dynafx
21-10-2004, 11:24 PM
<font face="arial, helvetica" size="2">Generally, most exercises will involve
either a character's emotions or a character's physical presence or both.
Depending on how complex an animation you want to work with, characters can be
as simple as a bouncing ball or as complicated as a living thing. It depends on
how much time you have and how much you want to accomplish. Keep in mind that
these are only suggestions to get you thinking.<br><br>The following exercises
vary quite a bit in complexity. Most of them will require at least an
intermediate understanding of the program you're using, but you are welcome and
encouraged to attempt them no matter what level you're at. These exercises are
ways in which you can challenge yourself and improve your animation skills. If
you're not being challenged, you're not really doing yourself any favors. Pick
something just above your level of competency and then try it. Once you've done
it effectively, make it more complex.<br>
<br>
</font><b>Exercise suggestions:</b><br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">1) Try to display
the emotions a character might go through while waiting for a bus that's late.
Pay close attention to facial expressions, body language, and
detail.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">2) Have a character try to open something (i.e. a present)
that refuses to open. The character can only use body parts for the first
minute, but may resort to other measures (i.e. tools and explosives) thereafter.
Note, the character will be affected by the tools used (i.e. blast of an
explosion). After you've mastered this, try to do the same thing with a normally
inanimate object (i.e. lamp) as your lead character.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">3a) Animate someone
riding a pogo stick or some other 'fun' object (i.e. using a hoola
hoop).<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">3b) Have your character use a weighted object, such as a hammer or a
shovel. Demonstrate how the weight of the object affects the stance and demeanor
of the character using it.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">4) Create a walk
cycle, then vary it to accommodate different attitudes and 'character'. For
example: Angry, happy, sneaky, limping, carrying a heavy object, sleep walking,
etc.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">5) Animate two characters sawing a log. The first character is a big,
muscular brute. Animate him pose-to-pose first and cycle his animation. The
second character is a scrawny little guy who gets yanked around, grabbing onto
the saw for dear life.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">6) Have a character
bend down, pick up something heavy, and throw it. This exercise can help you
with timing, emphasizing weight, and anticipation.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">7) Put a short
character in a tall room with one window, one door, one light (and switch) and a
hanging ceiling fan (with hanging switch). The room contains 3 boxes, a ball,
and a board. Imagine the different ways your character could figure out how to
reach the hanging switch and then animate the most outrageous. Next, subtract
two boxes and add a skateboard and try again.<br>
either a character's emotions or a character's physical presence or both.
Depending on how complex an animation you want to work with, characters can be
as simple as a bouncing ball or as complicated as a living thing. It depends on
how much time you have and how much you want to accomplish. Keep in mind that
these are only suggestions to get you thinking.<br><br>The following exercises
vary quite a bit in complexity. Most of them will require at least an
intermediate understanding of the program you're using, but you are welcome and
encouraged to attempt them no matter what level you're at. These exercises are
ways in which you can challenge yourself and improve your animation skills. If
you're not being challenged, you're not really doing yourself any favors. Pick
something just above your level of competency and then try it. Once you've done
it effectively, make it more complex.<br>
<br>
</font><b>Exercise suggestions:</b><br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">1) Try to display
the emotions a character might go through while waiting for a bus that's late.
Pay close attention to facial expressions, body language, and
detail.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">2) Have a character try to open something (i.e. a present)
that refuses to open. The character can only use body parts for the first
minute, but may resort to other measures (i.e. tools and explosives) thereafter.
Note, the character will be affected by the tools used (i.e. blast of an
explosion). After you've mastered this, try to do the same thing with a normally
inanimate object (i.e. lamp) as your lead character.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">3a) Animate someone
riding a pogo stick or some other 'fun' object (i.e. using a hoola
hoop).<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">3b) Have your character use a weighted object, such as a hammer or a
shovel. Demonstrate how the weight of the object affects the stance and demeanor
of the character using it.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">4) Create a walk
cycle, then vary it to accommodate different attitudes and 'character'. For
example: Angry, happy, sneaky, limping, carrying a heavy object, sleep walking,
etc.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">5) Animate two characters sawing a log. The first character is a big,
muscular brute. Animate him pose-to-pose first and cycle his animation. The
second character is a scrawny little guy who gets yanked around, grabbing onto
the saw for dear life.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">6) Have a character
bend down, pick up something heavy, and throw it. This exercise can help you
with timing, emphasizing weight, and anticipation.<br>
<br>
<img height="12" src="/images/index_page/orange_bullet.gif" width="12" border="0" border="0">7) Put a short
character in a tall room with one window, one door, one light (and switch) and a
hanging ceiling fan (with hanging switch). The room contains 3 boxes, a ball,
and a board. Imagine the different ways your character could figure out how to
reach the hanging switch and then animate the most outrageous. Next, subtract
two boxes and add a skateboard and try again.<br>