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hs3d
03-24-2005, 12:41 PM
Hi!

Do you guys use Layering in animation?

Any tips about combining Pose2Pose and layering?

Thanks,

Haim.

Ripley
03-27-2005, 10:12 PM
Yup! I used to be a straight ahead animator, but now I'm somewhere in between pose2pose and straight ahead. I don't like all my keys to be on the same frame, but with physically complex shots it's a must. After I block in my anim, I layer in a little at a time til I'm down to final tweeks. Getting each layer approved along the way.

I'll try to write out my process..
First stage is planning: break down the dialogue, grab some video reference, then sketch out my plan. Now that I have the timing decided I key those poses on the COG, spines, legs, arms, head.. and basic eye anim (to show when the char is internal or external). Once that's approved by the director, I start layering. I start with the inbetweens, what's happening during pose transitions, and then more facial anim (Block in the dialogue, tweeks to eyes). Once that's approved, I start to serioulsy finesse the shot. Now I offset spine bones, lower arm from upper arm. Animate the hands and rough in the fingers. Usually the neck bone just has blocking keys on it, (I spend more time on just the head at first, now is the time I'll finesse those poses so they are just the way I want them.)
Once that's approved. I finish off the facial anim and hands, keep the char alive during the holds, add shoulders, squash/stretch, fix any crashing.

I think the main goal of layering is to start with the center of the char. Really you could block out your whole shot by simply animating the COG. You want to get your timing decided before you move onto things like lower arms, feet, hands, fingers, mouth, squash stretch.. Because it's too much of a pain to have to change timing onces you've keyed everything with offset's and all...

Does that answer your q?

Maxim_311
03-30-2005, 07:21 PM
I have a question about how you determine/get your timing when there is no audio (voice or other) involved? Do you get your timing from video ref? Do you do the good old stopwatch and act it out method? I always struggel with getting the timing to look right without really struggling.

A side question I have is your keying methods? Do you set step keys at the beginning when your blocking it out? At what point do you change the keys? Thanks

Ripley
03-31-2005, 07:23 AM
hs3d,

Everybody has thier own method of blocking in. Here's how I go about it:

1.Timing
I thumbnail what I want to do first. When doing this I can visualize the timing in my head, like watching a Warner Bros cartoon that has extended holds for suspense, followed by a quick snap into another pose etc... When planning timing that has no dialogue I concentrate on getting contrast in the timing with quick moves versus slower moves and/or pauses with moving holds.. I also want contrast in the poses themselves, basically looking for the climax (or goal) of the shot. I don't want the poses to all be the same size with the same momentum, I want the main pose to stand out so others will need to be more toned down.

After sketches I act it out full body, or sometimes I just move my hand in the motion of the arcs and timing (I think I even make sound fx). So for example, guy slips on a banana peel. I would sketch the step, the up in the air pose, and the hit (maybe an inbetween on the down to show stretch). Then like a conductor, I'd mime the motion with my hand. I also get video reference for both physical and acting shots. - Then I'd block in the anim with those 3 key poses on the COG and legs, maybe the head (no arms). Just to get the mass moving, not worrying about detailed poses. I have some basic timing rules as a start 4 frames for a quick move, 6-8 for normal move... maybe 10-12 for a hold. Really depends on the shot. (I have used a stop watch, but I find video reference better). Then if I need to, I move those key poses around with the dopesheet to fine toon the timing.

The trick about nailing down timing is not to key too much too soon. All you need is the bare bones of the Char keyed. I've seen animators who even hide the arms and detailed geo (hats, pockets, belts etc..) until later. The more joints you key at the start, the more keys you have to drag around to get your timing. Your trying to tell a simple story with the timing, the rest of anim comes later and just builds from that.

2. Steps
Do you mean walking around? If so then I would key only the COG and the IK controls on the feet. Specifically on the feet: I would not key the UP motion (Tran Y), I'd just make the feet slide from pose2pose first. No toes or Rotations either. Linear curves, no crazy off-shoots. Once that timing looks OK, then I add the UP of the step. That's pretty much it for the timing stage.

Hope that helps,
ripley

Layer01
03-31-2005, 07:55 AM
Ripley:
thanks for your great in depth explanation, i can assure you that its a great help to us noobs when experienced animators are willing to share their knowledge :)
one thing though, what is this COG you keep refering to?

Ripley
03-31-2005, 08:02 AM
Center of Gravity=COG.
The main controller for the character, usually at the waist.

Make sense?

r

Jerocide
04-03-2005, 09:38 AM
Cool! Thanks a lot, Ripley! That's a really helpful post.

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