Shooting reference is an essential part of the planning phase when animating a shot. It gives the animator an opportunity to step into the character’s shoes and fully explore their personality through movements and acting. Studying reference is a key part of how students learn body mechanics because it allows them to experience the movement and timing of a scene firsthand. Over time though, it is easy for animators to fall into the habit of relying on their reference too much. So much that they begin rotoscoping the reference into their shot, frame for frame.
It is easy for student animators to fall into the habit
of relying on their reference too much.
So does this mean that you should stop filming reference? Of course not! You still need to do reference in order to try out different acting ideas and provide some kind of foundation for the timing and body mechanics of your shot. The key is knowing when you can steal directly from your reference, and when you can simply ignore your reference. Your reference is a foundation, it is—as the name implies—simply a reference. It is an inspiration, something to refer back to, but it is not meant to become a carbon copy of your animation. When animators begin rotoscoping their reference, they forget to think about pushing appealing poses, creating stylized breakdowns, maintain smooth arcs, and deciding what’s leading and what’s following. It’s these decisions that really make animation an art form and the animator, an artist.
Below we’ve compiled a few ways you can avoid falling into the habit of rotoscoping and push your animation beyond your reference to make a performance that’s all your own.
1. Stop putting reference into your viewport.
This is a debatable topic, so it is definitely not for everyone, but we encourage you to try it out. The idea is, that if you put the reference directly into your Maya viewport, there is a greater temptation to copy the poses and the timing of the reference frame for frame. Without the reference sitting in the viewport though, you’re more likely to push the poses and timing of the shot.
Don’t stop using your reference though! If your reference is open in another program such as QuickTime or SyncSketch, you can easily frame by frame through it and pick out the poses you want to use. You can even count the frames in between the poses if you want to get the timing in Maya the same as your reference. But isn’t this just rotoscoping, why not put the reference in Maya and save time? By having your reference in a separate window, you will automatically feel less tied to the reference’s poses and exact timing. Instead of animating on autopilot, you’ll become more conscious of how many frames it takes to get from Pose A to Pose B, and therefore more likely to make the timing more your own.
AnimSchool Student NyGyra Lawson
Nonetheless, if you’re still adamant about sticking your reference in the viewport, that’s okay! Many professional animators actually prefer it this way. The key point is to remember that animation is an art and as an artist, you need to make decisions about timing, poses, breakdowns, and all the animation principles, independent of your reference. If you copy the timing of your reference exactly frame for frame to start off, that’s fine! Just be sure to go back, and move those keyframes around to really push the timing before you start polishing. You should also keep in mind that sometime during the late spline phase, it’s ok to just turn off your reference. There will be a point when you’ve got everything you could from it, and now it’s up to you as an animator to make the animation really shine.
2. Study the reference in your sketchbook and do a 2D drawing pass of your reference before you even touch the rig.
If you like drawing then this tip may be great for you. First, observe your reference and try to get a good understanding of the motion—what’s leading, what’s following, where’s the arc, etc. Once you feel like you understand the reference, pick out your golden poses and some key breakdowns and draw them in your sketchbook or directly on top of your reference (you can do this pretty easily in SyncSketch).
Now that you have a solid understanding of the reference, draw some variations and try to improve the appeal of your sketches. Try pushing some poses or pulling back on others. You can push the timing of certain movements for exaggeration by changing up the spacing. Experiment with spine reversals, line of actions, and even mouth and eye shapes.
By doing this, you’re figuring out a lot of the body mechanics and posing before you even get into Maya. Figuring this stuff out on paper is much faster than in Maya, and you do NOT need to be a good artist to use this method. Trying a new pose out in Maya can take 30 minutes to an hour, but you can easily sketch out a stick figure in a few different variations of a pose in a couple minutes. Working in 2D will also help you avoid getting too caught up in the complex 3D rig, and instead focus on appealing graphic shapes and silhouettes for poses.
They say animation is ultimately 50% planning and 50% animating. Though this planning phase can seem time-consuming, it’ll more than likely be worth it and make your animation not only better but quicker to complete.
Here is an example of some planning thumbnails from AnimShool’s Body Acting Class.
AnimSchool Student Rhys McKenzie
3. Push the poses in Maya.
This is probably the most obvious way to go beyond your reference: push the poses!
The biggest things to remember when translating a pose from reference to the rig are line of action, silhouette, and character. Oftentimes, humans aren’t the most elegant creatures and our line of actions can feel a bit disjointed no matter how much we try. This is where you as an animator can come in and make the poses your own. Try and simplify that line of action, in one coherent statement that supports the way the character is feeling. Doing this will not only improve the clarity and appeal of your pose, but it’ll also allow the character’s thoughts and feelings to read better. Improving the silhouette of your character can have a similar effect as well. Ensuring that limbs and hands don’t get lost in a character’s body will allow your character’s emotions to be read with clarity. They say that after the eyes, hands are the most expressive part of a human, but if you can’t see the hands because they’re lost in the character’s silhouette, the pose ultimately doesn’t read as clearly as it could.
AnimSchool instructor Garrett Shikuma does a fantastic job of demonstrating some methods to push a character’s pose to be better than the reference. Though Garrett says you can always push your poses, he emphasizes the importance of remembering to make intentional acting decisions while posing your character as well.
We hope you found some of the methods useful. What are some of your best tips for animating with reference?
Join our online community of 3D artists and animators in our online accredited courses (ACCSC). Apply today at animschool.edu
Making a 3D character look alive when the character is passive or is thinking about something without moving his or her body, is a tough thing to sell. Luckily, AnimSchool instructor Scott McWhinnie has some interesting tips to help us animate eye darts in a way that not only keep the character alive but also make the shot organic so to avoid the feeling of the character being a robot.
For more educational videos like these, visit our channel on youtube: https://www.youtube.com/user/AnimSchool
For information regarding our online animation course, visit www.animschool.edu
Eye animation is considered to be the hardest part of facial animation. Considering how people pay most attention to the eyes of the character, it is absolutely necessary to sell the eye movements to the audience so the character could feel like a living and breathing individual.
In this clip from our “Animating Characters” class, the instructor Paul Pammesberger explains how to animate a quick eye movement in animation and so that it looks natural and not an out of place motion to the audience.
Visit www.animschool.edu for information regarding our animation program so that you could learn more such tricks and tips from our professional animator instructors.
Andrea Ferrara is a very talented graduate from AnimSchool who with his hard work and dedication not only passed the Animation program with a great shot, but also went on to work in feature films. Here is an interview where we learn about him and his workflow.
Andrea, tell us about yourself
My name is Andrea Ferrara, I am 26 and I am from Italy. In high school, I graduated in fine art and my course of studies was specialised in painting, mosaic and stained glasses.
At the age of 20, I moved to London where after two years working on different jobs, I started working as a barman to pay for my studies at AnimSchool.
What motivated you to become a 3D animator?
I have always wanted to work within the industry. When I was a child, I loved drawing and that led me to the idea of drawing for animation. This passion naturally made me pursue an art education.
I grew up between the ’90s and 2000s, and 3D animation was becoming the predominant way to make animated movies, I guess it turned out to be the obvious way to make animation and to become an animator for me as well.
Why did you decide to learn animation from AnimSchool?
After completing a one year 3D generalist course, I realised I needed to focus solely on animation if I wanted to achieve something in this industry; so I started researching for the best school to do that, and looking at every school’s student showcase, the AnimSchool’s reel was the one that made the best impression on me. It had more quality in my opinion and with the payment plan that they have, was also affordable for me.
Could you describe your work experience with The Secret Life of Pets 2 and how it was working on a project that big?
I had a lot of fun working on The Secret Life of Pets 2. It was my first project, and I really felt like I was improving shot after shot.
When you get the chance to work in a studio this big you really have to put in extra work and a lot of extra time, and you have to be open to improve, learn, and get as much feedback as you can. I really tried to show how much of a hard worker I am, and I was paid off by getting bigger and better shots every time.
I think I have animated just under 30 shots by the end of the production of various frame range. As today I have worked for Illumination Macguff for a little longer than 2 years. However, I animated on Pets 2 for 14 months.
Did your time / experience with AnimSchool help prepare you for a job like this? If so how?
Thanks to AnimSchool, when I was assigned my very first shot, I felt like I already knew what to do. The transition from school to work was easy enough because the basic concepts of how to make an animation; how to conceive a shot etc. are the same in the workplace. It really made me feel at home.
Tell us about your workflow.
I examine the storyboard and layout with great attention. I play it in a loop to create a good image of the shot in my head. I try to visualise the best possible acting choices and determine the mood of the shot. I try to get into the character’s personality.
When I feel I have the key poses, I sketch them down, and then I take a long time to pose the character into those key poses in Maya, then I put the in-betweens.
I work putting every control’s key on the same frame but I keep the curves in spline, it helps me when I am making new in-betweens, and it also helps me keeping everything in order on a mechanical and technical point of view. It gives me a better chance to avoid unwanted gimbal locks. Once my ideas are in for good I start asking for some feedback and sometimes people around me give me such cool ideas or inputs that I have to put them in even if I have to delete a big chunk of my animation.
Once I am happy with all the ideas, I start polishing the main controls (head, chest, root) then arms and legs at the end. When everything is looking smooth I add the details; more feedback really helps at this point as well.
Storyboard by Eric Favila
What are you up to now?
At the moment I am working on Sing 2, I have been on the project for a year already, and I will be on it until the summer.
What do you think animation students must focus to improve the quality of their works and get noticed and possibly be hired by a studio?
Just put those hours in, animate and animate till you are good. Putting as many hours a week on your animation is the only way to get better.
They should work on the ability to change their shots according to the supervisor’s notes. And trying to do that considering your instructor as your supervisor is the best way to do it in my opinion.
In the practical sense, I would encourage students to create a LinkedIn profile and apply for as many places as you can starting from the top. Don’t be shy about applying for the biggest studios. That is probably where you might get a bigger chance to get hired as a junior.
Thank you Andrea for giving us this interview.
If you want to watch Andrea Ferrara’s work, check out the video below.
Learn at our online animation classes and animation workshops. If you’re interested in our accredited 3D animation programs, check us out at www.animschool.com.
In this video from the “Intermediate Rigging” class, instructor Daria Jerjomina shows how to orient joints and why these must be done in a certain way to maximize efficiency.
Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com
In this clip, AnimSchool instructor Luke Randall discusses how to animate a character’s pupils to make them appear more alive and getting the maximum effect out of an eye animation.
Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com
In this lecture, Animschool instructor, Hans Dastrup explains the “Pose to Pose” method of blocking. He provides the pros and cons of the method and situations where this blocking method can be used efficiently.
For more information about Animschool and its animation program: visit www.animschool.com
“Never bluff emotions. This lady (the camera) would know.”- Michael Caine
There are two ways animators define clichéd acting choices.
1: These are the acting choices that we have seen repeatedly in similar shots so we would prefer to see something else.
2: These are the “go to” acting choices that pop into our heads when we think of acting for animation. For example snapping fingers and smiling to show that the character has an idea or is having a “A-Ha” moment. Or a snarky, knowing smile with one eyebrow down and the other raised.
Most of us animators grew up watching animation. Animated TV shows, Disney, Ghibli movies have introduced us to the magic of animation and motivated us enough to become storytellers ourselves. These shows that we grew up watching constitute a big part of our visual library. Intentionally or not, whenever we think about animation ideas, we tend to go to that library to pick out poses, gestures and actions. Even when we act for our animation references, we often try to emulate that level of broad, exaggerated acting choices. We act and animate as we think it should be and go for acting choices that depict our perception rather than the personality of that character. Every character we animate risks becoming just a copy of our personality or something too close to it.
Now, there is nothing wrong with having a visual library that is built on the work of such amazing movies and television shows: it is actually a great thing. However, it would be a shame to not take that knowledge and build on it. Instead of going back and re-using same poses, same acting choices and same actions, it is better to reinvent them, based on your character. As our AnimSchool instructor, Garrett Shikuma put it, “When you can’t re-invent the wheel… put your own spin on it.“
This spin can come from the personality of the character that you are animating. It can come from the situation that the character is in or it can come from the design or limitations of their body.
So how to avoid clichéd acting choices?
In order to avoid the obvious clichéd choices, consider these:
1. Acting based on personality and subtext: Instead of thinking about the action, think about the thought process and the personality of the character. Is the character an extrovert or an introvert? When he gets an idea, does he act broadly, jumping up and down and using the space available to him or he is an introvert who just shows that he has gotten an idea by having his eyes widen. How good are his people skills? Questions like these really help one to narrow down the personality of a character.
Once you are sure about the personality it is time to think about the subtext.
The subtext is the unspoken thoughts. It is the content underneath the dialogue and reveals the true motives that drive the character to act in a certain way. Finding the subtext and coupling that with the personality of the character would make your acting choices authentic to the character.
2. Watch live action movies and study the
acting choices: Pick a movie that has a good critical acclaim and study it. are the choices that they could have made but instead chose something else. This will help you bypass the obvious choices and come up with more creative acting choices.
Why are the actors doing what they are doing? Or you could consider it from another angle: What
3. Bring your life experiences to your work: Let your own culture and experiences influence your acting choices. But try to make sure that your choices will be decipherable by others. Your work should be original and interesting but also universally understandable. Otherwise, the audience won’t be able to connect to it and your storytelling may suffer.
4. If cliché has to be used, then do it well: Clichés are good in the sense that they get the point across clearly. Everyone has seen them; everyone understands them. Sometimes the best choice turns out to be a clichéd action. If that happens, then do it well. Make sure it serves its purpose well and adds something to the overall performance. These acting choices, just because they are used repeatedly are not necessarily bad choices – we just want to avoid too much sameness. If every girl character starts tucking her hair behind her ear every time she gets confused, we are going to get tired of it. So you may want to pair that action with other elements that we haven’t seen.
For more animation tips and tricks, visit our online 3D animation school, www.animschool.com and for more awesome animated shots like these, watch our student showcase of 2016 here.