gives you an idea of what animators think about when they do what they do, and what you should be thinking about.  If you want to animate, then do it!  Don’t wait for somebody else to give you permission, or you’ll be waiting all your life.  If you need permission, then consider this your permission.

If you want to be something, then be it.

Radio Station Plug – Krypton Radio!

So.

Now that I’ve gotten your attention, let me direct your attention to Krypton Radio.  It’s a news site focusing on the virtual world Second Life, run by some friends of mine – but it’s also an internet radio station, specializing in music having to do with comic book superheroes in some way.

Surprisingly good stuff, an ecclectic mix, and they have some things in their play list not being played anywhere else.  Go have a read, and have a listen.

Ray Bradbury, from the Heart

Ray Bradbury, one of the world’s most notable secular humanists and one of the greatest writers of all time, came to speak at the Simi Valley Senior Center last Sunday, and I took my wife and son to see him.  It was a fundraiser for the city library – Mr. Bradbury’s a huge supporter of civic libraries.  It was a small gathering, but I figured I probably wouldn’t get very many more chances to meet him.  He’s rather elderly now, eighty-nine years old and he’s had a stroke that makes him wheelchair bound and makes communicating very difficult for him.  He’s still writing, though, having just published We’ll Always Have Paris, a collection of his short stories – and working on a new book as well, despite the stroke.

RayBradbury_at_Simi_Valley_Senior_Center_Sep27_2009.jpgI can think of few people who have influenced me in my life as much as Ray Bradbury.  I’ve been reading his work since I was about fourteen years old, when The Martian Chronicles was assigned reading in school.  I’ve met him on three occasions, each time about fifteen years apart.  And each time, I came away with something new, something remarkable, that kept me going for the next fifteen years.  This most recent time was no exception.

We gave him a standing ovation as the attendant wheeled his chair up onto the stage, another attendant pouring him a glass of red wine, which I have come to know is something of a tradition when he comes to speak anywhere now – or if not, then I’m sure he wouldn’t mind my implying that it is.

He gave the same speech he gave the last time I saw him speak, fifteen years ago.   A lungful of air was only good for three or four words, and he was weary with the effort of speaking at all.  But he pressed on, sometimes quiet, sometimes passionate, and the audience broke out into laughter or applause at various points.  He closed his eyes, and tilted his head back and concentrated on his own words.  He was clearly reciting his speech by heart – or was it his heart that was reciting his speech for him?

As this icon of two centuries spoke, telling us of his early days as a writer and how each of his major works came about, he kept coming back to one unifying thread:  love.  It was the power of love itself that kept him going through the entire lecture, and you could see that as he spoke, the reason he was able to do it was that the love of his craft propelled every word from his lips.  As he spoke, he became stronger, not weaker, and the importance of every word rang true, both for him, and for us. He loves what he does, and he does what he loves, and this was itself the important message he wanted to bring to us.

“Do what you love, and love what you do.  Nothing else matters. Love, you see, is everything.”

aPlusFromRayBradbury“If you want to paint, or direct, or act, or write, do it. Don’t just think about it, DO IT. If you do what you love and you love what you do, you won’t fail. Gather your courage and jump off the cliff!  You can build your wings on the way down.”

We gave him another standing ovation as he left the stage.

It was a watershed moment for me.  I’d just been given permission to believe in myself without reservation.  I’d always wanted to believe in myself that way, but you know how it is – you think to yourself, “I’m just me!  Who am I to believe that everything will come out all right just because I think so?”

But right before he went up to speak, I’d drawn a sketch of Ray in pencil on the back of a program.  I modestly showed it to him and told him I hoped it was okay that I’d done it.  He took the paper from me, and marked it “A+”, autographed it and handed it back.

“A-Plus!”  he said.  “A-Plus!”, he said again, as he shook my hand.

I guess now I have the permission I needed.

Thank you, Ray.  For all of it.

You Can Do Anything

The next time you think to yourself, “I can’t do this, they won’t let me do that” – think about the boy who harnessed the wind.

There’s no such thing as luck, really – it’s just a matter of being in the right place with the right stuff, often enough or long enough for the right time to happen by.

Where are you, and what have you done today?

That Whole “Stop And Smell The Roses” Thing

I think I’m finally beginning to understand it.

When your life is a blur of work and driving to and from work and being so tired from work that you don’t even have the energy to sit up and watch television when you get home – when things you thought were being handled for you aren’t being handled at all and it all winds up on your shoulders anyway – you start to lose the meaning of it all.  Nothing matters anymore.  You start to wonder why you keep doing it day after day after day with no reward and no purpose, and no joy.

Stop and look around you.  No matter what, that tremendous weight of responsibility you carry is only made worse if you forget who you are, what makes you you and why you started down the road you took in the first place.  If you can’t remember why you started down that road, and you realize it’s taking you to places you no longer want to go, it’s not too late to turn around, go back up the road a piece, and pick a different one.

Better choose – you only get to travel so many roads in your lifetime.  You’d better make each mile count.  And on the way, don’t forget to look around and enjoy the things you enjoy.  You have a right to it.  It’s your life to live, and nobody else’s.  Don’t unthinkingly give that away.

Places to Get Stuff

The best content for your production is arguably the content you make yourself. However, sometimes the best content is stuff you just buy and use, because it’s not center stage content or the time and resources required to create the content exceeds the time and resources you have.

Here’s a list of sources for models and 3D resources. There’s also Turbosquid.com, but  there’s a bit of a flap about them penalizing artists who don’t sign exclusivity agreements with them. I’m not sure what to make of it, since I’m not currently active creating CG assets for resale currently (though this may change).

Here are the other sites as mentioned in the blog linked above:

And then there’s this one other site I found, called Animeeple, which trades in BVH files (motion capture file format animations).  This looks interesting, but the free animations they offer are a rather poor enticement to go further, and I don’t know anybody who sells animations through them.  It might be worth a sniff or two.

Asteroids, the Movie – wait, what?

Source: The Hollywood Reporter

July 2, 2009

Universal has won a four-studio bidding war to pick up the film rights to the classic Atari video game “Asteroids,” says The Hollywood Reporter. Matthew Lopez will write the script for the feature adaptation, which will be produced by Lorenzo di Bonaventura.

In “Asteroids,” initially released as an arcade game in 1979, a player controlled a triangular space ship in an asteroid field. You can play an unofficial version of the game below!

Universal is also developing movies based on Hasbro board game properties such as “Battleship,” “Candyland,” “Ouija,” “Monopoly” and “Clue.”




I know what you’re thinking.  You’re thinking, “Asteroids – the movie??” Based on the game from the 70’s.  Say again?  Just play the gamelet I’ve included here, and save yourself fifteen bucks.

Cool Tools

I haven’t posted in a while due to being busy with work, but I just had to post this: Paolo Dominici writes some amazing animation helper scripts for Maya. You really need to take a look at these if you work with Maya for animation as I do. Particularly impressive is an inertial simulation script he’s worked out. The results are astonishing!

The Ant

Everybody starts with a flour sack, but I wanted to do a bit with a story line, not just a 90 frame clip. Here’s the animatic I did for it. Now to start blocking.

ZD YouTube FLV Player

Finding the Bits and Pieces

I keep finding pieces of my old web site. Here’s a page that shows you some of the software I’ve developed or worked on over the years. Click on the product boxes to see the detail information on each one. Yes, the formatting’s a little weird, but it wouldn’t have fit on the blog as is, since it was designed for my old frames-based site.

I also found this tutorial on how to set up a CVS server on a Linux box I wrote a long time ago. It was pretty popular at the time, and got a lot of my site’s traffic. I think much of it is still useful, though I haven’t really looked at it in all that time. If you’re setting up a CVS server, it might be worth a look.

Be sure to come back when you’re done reading and look through the rest of my site. There’s more stuff to see all the time.

Like this really ancient bit of Maya animation I did. It’s funny, working for a motion picture studio has slowed rather than enhanced my progress in some ways. This clip is from Ghost Busters, and I think it’s the Dan Akryod character. I know it has a ton of problems, and was from when I was just learning Maya. It’s still fun to look at though.

ZD YouTube FLV Player