AnimSchool graduate Lena Zahoruiko discusses her experience creating an emotionally driven animation using audio from the film Midnight Sun (2018). She dives into her process from start to finish, addressing the changes made and how that impacted the final scene. Her shot was featured in the 2024 AnimSchool Student Showcase.
Zahoruiko explains that this shot was her first ever attempt at a dialogue shot. She was cautiously excited about trying something new, and wanted to create a more emotional shot about two individuals—in this case, sisters—parting ways.
Zahoruiko adds that the biggest challenge that she ran into was filming reference footage – after discussing with her class, many mentioned that it would be beneficial if she had real crying to help push the emotional aspect of the shot. As a result, she cried on more consecutive days than she had ever before.
“It took me, I think, around three days to come up with the final version,” she says.
Initially, Zahoruiko mentions, her animation lacked small gestures, and felt a bit stiff because of it. To overcome this, she layered in more hand and arm movement, such as a sweeping motion with the hand. As she played with the balance of exaggeration and subtle movements, she ultimately learned that, for such an emotionally driven shot, “less is more.”
AnimSchool graduate Fabiana Dell’Aquila animated a scene using audio from the TV show “Desperate Housewives” (episode aired 2009), and details all the changes that occurred in her creative process. Her shot was featured in the 2024 AnimSchool Student Showcase.
Dell’Aquila explains that, when starting the shot, she immediately knew that she wanted to work on a funny shot with personality. She got the chance to dive into a character and act as she never would in real life, which she saw as a self-confidence boost.
“I just had so much energy, so much desire to play with a bit of a more funny timing,” she notes.
Initially, Dell’Aquila had started with more of a slouched pose for her character. However, her instructor gave her a quick sketch of a much more dynamic pose, having the character adjust and admire her own appearance in a handheld mirror. From that drawing, she rebuilt the animation and added more dynamic movement within the arms. She mentions that she ultimately had a lot of fun playing with smaller, more subtle animations of the hands and face.
AnimSchool graduate Tommaso Maurutto shares insight for his animated shot, which features audio from the TV show “The Equalizer” (2021), and breaks down his creative process from ideation to the final animation. His shot was featured in the 2024 AnimSchool Student Showcase.
Maurutto explains that he started with an initial drawing/idea pass to get a feel for the timing, spacing, and how the characters would fit into the environment. He also mentions that it was his first time doing a shot where two characters interact, and he was interested in playing with their dynamic and how their individual personalities could be conveyed through the acting and animation.
Maurutto kept the camera movement simple with only two cameras, and focused on the change of expressions of each character. One of the challenges he ran into was conveying the nervousness and anxiety of one of the characters; his instructor ultimately helped him push the idea more with smaller, supporting actions such as rubbing his sweaty hands on his pants, a light tug on his hat, and other small movements.
Maurutto also modified the character rigs to better support the dynamic between the two characters, with one being more clumsy and the other as more of a dominant and confident character.
How do you animate a character that isn’t doing much? Using moving holds! Moving holds are crucial in animation – they provide the breathing space between high energy motions as well as making the characters look alive when they are in the background. AnimSchool instructor and professional animator Scott McWhinnie explains how he handles moving holds, and shows an example from his own shots to illustrate his methodology.
McWhinnie breaks down moving holds into four categories: momentum, breathing, eye darts, and head support, all of which are crucial to consider when animating a moving hold.
Momentum
A common pitfall when animating moving holds is disregarding or neglecting the previous movement and the momentum that leads from that. To avoid this, it’s important to keep in mind the “drift” follows the direction of the most recent momentum shift – it needs to work with physics. Try to keep things simple as a directional and rotational shift, and find a balance between the two to avoid overcomplicating the movements. Be careful not to start the drifting too early into the next movement.
Breathing
Even in stillness, small movements like chest or shoulder shifts suggest breathing. These tiny details make the character feel more grounded and dynamic, helping with transitions between holds and actions. Breathing also impacts the pacing of the animation, and can lead to a buildup of momentum that carries into the next action.
Eye Darts
Small, quick movements of the character’s eyes play a huge role in adding life to a seemingly inactive moment. These subtle shifts of attention can convey a character’s inner world, whether it’s curiosity, tension, or anticipation. Eye darts often signal that the character is aware of their surroundings or preparing to engage with something in the near future, and can help keep the audience engaged in what might otherwise feel like a stagnant moment.
Head Support
Ensure that the head moves in a way that supports the body’s direction – the character’s head should follow the same momentum as the rest of the body to maintain consistency. If a character is holding a pose and their head moves in a different direction without context, it can break the illusion of weight and consistency.
McWhinnie uses a scene he worked on from Ferdinand (2017) to demonstrate how he approaches a moving hold.
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/
As you take your shot from stepped to spline animation, you begin to refine the timing and spacing of each movement – these are critical in ensuring that the character’s actions feel natural and engaging. In this snippet from an AnimSchool lecture, instructor and professional animator Jason Behr works directly on a student’s file to demonstrate his process with the transition to spline animation.
Start by tightening up the timeline and addressing any inconsistent movements. Shift keys to refine the timing and spacing of frames. Pay attention to where the spacing starts to feel “drifty” or “swimmy” and make adjustments to avoid that. Additionally, if a movement feels too even or stiff, play around with the spacing and cushioning between poses. Stretching certain frames can make for smoother transitions and help the overall animation feel more dynamic – avoid robotic and uniform timing.
Next, add in some anticipation and overlap. Pay attention to where small movements can help prepare the audience for an upcoming action and allowing different parts of the character’s body to move at slightly different times or drag behind. For instance, consider adding small shifts or pauses in the character’s spine to allow time for other body parts, such as the head or arms, to react or move. This can help avoid stiff and mechanical motions.
As you adjust the movements of specific body parts, consider how all of the movements are balanced across the body. Pay attention to how each body part moves in relation to the entire character. Leading with the core can establish a strong base for the motion, allowing limbs to follow and creates more organic and fluid movement.
Finally, polish your animation. Begin refining details, such as overlap and arcs. Start with the most important elements, such as the head or spine, and gradually move outward to ensure that the primary movements are clear and defined before adding more layers of complexity. Work to ensure that the movements between each key pose and spacing are as smooth as possible to achieve a polished and professional look.
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/
A key component of bringing animated characters to life is believable breathing. In this demo by AnimSchool instructor and professional animator Neave Lifschits breaks down the process of creating a breathing animation, step-by-step, and focuses on making it look natural by adjusting for character design limitations and fine-tuning various parts for realism.
Step 1: Start with the Basics – Breathing Movement
To create a believable breathing animation, begin by animating the chest rising and falling. For a character standing still, exaggerate the chest’s motion to show heavy breathing. Set keyframes to create a smooth cycle, with the inhale being slower and the exhale faster. Adjust timing for realism by fine-tuning the easing on both actions.
Step 2: Refining Tangents
Use weighted tangents to smooth the transition between keyframes. Modify the “ease in” and “ease out” of the chest’s movement, making the breathing feel fluid. Adjust the timing for the inhale and exhale to balance out the rhythm.
Step 3: Translation & Rotation
Offset translation (moving the chest outward) and rotation (slight torso twisting) to create a natural flow. You can experiment with having either rotation or translation lead, but slight offsets in timing between these actions will add realism.
Step 4: Animating the Upper Body
Shoulders move in relation to the chest. Offset their rotation slightly, making them follow the chest’s expansion and contraction. The shoulders should react after the chest’s movement, not at the same time, for more realistic timing.
Step 5: Arm Movement
Have the arms “drag behind” the chest, reacting more slowly to breathing. Keyframe subtle arm movement so that the arms follow the chest’s rise and fall, but with a slight delay to avoid making them feel stiff or over-exaggerated.
Step 6: Head and Neck Movement
Keep head and neck movement subtle to avoid distraction. Use world space translation for the head and slight rotations for the neck, ensuring they follow the torso without overreacting. This keeps the breathing grounded and stable.
Step 7: Final Adjustments
Smooth the breathing loop by adjusting the first and last keyframes to ensure they match. Scale down any exaggerated movements for a more natural feel. Test the animation, making sure everything flows seamlessly.
Creating realistic breathing in 3D animation is about understanding how the body responds to inhalation and exhalation, and then adjusting the timing, translation, and rotation of different body parts accordingly. By starting with the chest’s basic movement and then refining the translation, rotation, and timing of the shoulders, arms, neck, and head, you can create a breathing animation that feels natural and immersive. The key is to experiment with different timing offsets and to make subtle adjustments for each part of the body, ensuring they work in harmony.
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/
AnimSchool student Leticia Lozano offers insight into how she created an animated shot using audio from the 2023 Netflix film, We Have a Ghost. Her shot was featured in the 2024 AnimSchool Student Showcase.
Leticia explains that she received a recommendation to jump into splined animation right away in order to help see the timing of the slower and more subtle actions, such as in the face and shoulders. While she did complete a blocking pass of her animation, most of the smaller movements are much better seen after a splining pass.
Leticia mentions that she focused greatly on the facial animation, which proved to be a bit difficult as she was trying to keep the entire animation alive with breathing, eye darts, and other supporting actions for her scene. With so many subtle movements and incredible facial performance, Leticia’s scene was a success and ended up as the cover of the 2024 AnimSchool Student Showcase.
Watch her featured clip below:
Watch the full AnimSchool Student Showcase Livestream 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/
AnimSchool student Maria Fateeva shares her experience creating an animation using audio from Bo Burnham’s song, “Unpaid Intern,” and offers some insight to her animation process. Her shot was featured in the 2024 AnimSchool Student Showcase.
Maria explains that, looking back, she did not end up utilizing her reference footage as much as she would have liked, which resulted in some difficulties capturing the proper body mechanics and the character flow during the animation process. However, she was still able to pull various key poses and ideas from her reference in order to make a visually entertaining and dynamic shot.
Maria also mentions that the biggest challenge she ran into was animating the main character clutching various cups and mugs, especially when he drops one and quickly grabs it again. At the suggestion of her instructor, Alek Kolev, she snuck in an additional cup near the end in order to really emphasize the large amount the character was holding.
Watch her featured clip below:
Watch the full AnimSchool Student Showcase Livestream 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/
Setting up a cinematic camera for game animation is a key skill. In this video, AnimSchool instructor and pro game animator John Paul “JP” Rhinemiller explains how to set up a camera for a moving character in a cinematic scene. He also demonstrates an exercise that covers a fundamental step in mastering camera setups.
JP explains that, generally, cinematic camera movement involves one main “key” move in either translation or rotation. In the early stages, it is crucial to ensure that the camera’s main movement feels good and works well in the scene. From there, more layers and complexity can be added.
Camera Setup
JP begins by demonstrating how to create a “slide” cinematic camera. He mentions that starting with the render settings is a good idea to ensure that the aspect ratio is correct and helps you understand the framing of your characters as you animate the camera. The settings he chooses are:
Presets: HD_720
Width: 1280
Height: 720
Resolution: 72 pixels/inch
He also adjusts the attributes of the camera to change the gate mask opacity in order to control what can be seen offscreen.
Animating a Slide Shot
To begin animating, JP first sets his first and last key frames for the desired camera and then addresses the curves. He notes that, by default, the camera curves will be set to auto tangent with slow out and slow in. Depending on the shot and what the next cut is, that may not be what you want; in this case, you would need to change those curves further.
For JP’s shot, he explains that he wants it to appear as though the camera is catching up to the character. To achieve this, he adds a few more frames at the beginning to first match the pace of the character’s movement and then have the character appear to pull ahead, making it seem like the character is ramping up in speed. He then further adjusts the position of the keys to get a smoother movement.
JP explains some fundamentals of a typical “slide” shot to keep in mind:
Ensure that the character is always in frame
The character appears to be motivating the camera to move, or slide
The character should not get too far into the left/right third of the frame, where it seems like they are “pushing” the camera (unless there is motivation to do so)
As the character slows down to a stop, the camera can keep moving for a few frames after
The start and end frames should not be on the first/last keys on the shot – there should be continuous motion that goes beyond the shot, especially in a cut with action
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/
AnimSchool student Jonathan Gibney discusses his experience and walks through the process of animating his shot featured in the 2024 AnimSchool Student Showcase. Using audio of Willem Dafoe’s monologue from The Lighthouse (2019), Jonathan explains how he crafted a villainous pirate performance.
Jonathan explains that, while he filmed a reference video for his animated shot, much of what he actually used is not on video. Rather, if he needs to, he will simply stand up from his desk and act out the shot in order to understand first hand how certain body parts move in the scene.
For Jonathan, the biggest challenge within the shot was grappling with the moving camera, as it affected animation arcs and screen space. In as early as his blocking phase, he had the camera movement planned out to allow for more freedom with the character.
To create an antagonistic character with villainous qualities, Jonathan and his instructor bounced various ideas off one another and adjusted the animation. Jonathan mentions that, in the beginning, the villain was simply going to cut the rope early on, immediately dropping the other character into the ocean. However, this was later changed to have the villain hold on to the rope after cutting it and deliberately releasing it later to maintain tension, play with shape language, and reflect how the choice—and life of the other character—is in his hands.
Watch his featured clip below:
Watch the full AnimSchool Student Showcase Livestream 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/