Month: May 2025

Hand Posing Basics

When it comes to character animation, hand posing can make or break the believability of the overall performance. In this clip from an AnimSchool Facial Performance class, instructor Thom Roberts demonstrates some tips for posing hands with more appeal.

Starting with a Natural Pose

The default hand is typically flat and rigid, with no natural form to it. Instead, consider forming a more neutral and relaxed pose. In this state, fingers naturally arc across the palm rather than lying straight. Rotating the fingers slightly in the Y-axis introduces this natural curvature and immediately makes the hand feel more lifelike.

Notice how the left pose feels stiff, while the right feels relaxed.

Breaking the symmetry is also an important step in creating a natural feel. By default, fingers are perfectly aligned and parallel. Introducing subtle rotation helps avoid that uniformity. For example, as soon as you rotate the fingers in Y, it allows for natural overlaps when rotating in X. This technique helps simulate how fingers rest and move in real life — with the pinky slightly overlapping the ring finger, and so on. A common mistake in hand posing is overusing the third finger joint (the one closest to the fingertip). In a relaxed hand, most of the curvature comes from the first and second joints. The final joint is usually reserved for poses that require tension, like clenching or grasping.

When transitioning into more specific poses like a fist, the trick is to maintain visual interest and avoid robotic symmetry. For instance, keeping the index finger slightly elevated or angled differently can add personality and interest to the pose. Avoid even spacing between knuckles — subtle variations help sell the realism.

In quick animation or stylized movement, you can exaggerate hand poses to emphasize motion. This might include scaling fingers or grouping them for a simplified, dynamic silhouette. The goal is to support the direction of the movement and reduce distracting negative space between fingers.

Crafting great hand poses in Maya takes more than just rotating joints; it requires an understanding of anatomy, asymmetry, and the visual language of movement. Focusing on these small but meaningful adjustments will elevate the overall animation and bring the characters to life.


Watch the full clip from an AnimSchool lecture here: 

At AnimSchool, we teach students who want to make 3D characters move and act. Our instructors are professionals at film and game animation studios like Dreamworks, Pixar, Sony Pictures, Blizzard & Disney. ⁠Get LIVE feedback on your Animation from the pros. Learn more at https://animschool.edu/

Animating Weight

When animating any sort of physical action, understanding and being able to effectively convey force is crucial. It’s about using motion to communicate struggle, weight, and intention. In this clip from a live AnimSchool lecture, instructor Anthea Kerou discusses the basic principles of animating weight. Through the classic “lift a heavy object” animation assignment, Anthea demonstrates what key features your animation should have in order to create a feeling of believable weight and force.

Force and weight becomes visible through the pose. A character pushing a heavy object won’t stand straight—they’ll lean, brace, and shift their center of gravity. This imbalance, with feet pushing backward and the torso leaning forward, is how animators signal effort. If a character’s center of gravity stays balanced, it won’t convincingly show that the object is heavy. Another useful way to assess how heavy an object is is the relationship between effort and effect. If a character puts in little effort but causes a big movement, the object appears light. But if there’s a lot of effort and little effect—like a character straining to lift something that barely moves—it signals weight and struggle, and force being applied.

An example of a character lifting a heavy bowling ball – the action of lifting the ball upwards and back creates momentum in that same direction, causing the character to step backwards to compensate for the change in center of gravity.

Note the difference in poses. In the upper example, the character stands straight—if they tried to push a box, it wouldn’t appear heavy/work properly because the center of gravity is straight with the body. In the lower example, the character’s pose allows for more force to be applied towards the box, indicating that it is heavy and requires more effort to be moved.

Gravity also plays a major role in how we perceive weight. Heavy objects fall faster and take longer to change direction. This principle can be applied through proper spacing—using arcs that accelerate as objects fall and decelerate as they rise or shift direction. Even spacing takes away from believability and realism, feeling robotic and stiff; instead, variation in timing and arcs gives the impression of mass and momentum.

From cristinateachingart.com

Storytelling in animation goes beyond motion—it’s about intent and response. If a character tries something that doesn’t work, they should visibly readjust and try harder. This adds realism and emotional depth, creating a much more compelling shot. Whether it’s a simple lift or a complex push, mastering these principles of force and weight is essential to creating realistic animations that resonate with audiences.


Watch the full clip from an AnimSchool lecture here: 

At AnimSchool, we teach students who want to make 3D characters move and act. Our instructors are professionals at film and game animation studios like Dreamworks, Pixar, Sony Pictures, Blizzard & Disney. ⁠Get LIVE feedback on your Animation from the pros. Learn more at https://animschool.edu/