Aatur
05-10-2005, 04:26 AM
<h1 style="text-decoration: underline;"><font><font face="Tahoma"><span style="font-size: 11pt;">19 Common CG Animation
Pitfalls ~ Causes and Solutions</span></font></font></h1>
<font size="1"><font size="2">by</font> </font><font face="Tahoma" size="1"><span style="font-size: 11pt;">Jeremy
Cantor - Animation Supervisor - Sony Pictures Imageworks - May 4th, 2002<br>
<br>
</span></font><font face="Tahoma"><b><span style="font-size: 11pt;">1) Fearing the technology</span></b></font>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
We fear what we don?t understand. Fearing a computer, or believing it is more
powerful than it really is comes from not having a fundamental understanding of
how a computer works.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Learn enough about the
computer so that you understand its strengths and limitations. Remember that the
computer is not a magical device. It can?t think. It just runs programs. It
can?t do anything a person can?t do; it can just do things faster. It is only a
tool. A very sophisticated pencil. Assuming the user has learned how to speak
the computer?s language, the user is the master of the tool, not the other way
around. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">2) Motion is too robotic?linear.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Letting the computer simply write linear f-Curves that have no slow-in or
slow-out.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Understand how f-Curves
translate into motion. Learn & apply the fundamental principles of animation.
Manually insert additional ease-in/ease-out keyframes when appropriate.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">(My
earliest computer animations were done with software that created linear
keyframes and did not have an f-Curve editor. I could not tweak the slope of the
curves to create ease-in & ease-out. I had to rely on the application of
traditional animation principles and create additional keys to achieve such
results.)</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><span style="font-size: 11pt;"><b>3) ?or the opposite: Motion is too
spliney?watery?.?computery? </b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Allowing computer to do too much ?unsupervised? work. CG software usually
creates smooth f-Curves automatically when you set keyframes. ?Watery? motion
comes from just leaving f-Curves in their default spline shapes. This is why
rubber is the easiest thing to animate in CG. Spline f-Curves result in rubbery
motion by default.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Don?t trust the computer to
make properly shaped f-Curves. Study how f-Curves translate into movement &
manipulate their shapes/slopes accordingly.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>4) Characters not displaying a proper sense of weight</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Not understanding the basic principles
of timing, slow-in/slow-out, squash/stretch, gravity, etc.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Don?t let f-Curves just
remain in in their default shape after keyframes have been set. The slope of
your curves translates to how the forces are acting upon your animated objects.
If an object is falling, for instance, make sure your Y-translation curves are
accelerating (gravity does not apply itself as a constant force, rather it
causes objects to accelerate as they fall). Understand the differences in how
characters of varying mass will move. It takes more energy to initiate, stop or
reverse the motion of a heavy object or character than it does to do such to a
light object or character. Think of the difference in the force it requires to
set a bowling ball in motion as opposed to that which is required to initiate
the motion of a balloon. And similarly, the force it takes to slow, stop or
reverse the motion of such objects.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">5) Characters seem off balance.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Not paying attention to the proper location of character?s center of gravity.
Simple physics: A static object?s center of gravity must be directly above or
below the point (or average of the points) of suspension, otherwise the object
will fall. When a biped character lifts one leg, he must shift his center of
gravity over the supporting foot in order to maintain balance. (Variations to
this rule apply when the object is in motion, however).</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Pay attention to general
physics of center-of-gravity. Study posing and the concept of contraposto. Use
yourself as a guide. Study the shifting location of your center of gravity when
you transfer your weight from one foot to the other. When you walk. When you
run. When you hang from your hands. Etc. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><b><span style="font-size: 11pt;">
<br>
6) Isolated body part movement. Lack of overlap.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Because it is so easy to animate
individual body parts separately in CG, there is a tendency to create movement
where separate body parts don?t seem to be working together, or where one part
comes to a complete stop before another part begins moving (no overlap). Such
inorganic motion also, of course, results from not learning and understanding
basic animation principles.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Study and understand the
fundamental principles of animation. Don?t allow all of your keys to remain
lined up on the same frames (unless there is a deliberate reason to do so). Work
locally but think globally. Always remember that even when you?re focusing on a
single limb, it is connected to the rest of the body and all of the parts need
to work together, not individually.</span></font></p>
<h3><font face="Tahoma"><span style="font-size: 11pt;"><br>
7) Twinning (unnatural motion symmetry)</span></font></h3>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Twinning is when opposite body parts move as exact mirrors of one another. When
the left arm motion starts and stops on exactly the same frames as the right
arm. This is usually not desired for natural looking animation (although there
are certainly times when it is appropriate) This happens when the animator gets
lazy and animates multiple body parts simultaneously, or simply copies/mirrors
motion from one limb to another & then leaving the resulting twinned motion as
is.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> To avoid twinning, after
simultaneously animating multiple body parts or copying/mirroring motion, be
sure to go in and add keyframe offsets or other naturalistic variations to the
movement.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>8) Repetitive or metronomic movement</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Relying too much on the computer?s ability to copy and paste motion. Leaving
cycles as is.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">As always, remember that you
control the computer, not the other way around. Don?t just blindly copy or cycle
movement. Each step in a walk will often be (at least) slightly different from
the one before it. Add some naturalistic variation and imperfections (unless of
course, repetitive, robotic motion is the desired effect). </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">9) Squash/Stretch used on
inappropriate objects (ie Bowling Balls)</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Learning but not truly understanding the fundamental principles of animation.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Apply an artistic eye and
understand when it is appropriate to apply squash & stretch & when it is not. It
is certainly okay to add squash & stretch to a bowling ball, but only if doing
so is the result of an aesthetic choice to deliberately bend the rules. It is
not acceptable to do such if it is the result of simply applying the fundamental
animation principles blindly. It is not enough to simply memorize the principles
of animation. You must truly understand them so you can apply them appropriately
(or deliberately ignore them if the animation at hand calls for such
disobedience in order to most effectively tell your story.) </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>10) Volume changing when Sqashing/Stretching</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Squashing & stretching an object in CG
is a 2 step process. You must scale the object in one axis then oppositely scale
it appropriately in the other axes. Neglecting this second step causes the
object to appear to shrink when squashing & grow when stretching. Volume
changing during squash/stretch is also the result of not truly learning &
understanding this fundamental animation principle.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Learn & understand this
principle & don?t forget the second step of scaling in the other axes.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><br>
<span style="font-size: 11pt;"><b>11) Linear wrist/ankle movement (the
?marionette look?)</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;"> A wrist does not move from here to
there via translation of the wrist itself, rather, such movement is the result
of elbow & shoulder (and clavicle?and back?etc) rotations. Therefore the
resulting trajectory of a wrist will tend to follow an arc. A wrist can
certainly move in a straight line, but that requires simultaneous compensatory
adjustments in the shoulder & elbow joint. Such linear movement does occur in
such instances as when throwing a straight punch, but the natural tendency is an
arc. When animating limbs with IK, the resulting motion often looks like the
character is a marionette with its wrists on puppet strings. This is the result
of simply animating the trajectory of the IK handles in straight lines.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">One solution is to animate
your character?s limbs with FK, which will result in arc motion by default.
However, it is often desirable to use IK, so, when doing so, remember to
(usually) make the motion an arc. Simply setting an initial translation keyframe
at point A then a destination key at point B will result in a linear trajectory
and a ?marionette? look. Intermediate keyframes are often required to create an
arc trajectory. Linear trajectory is okay, assuming that is the intended result.
Just remember that such motion is not the normal tendency of a jointed
character.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>12) Frozen holds</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">In traditional cel animation, it if
often desirable to completely freeze a character?s motion for dramatic effect.
CG animators can sometimes forget that this is one of the few traditional
techniques that does not always translate successfully into 3D. Because of the
additional dimensionality, the ultra perfect perspective, texture mapping &
super-accurate shadow casting (etc) displayed in a 3D CG scene, the viewer tends
to have a ?higher? expectation of reality. And since very few real-live
characters ever actually freeze completely, when a 3D character does so, it can
look unnatural and the action of the scene can die completely.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Use ?moving holds? instead,
where your character maintains a small degree of motion. Just enough so that the
scene doesn?t entirely stop dead, but not too much or the pose will no longer be
a ?hold?. Perhaps he continues moving ever-so-slightly along his previous
trajectory. Perhaps he takes a breath or scratches his ribs. Some animators will
put their character?s central pivot point on a very small figure-eight path, so
that he will sway just a little bit. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>13) Character motion starts & stops exactly in synch with camera cuts</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">When an animated scene is made up of
several shots, the simplest screen direction for each complete action (or group
of actions) to be perfectly book-ended by a camera cut. This creates a scene
that looks as if a director had yelled ?action? at the very beginning of each
shot (just after the camera had started rolling) and then ?stop? just before the
end of each shot. This is rarely considered good screen direction, as the camera
does not appear to be operated by a human being, rather it has the unnaturally
cold, perfect & predictable feel of a computer that always miraculously knows
exactly when to cut. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> It is usually more visually
appealing when the illusion of a human camera operator is created. A human
camera operator will suffer from human error. He will invariably end up
following just behind the action on occasion, or sometimes actually anticipating
it. Overshooting will occur once in a while. Etc. Maintain some degree of
overlap between your animation and the camera cuts. Addition of such real world
?imperfections? can help to make your scene feel more natural.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>14) Arbitrary poses & motions</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">The difference between ?animating? a
character and simply ?moving? a character is that ?animation? implies life?and
character?and purpose. Because of the power of the computer, it?s very easy and
often tempting to simply add more & more to your scene simply because you can.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Remember that every motion of
a thinking character must have a purpose. Movement for movement?s sake doesn?t
communicate anything & only contributes to unnecessarily increasing the length
of your performance and reducing the clarity of the story being told. Ask
yourself what is the reason for each pose & motion in your performance. More is
not always better. Most often, ?elegant simplicity? is the key to telling your
story most effectively. The well known acronym KISS means: ?Keep it simple,
stupid!? </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>15) Geometry intersections</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Not paying enough attention to the
details of your scene. Since CG involves working with virtual objects that are
intangible, there is only visual feedback to inform the user when objects
intersect one another. Therefore it is sometimes easy to overlook such errors.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Pay attention.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><b><span style="font-size: 11pt;">
<br>
16) Relying too much on automated processes</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Expecting the computer to do too much of the work for you. With expressions,
constraint systems and various other software ?bells & whistles?, it is possible
to create a variety of automated motions in your characters, such as automatic
lagging ponytail bounces that occur whenever the head moves. Such processes
usually look automated. Too perfect. Unnatural.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> You should do the work, not
the computer. There are certainly occasions where automated processes are
effective time savers, but it is very important to implement controls into your
character setups that allow you to override or completely disable such
processes. This way, even though certain things are happening automatically, you
still have ultimate control over them.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><b><span style="font-size: 11pt;">
<br>
17) Unnatural facial animation ? not enough shapes, not animating enough parts
of the face</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Using too few morph target shapes and animating too few parts of the face.
Unless an extremely simplified style is the desired effect, facial animation
usually requires a good number of target shapes and plenty of detail in order to
effectively create a natural feel to the motion.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Make enough morph target
shapes. Don?t just animate the mouth and the eyebrows. Add appropriate motion to
cheeks, eyes, forehead & even ears. Add some corresponding head movement. Apply
squash and stretch.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">18) Too much camera movement.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Disregarding the notion that just because you can do something, doesn?t
necessarily mean you should. CG software gives you complete control over the
motion of your camera. You can add all sorts of crazy camera motion that is
extremely difficult or downright impossible in the real world. Because of this
power, there is often a temptation to overdo it. Too much camera motion can
confuse the action and distract the viewer, and in extreme cases, cause
dizziness and queasiness. Sometimes it is certainly appropriate for the camera?s
motion to have ?character? but it shouldn?t steal the action from the scene
(unless the camera is being used as the primary storyteller of that particular
shot, like in situations where we are ?looking through a character?s eyes?. But
such staging should be used sparingly).</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Keep cameral motion to a
minimum. Study films and notice that cameras usually don?t move all that much.
Sometimes big, sweeping camera motions are appropriate. However, just make sure
that you are adding such exaggerated camera motion to help tell the story, and
not simply because you can.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">19) Motion blur turned up too high</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">The motion blur button in your CG
software package is a fun toy and, much like the ability to animate your camera,
there is an initial tendency to play with it too much. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Remember, motion blur is an
effect that is more sensed than seen. With most motions, you can only see the
blurring when you freeze-frame. Watch live action films & you?ll notice that you
can only really see blurring when there is extremely fast motion happening. If
you can see the motion blur during the normal motions of your characters, it is
turned up too high.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>The bottom line</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">a) Study
and truly understand the fundamental rules of animation before you start
breaking them.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">b) Don?t
rely on the computer to do too much of the work for you. Remember that the
computer is just a tool. You are the artist.</span></font></p>
<br>
<br>
Pitfalls ~ Causes and Solutions</span></font></font></h1>
<font size="1"><font size="2">by</font> </font><font face="Tahoma" size="1"><span style="font-size: 11pt;">Jeremy
Cantor - Animation Supervisor - Sony Pictures Imageworks - May 4th, 2002<br>
<br>
</span></font><font face="Tahoma"><b><span style="font-size: 11pt;">1) Fearing the technology</span></b></font>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
We fear what we don?t understand. Fearing a computer, or believing it is more
powerful than it really is comes from not having a fundamental understanding of
how a computer works.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Learn enough about the
computer so that you understand its strengths and limitations. Remember that the
computer is not a magical device. It can?t think. It just runs programs. It
can?t do anything a person can?t do; it can just do things faster. It is only a
tool. A very sophisticated pencil. Assuming the user has learned how to speak
the computer?s language, the user is the master of the tool, not the other way
around. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">2) Motion is too robotic?linear.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Letting the computer simply write linear f-Curves that have no slow-in or
slow-out.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Understand how f-Curves
translate into motion. Learn & apply the fundamental principles of animation.
Manually insert additional ease-in/ease-out keyframes when appropriate.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">(My
earliest computer animations were done with software that created linear
keyframes and did not have an f-Curve editor. I could not tweak the slope of the
curves to create ease-in & ease-out. I had to rely on the application of
traditional animation principles and create additional keys to achieve such
results.)</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><span style="font-size: 11pt;"><b>3) ?or the opposite: Motion is too
spliney?watery?.?computery? </b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Allowing computer to do too much ?unsupervised? work. CG software usually
creates smooth f-Curves automatically when you set keyframes. ?Watery? motion
comes from just leaving f-Curves in their default spline shapes. This is why
rubber is the easiest thing to animate in CG. Spline f-Curves result in rubbery
motion by default.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Don?t trust the computer to
make properly shaped f-Curves. Study how f-Curves translate into movement &
manipulate their shapes/slopes accordingly.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>4) Characters not displaying a proper sense of weight</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Not understanding the basic principles
of timing, slow-in/slow-out, squash/stretch, gravity, etc.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Don?t let f-Curves just
remain in in their default shape after keyframes have been set. The slope of
your curves translates to how the forces are acting upon your animated objects.
If an object is falling, for instance, make sure your Y-translation curves are
accelerating (gravity does not apply itself as a constant force, rather it
causes objects to accelerate as they fall). Understand the differences in how
characters of varying mass will move. It takes more energy to initiate, stop or
reverse the motion of a heavy object or character than it does to do such to a
light object or character. Think of the difference in the force it requires to
set a bowling ball in motion as opposed to that which is required to initiate
the motion of a balloon. And similarly, the force it takes to slow, stop or
reverse the motion of such objects.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">5) Characters seem off balance.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Not paying attention to the proper location of character?s center of gravity.
Simple physics: A static object?s center of gravity must be directly above or
below the point (or average of the points) of suspension, otherwise the object
will fall. When a biped character lifts one leg, he must shift his center of
gravity over the supporting foot in order to maintain balance. (Variations to
this rule apply when the object is in motion, however).</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Pay attention to general
physics of center-of-gravity. Study posing and the concept of contraposto. Use
yourself as a guide. Study the shifting location of your center of gravity when
you transfer your weight from one foot to the other. When you walk. When you
run. When you hang from your hands. Etc. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><b><span style="font-size: 11pt;">
<br>
6) Isolated body part movement. Lack of overlap.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Because it is so easy to animate
individual body parts separately in CG, there is a tendency to create movement
where separate body parts don?t seem to be working together, or where one part
comes to a complete stop before another part begins moving (no overlap). Such
inorganic motion also, of course, results from not learning and understanding
basic animation principles.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Study and understand the
fundamental principles of animation. Don?t allow all of your keys to remain
lined up on the same frames (unless there is a deliberate reason to do so). Work
locally but think globally. Always remember that even when you?re focusing on a
single limb, it is connected to the rest of the body and all of the parts need
to work together, not individually.</span></font></p>
<h3><font face="Tahoma"><span style="font-size: 11pt;"><br>
7) Twinning (unnatural motion symmetry)</span></font></h3>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Twinning is when opposite body parts move as exact mirrors of one another. When
the left arm motion starts and stops on exactly the same frames as the right
arm. This is usually not desired for natural looking animation (although there
are certainly times when it is appropriate) This happens when the animator gets
lazy and animates multiple body parts simultaneously, or simply copies/mirrors
motion from one limb to another & then leaving the resulting twinned motion as
is.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> To avoid twinning, after
simultaneously animating multiple body parts or copying/mirroring motion, be
sure to go in and add keyframe offsets or other naturalistic variations to the
movement.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>8) Repetitive or metronomic movement</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Relying too much on the computer?s ability to copy and paste motion. Leaving
cycles as is.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">As always, remember that you
control the computer, not the other way around. Don?t just blindly copy or cycle
movement. Each step in a walk will often be (at least) slightly different from
the one before it. Add some naturalistic variation and imperfections (unless of
course, repetitive, robotic motion is the desired effect). </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">9) Squash/Stretch used on
inappropriate objects (ie Bowling Balls)</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Learning but not truly understanding the fundamental principles of animation.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Apply an artistic eye and
understand when it is appropriate to apply squash & stretch & when it is not. It
is certainly okay to add squash & stretch to a bowling ball, but only if doing
so is the result of an aesthetic choice to deliberately bend the rules. It is
not acceptable to do such if it is the result of simply applying the fundamental
animation principles blindly. It is not enough to simply memorize the principles
of animation. You must truly understand them so you can apply them appropriately
(or deliberately ignore them if the animation at hand calls for such
disobedience in order to most effectively tell your story.) </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>10) Volume changing when Sqashing/Stretching</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Squashing & stretching an object in CG
is a 2 step process. You must scale the object in one axis then oppositely scale
it appropriately in the other axes. Neglecting this second step causes the
object to appear to shrink when squashing & grow when stretching. Volume
changing during squash/stretch is also the result of not truly learning &
understanding this fundamental animation principle.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Learn & understand this
principle & don?t forget the second step of scaling in the other axes.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><br>
<span style="font-size: 11pt;"><b>11) Linear wrist/ankle movement (the
?marionette look?)</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;"> A wrist does not move from here to
there via translation of the wrist itself, rather, such movement is the result
of elbow & shoulder (and clavicle?and back?etc) rotations. Therefore the
resulting trajectory of a wrist will tend to follow an arc. A wrist can
certainly move in a straight line, but that requires simultaneous compensatory
adjustments in the shoulder & elbow joint. Such linear movement does occur in
such instances as when throwing a straight punch, but the natural tendency is an
arc. When animating limbs with IK, the resulting motion often looks like the
character is a marionette with its wrists on puppet strings. This is the result
of simply animating the trajectory of the IK handles in straight lines.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">One solution is to animate
your character?s limbs with FK, which will result in arc motion by default.
However, it is often desirable to use IK, so, when doing so, remember to
(usually) make the motion an arc. Simply setting an initial translation keyframe
at point A then a destination key at point B will result in a linear trajectory
and a ?marionette? look. Intermediate keyframes are often required to create an
arc trajectory. Linear trajectory is okay, assuming that is the intended result.
Just remember that such motion is not the normal tendency of a jointed
character.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>12) Frozen holds</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">In traditional cel animation, it if
often desirable to completely freeze a character?s motion for dramatic effect.
CG animators can sometimes forget that this is one of the few traditional
techniques that does not always translate successfully into 3D. Because of the
additional dimensionality, the ultra perfect perspective, texture mapping &
super-accurate shadow casting (etc) displayed in a 3D CG scene, the viewer tends
to have a ?higher? expectation of reality. And since very few real-live
characters ever actually freeze completely, when a 3D character does so, it can
look unnatural and the action of the scene can die completely.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Use ?moving holds? instead,
where your character maintains a small degree of motion. Just enough so that the
scene doesn?t entirely stop dead, but not too much or the pose will no longer be
a ?hold?. Perhaps he continues moving ever-so-slightly along his previous
trajectory. Perhaps he takes a breath or scratches his ribs. Some animators will
put their character?s central pivot point on a very small figure-eight path, so
that he will sway just a little bit. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>13) Character motion starts & stops exactly in synch with camera cuts</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">When an animated scene is made up of
several shots, the simplest screen direction for each complete action (or group
of actions) to be perfectly book-ended by a camera cut. This creates a scene
that looks as if a director had yelled ?action? at the very beginning of each
shot (just after the camera had started rolling) and then ?stop? just before the
end of each shot. This is rarely considered good screen direction, as the camera
does not appear to be operated by a human being, rather it has the unnaturally
cold, perfect & predictable feel of a computer that always miraculously knows
exactly when to cut. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> It is usually more visually
appealing when the illusion of a human camera operator is created. A human
camera operator will suffer from human error. He will invariably end up
following just behind the action on occasion, or sometimes actually anticipating
it. Overshooting will occur once in a while. Etc. Maintain some degree of
overlap between your animation and the camera cuts. Addition of such real world
?imperfections? can help to make your scene feel more natural.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>14) Arbitrary poses & motions</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">The difference between ?animating? a
character and simply ?moving? a character is that ?animation? implies life?and
character?and purpose. Because of the power of the computer, it?s very easy and
often tempting to simply add more & more to your scene simply because you can.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Remember that every motion of
a thinking character must have a purpose. Movement for movement?s sake doesn?t
communicate anything & only contributes to unnecessarily increasing the length
of your performance and reducing the clarity of the story being told. Ask
yourself what is the reason for each pose & motion in your performance. More is
not always better. Most often, ?elegant simplicity? is the key to telling your
story most effectively. The well known acronym KISS means: ?Keep it simple,
stupid!? </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>15) Geometry intersections</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">Not paying enough attention to the
details of your scene. Since CG involves working with virtual objects that are
intangible, there is only visual feedback to inform the user when objects
intersect one another. Therefore it is sometimes easy to overlook such errors.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Pay attention.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><b><span style="font-size: 11pt;">
<br>
16) Relying too much on automated processes</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Expecting the computer to do too much of the work for you. With expressions,
constraint systems and various other software ?bells & whistles?, it is possible
to create a variety of automated motions in your characters, such as automatic
lagging ponytail bounces that occur whenever the head moves. Such processes
usually look automated. Too perfect. Unnatural.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> You should do the work, not
the computer. There are certainly occasions where automated processes are
effective time savers, but it is very important to implement controls into your
character setups that allow you to override or completely disable such
processes. This way, even though certain things are happening automatically, you
still have ultimate control over them.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><b><span style="font-size: 11pt;">
<br>
17) Unnatural facial animation ? not enough shapes, not animating enough parts
of the face</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Using too few morph target shapes and animating too few parts of the face.
Unless an extremely simplified style is the desired effect, facial animation
usually requires a good number of target shapes and plenty of detail in order to
effectively create a natural feel to the motion.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Make enough morph target
shapes. Don?t just animate the mouth and the eyebrows. Add appropriate motion to
cheeks, eyes, forehead & even ears. Add some corresponding head movement. Apply
squash and stretch.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">18) Too much camera movement.</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:</span><span style="font-size: 11pt;">
Disregarding the notion that just because you can do something, doesn?t
necessarily mean you should. CG software gives you complete control over the
motion of your camera. You can add all sorts of crazy camera motion that is
extremely difficult or downright impossible in the real world. Because of this
power, there is often a temptation to overdo it. Too much camera motion can
confuse the action and distract the viewer, and in extreme cases, cause
dizziness and queasiness. Sometimes it is certainly appropriate for the camera?s
motion to have ?character? but it shouldn?t steal the action from the scene
(unless the camera is being used as the primary storyteller of that particular
shot, like in situations where we are ?looking through a character?s eyes?. But
such staging should be used sparingly).</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution:</span><span style="font-size: 11pt;"> Keep cameral motion to a
minimum. Study films and notice that cameras usually don?t move all that much.
Sometimes big, sweeping camera motions are appropriate. However, just make sure
that you are adding such exaggerated camera motion to help tell the story, and
not simply because you can.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
</span><b><span style="font-size: 11pt;">19) Motion blur turned up too high</span></b></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">Cause:
</span><span style="font-size: 11pt;">The motion blur button in your CG
software package is a fun toy and, much like the ability to animate your camera,
there is an initial tendency to play with it too much. </span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">
Solution: </span><span style="font-size: 11pt;">Remember, motion blur is an
effect that is more sensed than seen. With most motions, you can only see the
blurring when you freeze-frame. Watch live action films & you?ll notice that you
can only really see blurring when there is extremely fast motion happening. If
you can see the motion blur during the normal motions of your characters, it is
turned up too high.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;"><br>
<b>The bottom line</b></span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">a) Study
and truly understand the fundamental rules of animation before you start
breaking them.</span></font></p>
<p ="Msonormal"><font face="Tahoma"><span style="font-size: 11pt;">b) Don?t
rely on the computer to do too much of the work for you. Remember that the
computer is just a tool. You are the artist.</span></font></p>
<br>
<br>