Category: posing

Pushing Poses Through Iteration

    There are so many animation principles to keep track of when creating poses – line of action, silhouette, appeal, and contrast, to name a few. The first pose you create is almost never your best, so here are some techniques that many professional animators use to take their poses to the next level. You can use these along with others as a great way to help train your eye to both see and create better poses.
 



(Preston Blair on Line of Action)



  • Purpose: What’s the drive and intention of the character? What emotions does your character have? What are they trying to express? Where is their focus and their energy? 
  • Line of Action: Push your main line of action to reflect the story behind the character at that frame, whether opening them up to one side or the other, or hunching away. Follow the line through the body, and see if you can extend the line of action through the limbs and other extremities.
  • Silhouette: Make sure you have a clear pose even in silhouette. Can you get rid of or make use of negative space?
  • Appeal: Is your character’s personality showing in the pose? Is the pose engaging and interesting to look at?
  • Contrast: Make use of different shapes and angles to add interest to your poses. Think of what your character is doing before and after that pose – can you exaggerate certain parts of the body to accent a motion, or play with squash and stretch to contrast a previous or upcoming movement?
  • Iteration: Keep pushing your poses until you end up with something a little more appealing. Don’t worry if you don’t see much change or improvement right away, or if you’re concerned about pushing things too far. It’s an iterative process, and as instructor Thom Roberts mentions in the demo clip below, you can’t judge your progress or determine whether you’ve gone too far until you can compare with what you had before. Make sure to occasionally flip between your old pose and new poses to compare and make decisions about what parts look better. 



    In the clip below, you’ll be able to see Thom’s process for iterating on a pose. Watch as he takes into consideration the purpose of the shot to shape the character, little by little, into a pose with more appeal.  







Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com  

Hand Posing 101

(Hand poses drawn by Milt Kahl)


    When creating poses, some of the most overlooked yet important parts of the body are the hands. Hands can reveal a great deal about your character, but many beginning animators tend to leave the hands in flat, default poses. Even a neutral hand pose should adhere to the principles of good posing, such as readability and appeal. Hands can help accentuate a movement or action, and bring life into a gesture. Hands and fingers call follow a path of motion, reinforcing the path and strengthening the impression of a quick movement.



(Model sheet for the Disney animated film, Tarzan)


    Some ideas to keep in mind when posing hands are spacing and grouping. The fingers should be in harmony, and create appealing shapes with strong, interesting silhouettes. It’s preferable to avoid even spacing and parallel fingers. You can create interesting groupings, and play around with pushing one or more of the fingers to set them apart from the others. It also helps to utilize the arches and curls in the fingers, and to pay attention to the splay of the fingers in relation to each other. Don’t forget that fingers also have 3 axes of rotation!

(Hand references for Hogarth from the Warner Bros animated film, The Iron Giant)


    It can be difficult to effectively pose hands with all the different controls you need to keep in mind. In this clip, instructor Thom Roberts goes through his process of posing simple hand poses and gives us some helpful tips, such as rotating in the palm for a more relaxed and natural look to the hand, focusing on the first two joints of the fingers, and achieving visual interest by pulling out one or more fingers.   












Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com

How to Caricature the Face to Create Appealing Poses

    As animators, we have the ability to push characters past the bounds of reality, and this is often what makes animation so appealing to watch. Though it can be very helpful to reference real life when animating, exaggerating and caricaturing those references can result in something with more life and appeal – especially when posing the face. Caricaturing the face can lead to cleaner mouth shapes and eye shapes, which make the expressions easier to read, and can help introduce some more personality into the face.


(created by Nico Marlet for the Dreamworks film How To Train Your Dragon)





    Character expression sheets for animated movies provide some great examples of how shapes can be simplified and pushed to create appealing expressions. Translating those into 3D comes with its own restrictions, but it’s not uncommon for animators to “cheat” the facial controls into unrealistic positions to achieve the looks they want.




    To help illustrate this concept, take a look at this clip of Hans Dastrup, an instructor for our Facial Performance class. He shows us how to push a normal facial expression from a reference into something more appealing and suited to stylized characters, and talks about some tips for posing the face in 3D.















Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com



AnimSchool Classtime: Character Posing with Jean Dominique

Great tips on posing your characters by AnimSchool instructor and Head of Animation at MPC Los Angeles Jean Dominique Fievet.

This is an excerpt from Jean Dominique’s class on Animating Characters Term from the AnimSchool 3D Animation Program. To learn more about our courses, go to our website.