"crazy girl" character animation


#1

Hi everyone, this is my first time posting work for critique here for years!!

This is my first pass, there’s some especially iffy parts in the lip sync, so I would definitely appreciate some suggestions there. Please tear it apart!!

http://vimeo.com/18262037

A little background in case you’re interested:
I have been doing motion graphics for the last 8 years, and I am sick of it so I am trying to really build up my character animation skills… I plan on using this for part of a reel to try for a character animation job. Super nitpicky critiques are most welcome :slight_smile:

Thanks for watching


#2

Hi there. It’s great that you’ve decided to get into character animation. This is a valiant first effort and I can see that you’ve put a lot of work into it (lip sync is a difficult thing to do). That said I’m afraid many of the basics are off. It feels a little as though you’re trying to run before you can walk.

I’d suggest taking a look at this, as many of the comments apply to your piece…

http://www.11secondclub.com/helpful_hints/the_top_5/

I hope it’s of some help, and I hope you keep at it. :slight_smile:


#3

thanks for taking the time, headless…

That is helpful, and you hit the nail on the head for sure. I guess it’s time to slow down a bit. Only thing is, I can animate a bouncing ball, it would be helpful to have a little more detail in the response than “back to the basics”… Could you maybe help me see the specific parts that jump out as being “off” or is it really the entire thing equally? :slight_smile: I’ve been going over the basics on my own for a while now but it’s hard to know which ones you’re getting and which ones you’re not when you’re looking at them all so long.
Anyways I like the idea of the weight shifting from one leg to the other exercise in that article, I’ll try that one next.

thanks again


#4

I appreciate what you’re saying. Here’s a few pointers that are specific to your shot…

1. Weight, Timing and Spacing
These are the core principles on which animation is based, and having a thorough grasp of these principles is what differentiates good solid, believable animation from bad, floaty, computer-y animation. This is the kind of thing that you’ll get better at by observing the real world and practice, practice, practice. Animators will spend their whole lives working to improve these core skills.

I’d suggest getting hold of The Animator’s Suvival Kit, by Richard Williams. It’s a great book that covers these principles in exhaustive detail.

It’s difficult for me to quickly sum up how this relates to your animation because there’s a whole host of things going on. Try to think about the weight of the head, and whether the character is in a balanced posture. His head is big and heavy compared to his thin body, so when he tilts it from side to side, it’s not going to take a lot to make the character feel as though he’s off balance. When the character changes between poses, try to think about how he’ll subtly accelerate and decelerate between those poses, and think about the anticipation and overlap in those posture changes. Also think about the anatomy of the character, what body parts will move in synchronization, and at what point are joins reaching their anatomical limits.

Something that really helps with this is to film yourself acting out the motion and be mindful of the core animation principles as you’re watching it back. Also, try taking a sketch book, going to a park, a coffee shop, a library, or some other public place, pick a random person to watch, and draw thumbnail sketches of that person for 10-20 minutes or so. Limit yourself to 10-20 seconds per sketch, don’t worry about the details, just get the broad posture and body language. This type of observation really does help.

2. Body Language and Framing the Shot
Say that all your weight, timing and spacing were all perfect. A big problem that you’re left with is that your character’s body language and the way the shot is framed up close on his shoulders, just isn’t very interesting.

A huge part of how people communicate is through their body language. People use their hands and posture to express what their saying, just as much as their voice. By cutting the arms out of the shot and expressing only with the head and shoulders you’re limiting the amount that this character can emote. I’d pull the camera back and consider how your character is going to express what he’s saying with his hands and body posture. If you’re thinking that body posture probably isn’t that big a deal, check out how expressive Frank Oz is able make the muppets when he only has body posture to work with (http://www.youtube.com/watch?v=BeuekMbXCIw).

Again, filming yourself acting out the dialogue can really help here. Think about the character: What’s his story? What events have lead to this point? What are this guy’s personality traits? Who is he talking to here and what’s the relationship? A good example I once heard with this is to think about a guy walking up to a mail box, posting a routine bill payment and then walking away. Now think about how that guy’s body language changes if it’s not a bill payment but a letter to tell a close friend that he’s been in love with her since they first met. Does he clutch the letter close like it’s a valuable secret that he has to protect? Is he reluctant to post the letter? What if she doesn’t feel the same way and it ruins his friendship? Does he have to psych himself up to post it? When the letter goes in the box, does he feel relief? A sense of nervous excitement? Does he regret posting it? All these questions will have a massive bearing on how the character acts.

Just one pre-emptive word of warning with body language and this may seem obvious when I say it, but I see it time and time again: Try not to be too, “on the nose”. By that I mean don’t spell out every word with an expression, like Hi, I love you. You can be expressive and still show subtlety. :slight_smile:

3. Cadence and Energy
I think one aspect of your shot that’s making it seem a little weird is that it’s not straight dialogue, it’s a music track, and so that makes it feel as though the character should have more energy and life about him. When hear the audio, part of me imagines that the delivery should be a bit more like Victor Navone’s Alien Song. That’s a stylistic choice, of course, but in the same way that the 11 Second Club article suggests that a character’s energy should match the dialogue, it feels as though the background music in your audio clip is part of the energy. In the end it’s a subjective thing so you could go either way with it.

You may be better off starting off with a clip that has more expressive dialogue so that you can really go for it with your posing. Anything from Back To The Future tends to work really well, especially Doc Brown dialogue.

Either way, your character needs to move between stronger key poses and those poses need to match the cadence and rhythm of his speech. You don’t have to hold poses for too long, and at no point should a character stop moving completely (unless him being frozen is part of the story), but you should consider where the beats in the dialogue are and work it so that there are similar beats in the body movement. Currently there’s a sense that the dialogue and expressions are out of sync, or even that different body parts are out of sync, so working a bit on that will help.

So anyway, I hope that’s been helpful. I was trying to keep feedback specific to this animation, but in general, I would go back to the basics. If you have the bouncing ball down, I’d try doing some of the animation mentor tests that you can see here. They’re really great for practising the basics.

Do also remember to check out The Animator’s Survival Kit, and keep practising and you’ll get there. :slight_smile:


#5

Thanks very much for taking the time to write all that. I definitely wasn’t paying attention to the head-weight issue so that’s a great bit of feedback. And I see what you mean about the framing and the energy level of the delivery.

As for the other stuff… I am leaning more towards signing up for animation mentor… I have read animator’s survival kit twice, and the illusion of life, and used video reference of myself acting this scene out (probably too heavily as a matter of fact, which is why I think the poses aren’t as strong. I agree that strong poses are important for good animation but I don’t believe it’s the way people realistically move when they’re talking unless they’re super pumped up about something… I certainly didn’t in my reference anyway, all those moves and expressions are lined up almost exactly with various takes of the video.)
Regardless I am clearly not getting it so well on my own. I really appreciate your feedback because it confirms what I was kind of afraid of… that I need some real help. I’m not the kind of person who has the patience or willpower to spend much more time trying to teach myself from books. I just have to decide whether I’m gonna take the leap.

Thanks again!


#6

Hi, i didn´t read all the thread, but just looking at the animation there are a few things i´d like to comment:

There is usefull thing to me while animating characters, that is to always check that the poses are not making the character make an effort to mantain that pose. In cg we can make every pose we want, but we have to pay close attention so the character feels balanced. In this case the muscles of the neck should have to work hard to mantain that head angle for so long (6 sec at beginning).

Always act a little before starting to animate. Or check with a little acting from yourself that what you just animated is natural or even posible at all.
Some months ago i was strugling with an animation, the character had to start walking but at the same time changing the direction…what i was doing was first move his left foot, and then the torso…etc etc…that looked realy odd, but i couldn´t realize were was the problem until i acted it a little. I saw then that the torso is the first thing to rotate, then the right leg, etc etc…I WAS DOING ALL THE WAY IT SHOULD¨T!! ja! So after that i always do a minimal acting so i don´t waste time guessing…and guessing bad what is worst.

Another thing is that you have to avoid at all cost to have the character moving all the time…that is known as “swimming”…mostly that happend because the nature of the interpolation of the sotware, that try to smooth from one key to another…And you don´t always want that. Not even the 50% of the times. The Ins and Outs should have some ease almost always…But not the entire interpolation of all the parts. Here you have constantly rotating the torso and shoulders, its ok a little from time to time but not all the time. And when the torso is rotating don´t rotate the head at same time that make him looks very robotical.
For animation as for may other things…LESS IS MORE…if you see the winners of 11second club, a lot of times the animation are not big explosive movements, or lots of movements, but just natural beliabable animation.
Hands: here you´re not using the character´s hands not even once…but that would reaaaly help to add interest to the shot. BEsides that, imagine you are the actor that have to say /act those lines…no way that anyone would have the hands tied all the time…maybe for some seconds but then, the hands just have their own live…look people wile talking…they don´t conciously moving their hands, just happens, like happens to me, you everyone.

And that link Headless give you http://www.11secondclub.com/helpful_hints/the_top_5/
is very helpfull, i read it a month ago and changed the way i think about animation…read all the learning stuff they give you at 11second is realy valuable.

So! recaping a little…if you correct that forced angle on the head…if you preventt the torso and shoulders to move all the time, and if you add some hand animation, this could be better. The lipsync is not matching like you said, but that isn´t that hard to correct i think.

Good luck, good year.


#7

thanks JM art! those are greatly helpful tips.


#8

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