6bddb431331fb3217d6c6e6e22d96081
6bddb431331fb3217d6c6e6e22d96081
6bddb431331fb3217d6c6e6e22d96081
Character Animation
Timothy Albee
Albee, Timothy.
LightWave 3D 8 character animation / by Timothy Albee.
p. cm.
Includes index.
ISBN 1-55622-099-5 (pbk., companion cd-rom)
1. Computer animation. 2. Computer graphics. 3. LightWave 3D. I. Title.
TR897.7.A425 2004
006.6'96--dc22 2004023270
ISBN 1-55622-099-5
10 9 8 7 6 5 4 3 2 1
0410
All inquiries for volume purchases of this book should be addressed to Wordware
Publishing, Inc., at the above address. Telephone inquiries may be made by calling:
(972) 423-0090
Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . vIii
iii
Contents
iv
Contents
Knees/Elbows . . . . . . . . . . . . . . . . . . . . 190
Shoulders/Hips . . . . . . . . . . . . . . . . . . . 191
Spine/Head . . . . . . . . . . . . . . . . . . . . . 194
Hands/Feet . . . . . . . . . . . . . . . . . . . . . 196
Control Order. . . . . . . . . . . . . . . . . . . . 199
v
Contents
vi
Contents
Index . . . . . . . . . . . . . . . . . . . . . . . . . . 477
vii
Foreword
Perhaps you’re one of those people who, as a kid, sat in a darkened
movie theater watching a great animated movie and said to yourself,
“I want to do that.”
I know I was. At the time, all I could do was draw my own
“flipbooks,” as there was very little written about the technique of
animation. The big breakthrough for me came when I discovered
something called an “Animation Kit” at Disneyland some 45 years
ago. It consisted of a simple light board, some model sheets of Dis-
ney characters, a booklet on “How to Animate,” and some punched
paper.
With this animation kit, I could finally create my own animation!
After seeing my first pencil tests, I was hooked. My fate was sealed.
I knew this was what I wanted to do with my life.
Of course, my first work was quite crude; so my next task was
to find a way to learn the skills it took to become a real animator.
A generation or two ago, there were no schools teaching anima-
tion. About the only way to learn “the craft” was to serve an often
lengthy apprenticeship with a journeyman animator. Slowly, under
this apprenticeship, the secrets of animation would be revealed at a
rate designed (no doubt for job security) by those who held the few
positions there were for animators.
I was lucky in that I was able to study under the great master
animator Art Babbit, who animated the queen in Snow White and
Geppetto in Pinocchio. Art maintained that an animator should be
something of a Renaissance man. He should be well-read and be
well versed in the arts, including painting, drawing, music, dance,
and films. In other words, in order to portray life, you needed to
understand life. In 1980, Art disliked intensely the idea that comput-
ers might someday “take over” the animation business. He said if
they did, the operator would have to be an animator. He was cer-
tainly right about that.
viii
Foreword
The art of animation was brought to one of its high points dur-
ing the 1940s at the Disney studios by a group of animators known
as “the nine old men.” They were revered by their underlings as
almost “god-like” and have since been accorded the greatest of
respect by everyone in the industry. The performances they leave
us today are among our greatest cultural treasures. Their work has
served as an inspiration to countless young students of the craft.
Any serious study of animation must include the works of these
masters.
Animation has changed much in recent years. A great deal of
this change is due to a resurgence of interest in it as a medium, and
the introduction of the computer as an animator’s tool. Although the
work of the early computer animation pioneers was revolutionary
and impressive, I believe it was not until experienced traditional and
stop-motion animators learned to use computers that the CG indus-
try as we know it today was born. The responsibilities of the
animator did not change when animators exchanged their pencils for
mice and keyboards. Now they simply had a very powerful assistant
that relieved them of the burden of drawing and could quickly gen-
erate perfect inbetweens. But it will always require someone with
the skills of an animator to bring a character to life, no matter what
the medium.
With all this activity, there is now a great demand for the knowl-
edge that created the big CG hits of today. There are a few good
schools that teach animation, but of course, the quality of instruc-
tion is only as good as the instructors themselves. And not all of
them have hands-on experience in the field. There is nothing like
learning from someone who has been in the trenches as the author
of this book has been for many years. Until recently, there has been
relatively little written about the actual hands-on, nuts-and-bolts
process of creating an animated performance. The problem I find
with most animation books today is they give you only part of the
picture. Some books on animation have emphasized only the techni-
cal side. Other books talk only about acting. Still others concentrate
on action analysis. This book represents one-stop shopping for the
aspiring computer animator. Not only does it deal with all the tech-
nical mysteries of such things as Inverse Kinematics, but it also
reveals all of the time-honored principles of classical character
animation.
ix
Foreword
x
Chapter 1
1
Chapter 1: About This Book
much larger audience, and by doing so, raise the level of animators
and the way others perceive animators all across the board.
Animation is an incredible art. It encompasses so much techni-
cal and artistic skill that in my experience, nothing else comes close
to the impact it has on the artist or the viewer. We’re moved by
good animation in a way we can’t explain. And there are those of us
who are so touched by it that it consumes us and we have to make it
a part of ourselves. We give our lives to it. And once we finally
understand how to breathe life into these ideas and archetypes we
have had deep within our own mind’s eye, there is no better place to
be than in the space that is created when you’re animating.
When you’re working on a piece, time drops away. And it’s not
like working on a painting where the characters never move. You’re
working on a “drawing” that lasts through time; you’re drawing in
four dimensions. Your characters evolve ever so slightly from the
beginning to the end of your scene, and they begin to breathe life of
their own. This only happens, however, when you know the simple
and complex mechanics of animation so well that they become a
part of you; you don’t have to think about them and you can just let
the scene flow out through you.
We, as computer animators, have a much bigger challenge than
traditional animators. Sure, the computer takes care of perspective
for us, and we don’t need an army of inbetweeners and digital ink
and painters to see our work in the smoothness of animating on
“ones” (a new image on every frame) and the beauty of brilliant
color. But we do have issues and problems that traditional artists
have never had to think about. I don’t think it’s ever been on record
that a pencil has frozen or crashed and erased a stack of drawings
— a day’s work — because the animator forgot to save. Traditional
animators don’t also have to be “technical directors” and understand
how to build setups that let them be creative, rather than fighting
the computer every step of the way. They don’t have to figure out
why even though their character’s hand is still flat on the table, his
arm is now sticking straight out behind him. More often than not,
we as computer animators have had to learn how to cope with all of
this on our own, even if we did go to school for it.
This book is here to give you the tools you need to stop fighting
the computer. It is here to let you learn and internalize the things
that make animation come to life so your evolution as an animator
can really begin. This is only the first step, but it is a first step from
2
Chapter 1: About This Book
3
Chapter 1: About This Book
become a better animator, and that’s it, the latter sections will give
you all you need to know. There are scenes you can load that have
all your setups and props made for you so you can jump right
into bettering your skills as an animator.
If you want to be a better technical director and you don’t really
see yourself as having to ever animate a scene, the sections you’ll
be most interested in are the ones close to the front of the book.
Pre-bending, boning, IK, and point weighting are all covered there.
Then there are those who are already masters at one aspect but
want to get a handle on the others. This is a really good idea
because then you’ll understand the issues those on the “other side”
have to deal with, and if you’re a hot-shot animator, you’re much
more likely to treat a TD with understanding if you know what it
takes to get that character set up the way it is, and vice versa. For
you folks (and the people new to LightWave from another package),
there are two things you’ll want to keep your eyes open for: Newbie
Notes and Newbie Blocks.
Newbie Note:
Newbie notes are short little blips that give bits of information
that you might not be familiar with, things to watch out for,
and the like.
Newbie Blocks
These are longer sections that will help you to get up to speed if you
know Modeler but not Layout, or the other way around, or if you’re
new to LightWave from another package. Those of you who know how
to get around inside these modules can most likely skip right over
these blocks. Newbie Blocks are here so you don’t have to break your
flow of concentration by turning to the LightWave manuals. There’s no
way for me to cover everything in these blocks, just the basics. It’s my
attempt to eliminate a bit of the frustration I remember trying to make
an origami model when the book left out some important step because
“everyone” was supposed to know it already.
4
Chapter 1: About This Book
Note:
Notes, on the other hand, are things that everyone should watch
for. Notes are things that might help you right away, or they may
be things that you’ll keep in the back of your mind for a time later
on down the road. They’re bits of information that I’ve picked up
along the way that will probably help you too.
Advanced Note:
Advanced notes are for the hard-core group. These are for people
who like to pull things apart to find out how they work. These are
for the folks who aren’t satisfied with just using something that
works; they want to know how it works and how they can modify it
to suit their needs. You know who you are and these notes are for
you.
5
Chapter 1: About This Book
6
Chapter 2
Inverse Kinematics,
Forward Kinematics,
and IK Booster
What the heck is a “kinematic”? Why would anyone care whether it’s
“forward,” “backward,” or somewhere in between?
Kinematics refers to the study of mechanics concerned with
motion. Where 3D animation is concerned, kinematics defines the
way in which you manipulate a system of hierarchical (parent/child)
items.
Figure 2.1. Forward Kinematics. Here, you see a hierarchical set of bones that could easily be
a character’s bicep, forearm, and hand.
7
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
2.1), you’d have to first rotate the bicep and then the forearm, evalu-
ate how close you got to your objective, and then refine.
As you can see in Figure 2.1, the tip of the forearm overshoots
the null. I’d have to go back and tweak the rotations of the bicep and
forearm again and again (and probably again).
As you can see, there are no surprises in this kind of animation
— everything that’s done must be done on purpose by the animator,
and as such, it is a painfully slow way to work all the myriad of
bones that make up a character’s rigging (skeleton).
What Is IK?
With IK, you set the hand as the puller for the chain of bones and
the null as the puller’s goal, and the bicep and forearm automatically
figure the perfect set of rotations that will keep the puller’s base at
the exact location as the goal’s base.
IK lets an animator focus on the broad strokes of a pose or ges-
ture while the IK solver handles many of the small but important
details. Using IK, you simply pose a character’s hand control, and
the character’s arm bones do what they need to do to remain in con-
tact with the hand’s base.
8
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
Not all IK is created equal! IK requires very precise calculations in
order for it to work dependably. In this, LightWave’s precision
floating-point mathematics engine, which keeps its calculations
accurate to many places to the right of the decimal point, makes
it one of the best packages for character animation.
Other software may have great salesmen, but LightWave has
it where it counts, “where the rubber meets the road.” Thanks to
LightWave’s robust IK, which is dependable and predictable in
every situation, I was able to do nearly ten times the feature-
quality animation per day as is expected from feature animators
using other packages.
“Standard” IK Basics
I’m saying “standard” IK basics here because LightWave’s IK
Booster is as much an advancement on IK as IK itself was on char-
acter animation back in the early ’90s. It’s important to know how
standard IK works and is set up because I’ve found IK Booster to be
put to its best use when it supplements standard IK, giving you the
best of both ways of working.
9
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
You may want to change your viewport layout to allow for multiple
views on your project at once (as opposed to the single viewport that is
LightWave Layout’s default). I find this helps me get a better handle on
items’ true positions and rotations in 3D space.
Figure 2.4
Under Edit|Display Options, you’ll find the Viewport Layout set-
ting. I’ve experimented with a lot of options and have settled on 2 Top,
1 Bottom as my current favorite.
Make sure you have one of your viewports set to right by selecting
Right (ZY) from the view’s View Type list. (This will let us more easily
work with the bones in this simple example.)
10
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
Null objects are one of the handiest little things in 3D CGI. They are
“placeholders,” treated by LightWave with all the respect of a “real”
object that has geometry, without taking up any memory or hard
drive space. Null objects don’t show up in a render or cast shadows
(and like vampires, don’t show up in reflective objects either).
Nulls are super-handy when you want to have a “handle” to
move a bunch of different objects, lights, and/or cameras at the
same time, and they’re perfectly suited for the job of being a goal
object in an Inverse Kinematic system.
Figure 2.5
Figure 2.6
11
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.7
Note:
You’ll notice that
even though you
accepted the
name “Bone” as
the name for the
second bone, it
shows up as
“Bone (2)” in the
Current Item list
(and in Sche-
matic views and
Scene Editor
windows).
Figure 2.8
When there
are two similar items with the same name in a scene, LightWave auto-
matically adds temporary, sequential numbers to the similarly named
items. These numbers go away if/when you choose to rename the item
(which you can do by choosing Rename from the menu that opens
when right-clicking on the item in a Schematic view or Classic Scene
Editor window, or by choosing Items|Replace|Rename).
12
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.9
Note:
If you’re not yet familiar with animating in LightWave, a hint to make
your life a lot easier is to have Layout automatically create keyframes
for you whenever you move, scale, or rotate an item (as opposed to
having to press Enter or click Create Key every time you want Layout to
remember an item’s scaling, rotation, or translation on a particular
frame — keyframe).
Figure 2.10
13
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
You activate Auto Key Create by first telling LightWave that you
want Auto Key active by making sure its button is activated at the bot-
tom of the screen.
Then you need to tell LightWave whether you want keys created for
all channels (scaling, rotation, and translation), even when you have
modified only one of those channels, or if you want LightWave to
remember changes only for the specific channel type that has been
modified.
You make this choice under Edit|General Options|Auto Key Create.
Both settings need to be active in order for LightWave’s Auto Key
Create function to be active.
Figure 2.11
14
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
If you have Display Options|Show IK Chains active, then the moment
you set an IK chain’s goal object, a teal line appears along the length
of the chain in Layout’s windows. Even viewports set to Schematic show
a line connecting the puller with its goal.
Note:
What’s the difference between full-time IK and IK that isn’t “full-time”?
Way back when IK was new, its calculations not yet streamlined,
and 40 MHz was mind-bogglingly fast, the friendly folks at NewTek
thought it’d be a help for animators to have the option of only solving
for IK when the chain’s goal object was moved, requiring keyframes to
be set by hand for the items in the chain. This saved the computer’s
CPU from constantly having to think about IK calculations, and in turn,
sped up the process of animation significantly.
Nowadays, CPUs are so fast, and the calculations for IK so opti-
mized, there’s almost no reason to not have all IK chains full-time. I say
“almost,” because who knows… maybe you may find a need for
part-time IK you can’t live without that nobody else has thought of.
It’s for those instances that NewTek still gives you these and similar
options.
15
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
Figure 2.13
The best way to remember LightWave’s conventions for its axes of rotation is
to think of your hand like an airplane. Heading changes where the “plane” is
heading (represented by a red circle in Layout). Pitch changes its altitude
(green). And bank would be the amount of “roll” (blue).
“Standard” IK Hazards
Good, old-fashioned IK is a nifty and time-saving tool, but it’s not
perfect. So, here are some things to bear in mind when working
with IK.
Pre-bending
Figure 2.14
16
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
An IK chain that has two (or more) joints laid out in a straight line is
as apt to swing the child item in the chain up as it is down. While
this is good for things like whips and chains, it’s not so pleasant for
things like elbows and knees.
Figure 2.15
Note:
Figure 2.16
Some have had great success with using limits to restrict how far a bone will
bend in a given angular direction. However, without the ability to “cushion”
these limits, the resulting motion when an item reaches its limit is often sharp
and inorganic. So I tend to shy away from using limits whenever possible, opting
instead for well-planned models and cleanly executed animation.
17
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.17
If you take a look at your own arm or leg, you’ll find that it’s
built much the same way as the above illustration. Your bicep and
thigh can swing back and forth, and up and down (two axes: heading
and pitch), while your forearm and calf move only around one axis of
the elbow and knee, respectively.
I’ve found that referencing real life in building riggings helps
more than nearly anything else in making character setups that do
what you’d expect them to do.
Figure 2.18
18
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
I don’t recommend asking IK to solve for any more than two
joints. Using IK on a chain of more than two joints creates too
many opportunities for the complex math to give you some-
thing you neither expect nor want. IK Booster is the tool for the
job if you have something like a tail, tentacle, whip, or rope
you need to animate.
Rotation Order
Character riggings are complex things. Riggings use a lot of
heavy-duty math we animators take for granted when we’re doing
our jobs. Usually, we don’t care how something works, so long as it
does.
But, if you’re curious about the more complex details that make
for a good, dependable character rigging, these next two sections
will fill you in on a lot of the stuff that goes on behind the scenes.
Note:
These next two sections are mainly for the technical directors
and the heavy-duty math-oriented folks who really want to
understand why things happen and why certain decisions are
made in the crafting of my riggings. If this isn’t your cup of tea,
don’t worry (there won’t be a quiz on this later); just skip this
and the next section, moving on to the section called
“Flipping.”
19
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.19
Using this logic, I’ve set up a scene in which we’ve got two
arrows as children of a hierarchical series of nulls.
Figure 2.20
Figure 2.21
20
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.22
I’ve left the arrow objects at H=20, P=40, B=60, and I’ve
rotated the parent nulls labeled Heading by –20, Pitch by –40, and
Bank by –60. The only difference between the two hierarchies is
the order in which the rotations are applied: The arrow on the right
applies bank first, then pitch, then heading, essentially reversing the
rotation order applied by LightWave.
Among other things, rotation order is responsible for the
phenomenon known as “gimbal lock.”
21
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.23
If you feel you’ve had a hard time wrapping your mind around
this problem, don’t feel bad; you’re not alone. Even the best IK solv-
ing engines have a difficult time with this.
When the rotation axis that is recorded second (pitch)
nears/exceeds +/– 90°, IK can start to have problems. As the pitch
angle nears/exceeds +/– 90°, the item can instantly “spin” around
to face the opposite direction. Often, this will happen suddenly, over
the course of a single frame. This is called flipping.
22
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
There are as many ways of setting up a character rig as there are peo-
ple to do the setups. Everyone will find his own sets of rules that work
for him.
Later on in this book, when we’re actually setting up a rigging in
Layout, I’ll ask you to record pivot rotation for your bones as they exist
in their “rest” (“zero” or “base”) pose. The reason for this is that this
gives me the widest array of motion before a bone nears +/– 90° in
any axis, and so gives me a much broader range of control.
Over the course of your career, you will hear many opinions about
the “best” way of doing things. In my experience, there is no “best
way.” There are only ways that work more easily for the ways in which
your mind solves problems. Try what sounds interesting, keep it if it
works for you, and always keep your mind open to finding new and
better ways of working!
Note:
This section on joint compensation and muscle flexing also
gets into some pretty heavy-duty LightWave and mathemati-
cal concepts. If you’re just starting out, or if you have little
desire to get into the “hard-core” aspects of character rig-
ging, please feel free to skip this section, moving on to the
next section, called “Flipping.”
Figure 2.24
23
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.25
Figure 2.26
24
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.27
Note:
LightWave allows you to set/record the pivot rotation for an item as a
way of helping to combat gimbal lock.
A character’s thigh points more or less straight downward, meaning
that by default its rotation is nearly P=–90 right from the start.
By using Setup|Modify|Orientation|Record Pivot Rotation (the hot
key is <P>), you can tell LightWave to store that item’s current rotation
as the rotation setting for that item’s pivot.
The result is that the value of the item’s previous rotation is stored
as the pivot’s rotation. Because the item’s pivot now assumes the previ-
ous rotation information, the item itself now lies along that particular
set of angles when it is set to H=0, P=0, B=0. So, the item’s rotation is
then set to 0, 0, 0, and a keyframe is created to hold the change in
rotation data.
In short, using Record Pivot Rotation means that a bone can still
look like it’s pointing straight up or straight down (P=+/– 90°), but it
will animate from the perception that that direction is H=0, P=0, B=0.
Note:
In changing the rotation of an item’s pivot, you must do so
on that item’s rest pose, the frame where your character
exists without any changes to his default rigging position
whatsoever.
25
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Note:
You can also use this technique of altering the bank setting of an item’s
pivot rotation to help control IK instabilities, which happen most often
when an item using IK to solve for both heading and pitch approaches
or exceeds +/– 90° in its pitch axis.
If you notice that your character requires greater range of move-
ment in the pitch axis of an item that uses IK for both heading and
pitch, and that’s causing you headaches with IK misbehaving, you can
set the item’s pivot rotation for its bank axis to +/– 90°, so then the
greater range of movement occurs on the heading axis, which now
falls in the same plane that used to be pitch!
Flipping
IK relies on a heavy-duty set of calculations. Even the best IK solv-
ers still have issues when things get really complicated.
Figure 2.28
26
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.29
4 Keeping the goal object well away from the area behind the
bicep or thigh as that bone would lie in its rest pose.
Figure 2.30
Note:
I find that if I’m having problems with flipping, I’m usually trying to
put the character into a pose that my own joints would complain
about. If you find you absolutely, positively have to have a particular
“painful” pose, you can save a lot of time by making a “special-
purpose” rigging that can more easily move through that pose.
27
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
“Standard” IK Rules
These rules are more like guidelines; they can be bent and broken as
you see fit to suit the needs of your particular IK setup.
However, that being said, these rules have kept my characters
moving smoothly and predictably through many productions — it’s
always best to learn the rules and learn them well before you start
seeing what happens by breaking them.
2.3 IK Booster
IK Booster is as much an advancement to the art of character ani-
mation as IK itself was back in the early ’90s.
What is IK Booster? It’s a whole lot of things all wrapped up in a
nice, neat little package — but with respect to character rigging, it’s
best to think of it as something that can be used to add even more
ease, power, functionality, and stability to the IK systems we’ve
been talking about already.
Applying IK Booster
IK Booster can be applied to any object that has bones set up hierar-
chically. It can be applied to an existing IK character rigging, a
model with bones handcrafted in Layout, or bones converted from
skelegons created in Modeler (see Chapters 4 and 5).
1. Start with a fresh scene, and add a null (as described earlier in
this chapter). Add a chain of five bones to your null (also as
described earlier in this chapter).
28
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.31
Note:
To add these bones, once you have created your null, you can just
press <=> and click OK to accept the default name of “Bone” five
times in a row if you want to do things the quick and easy way.
Figure 2.32
29
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.33
Note:
IK Booster is a custom object function applied to the object
itself. To remove it from an object, you’ll need to open the
Object Properties for that particular object, and remove the
IK_Booster custom object under the Geometry tab.
That’s it! That’s all you need to do to apply IK Booster and start
animating this chain of five bones far more reliably than IK alone
would let you. (Read on!)
30
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.34
Figure 2.35
31
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.36
32
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.37
33
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.38
Note:
Most who’ve used LightWave for any length of time have grown fond of
LightWave’s Display Options|Show Motion Paths setting that lets you
see a visual representation of an item’s motion, frames, and keyframes
within the 3D space of its viewports.
Figure 2.39
When you have IK Booster active, if you turn off LightWave’s Show
Motion Paths, you’ll more clearly see IK Booster’s “onionskin” dots that
represent the selected handle’s position on surrounding frames that
fade out the farther a frame is from the current one.
34
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.40
35
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.41
Note:
Using this item-based way of saving/loading poses and motions,
you can quickly load complex shapes onto, say, your character’s
hands (clenched fists, martial-arts hand shapes, etc.). Being able
to load complex poses onto parts of your characters means you
can really take your time to get those complex poses perfect,
knowing that you’ll only have to create those poses once!
It’s a good idea, though, to put the name of the item you had
selected when you created that pose in the name of the pose
and/or motion file you create. IK Booster will let you load a pose
or motion onto a different item in your hierarchy than the one
you had selected to save its motion and the motion of its chil-
dren, which can create some unpredictable results.
36
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Quaternion Rotations
If you followed the information in the section on rotation order in
the first part of this chapter on Inverse Kinematics and the prob-
lems with flipping that can occur because of gimbal lock, you may
find it interesting to know that LightWave [8]’s IK Booster now
allows for a new kind of angular mathematics that can help with the
problem of gimbal lock: quaternion rotations.
You activate quaternion rotation for an item within an IK
Booster chain by selecting Options|Quaternion from its controller’s
right-click menu.
Figure 2.42
To you, the animator, you won’t notice much more than a little
“Q” appearing inside the controller icon, and that certain problem
poses for your rigging may not be such a problem anymore.
(Quaternion rotation only helps in dealing with the issues of gimbal
lock — it is not a “magic bullet.”)
Note:
General Options|Show Keys in Slider turns on and off
LightWave’s representation of keyframes for the current
item as light, vertical lines in the background of the
Time Slider at the bottom of Layout’s window.
37
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
Figure 2.43
Note:
Using IK Booster’s Move mode with the parent or child
Affected Items choice is a great way to quickly add the
“whip-like” action known in character animation as the
“successive breaking of joints” after you have made
sure your character hits the key poses you want.
38
Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster
39
This page intentionally left blank.
Chapter 3
Prepping Your
Character for Setup
You’ve got your character all ready to go, and you want to get started
right away in making him (or her) move, act, emote; in general, you
want to get him into that performance you’ve always known he (or
she) could do. Before you can animate him, you’ve got to set him up.
And before you can set him up, you’ve got to prep him for setup, and
that means planning.
Planning your setup is probably the most crucial phase of CG ani-
mation (no, really). The setup you’re going to create will dictate how
easy it is to move your character into and out of poses. It will either
follow your commands or frustrate the living daylights out of you by
misbehaving just when you need the most precise control of your
character.
If you build your characters with the same proportions, joints in
the same places and whatnot, you’ll be able to just plug this setup
into your new character once you have him point weighted. Doing the
proper planning and prep work makes not only this character work
well, but any other character you’ll use this setup for in the future.
Note:
There are very few rules of thumb when dealing with computers.
If it isn’t already, one of those rules should be: “The things you
expect to take a long time on a computer often are the things
that get done the quickest, while the things that you expect to
breeze through often are the things that take all afternoon.” I
think one possible reason this is so is because we’re paying
more attention to the things we do when we think they’re com-
plicated. When we think something is easy, our mind isn’t
always fully there working on it. Keep focused, plan your attack,
and know the result you want before you start.
41
Chapter 3: Prepping Your Character for Setup
Note:
The exercises in this book are tailored to using the
Thinguy.lwo model, available on the companion CD. If
you’ve got a character you’re just dying to use, you may,
but be aware that you might have to make nip-and-tuck
alterations to the information to get it to fit your character.
(This is especially so if your character has non-human
proportions!)
I’ve made the character Thinguy.lwo especially for train-
ing with this book. His poly/patch count is 1506
polygons/patches. With him, even if you’re running
LightWave on a 366 MHz laptop, you’ll still be able to get a
good, workable real-time frame rate while you’re animat-
ing. Though his lines are broad and caricaturistic, he is
proportioned realistically so you’ll be able to get a good
range of action from him and not have either exaggerated
or realistic action look odd on him.
Advanced Note:
To all those modelers out there: The frame rate an animator
gets while he’s animating your character plays a large role
in how well he can animate him. If you absolutely must
have a character with an incredibly high pre-NURBed
poly/patch count, also make a “stand-in” character for your
animator to work with. This stand-in should have all the
joints and bends in the same places, but at a fraction of the
poly/patch count, allowing the animator to animate with
ease, then swap the stand-in with your work of art at the
time of rendering. (This also allows animation and modeling
to go on side by side. As soon as the animator gets the
weighted, setup scene with the stand-in model, he can start
working, letting modeling continue almost up to the time of
the final render.)
42
Chapter 3: Prepping Your Character for Setup
Newbie Note:
LightWave Modeler has two separate Options panels. One is
for display options (discussed later) and the other is for
general options and can be found here: Modeler|Options
|General Options (or by pressing <o>). General Options has
important things like the Content Directory (where LightWave
looks for images, objects, scenes, and the like), how many
levels of Undo you have, whether polygons will default to
quadrangles (for NURBial patches) or triangles, and how
smooth your NURBed models will look as you’re working on
them. (This smoothness is the result of patch division, where
the higher the number, the smoother the model will look but
the more computationally intensive it will be to draw in real
time. I usually use a level of 4.)
43
Chapter 3: Prepping Your Character for Setup
Figure 3.1, Figure 3.2, Figure 3.3. Front, side, and top views of our
character. A good knowledge of anatomy is important whether you are
doing cartoonish or hyper-realistic characters. Things like scale,
relationship, and rotation are stored deep in all our minds, though it isn’t
something that most of us are consciously aware of. Most people can’t tell
you exactly why something looks “right” or “wrong,” but it is usually
because of something being incorrectly proportioned or rotating from
somewhere it shouldn’t.
44
Chapter 3: Prepping Your Character for Setup
45
Chapter 3: Prepping Your Character for Setup
Note:
The way I like to do pre-bending is to select groupings of points
(say, of the forearm and hand, for instance), and then using Modify
|Rotate|Rotate, “swing” those selected points around into their new
place while the rest of the model stays locked in place. By adding
and removing points from your selection, you can specifically con-
trol the “bending” of your model as you rotate these groups.
Figure 3.4. Pre-bend the arms, preserving the volume of the bent elbow.
Note:
When rotating selections of points for the arms, legs, or
whatever, try to bear in mind where the joints would be in
an actual skeleton (Figures 3.1 to 3.3). If you rotate your
point selection from these joints, you’ll have a much quicker
time of point pulling to make your model look correct.
46
Chapter 3: Prepping Your Character for Setup
Newbie Note:
Creating point selection sets (Dis-
play|Grouping|Point Selection
Sets…) not only helps you know
what points are what when you’re
pre-bending your model, it also
makes things much easier when
you’re point weighting. (You add
points to your selection from a
selection set you’ve created by
bringing up the Point Statistics win-
dow by pressing <w> with Points
^G active. You choose the point
selection set you’ve created from Figure 3.5. Add points from a
the list, and click on the “+” sym- selection set to your current
bol to its left.) selection.
Newbie Note:
Make use of all the tools at your disposal when doing delicate point
work. Press 0 (on the numeric keypad) to make windows go full-screen
to get better views of tight areas. Hide and unhide parts of your model
to get a clear shot at what you’re trying to manipulate. Switch between
polygons and meta-NURBS to see how smoothly rings of points are
lying. Alternate between Smooth Shade and Wireframe Shade in your
Perspective window to see which points are causing bumps in your
model. Activate and deactivate showing point selections, polygon
selections, cages, guides, and whatnot in your Perspective window to
eliminate clutter when you really need to see detail. (Press <d> to
bring up the Display Options window. Choose the Viewports tab.
Viewport 2 controls the upper-right window, the Perspective window by
default. Click on Independent Visibility and you can enable and dis-
able settings to make your modeling life easier.)
Caution:
Using Symmetry (Modes|Symmetry On/Off) can be a great help, but
only if your model is exactly symmetrical before you start pulling points
around. A point that is close but not exactly mirrored across the X-axis
of your model won’t be automatically selected when you select the
point on the +x side of your model. If forget about this you can have
half of your model correct and the other half misshapen. Correct this
by cutting your model down the center and mirroring. Mirroring, how-
ever, copies over all point weight information, so if you mirror your
character’s right side to become its left, both thighs (for example) will
have exactly the same weight maps targeted at the RightThigh bone.
47
Chapter 3: Prepping Your Character for Setup
There are several free plug-ins available that will help you fix
the symmetry of your model if you need to (search the archives of
www.flay.com), but the best solution is to make sure you always
operate with Symmetry active if you are working with a symmetri-
cal model.
2. Pre-bend your character’s legs to match those in Figure 3.6.
Preserve the volume of the knee (see Figure 3.7) when bend-
ing points to make it look like there actually is a knee inside
that tube of virtual fabric. Pay special attention to the pelvic
area; you’ll often see deep folds in the front of the pants when
you swing the legs forward. You’ll also have to watch the
gluteal area; it tends to get flat when legs are swung forward.
Pull points to make this base pose look believable.
48
Chapter 3: Prepping Your Character for Setup
3. Lower the body and head to account for the height that was
lost when we bent the knees. When you’re doing this, tweak
the points of the pant cuff to fall properly over the shoe. You’ll
also need to pull the top part of the shoe to be bent by the calf
section angling toward the knee.
49
Chapter 3: Prepping Your Character for Setup
4. Check the alignment and position the hands. Make sure they
look natural within the shirt cuffs and the fingers point
straight forward.
Note:
You may have noticed that “ThinGuy” only has four fingers. There’s
a convention in character design that says human characters have
five fingers, animal characters have four. I break this convention in
CG when I’m working with a cartoon human. This is just my per-
sonal preference, but it saves a lot of cumulative time in animation,
and the clients I’ve dealt with would rather have better overall ani-
mation than an extra finger.
If you examine the new model for this book, “Mr. Cool,” you’ll
notice that he has four fingers, but he still works perfectly with the
“ThinGuy” riggings. This is a common “cheat” where I’ve got both
Mr. Cool’s ring and middle fingers following the movements of the
bones of ThinGuy’s middle finger.
50
Chapter 3: Prepping Your Character for Setup
51
This page intentionally left blank.
Chapter 4
Boning Your
Character
Note:
As you continue to work in CG, you’ll notice that you “hit the groove.”
This is when things just flow. Whether you’re animating or modeling,
everything just falls right into place, time seems to drop away, and you
achieve a close to Zen-like state. The problem is that this is usually the
time when the computer crashes, the network freezes, or any number of
other problems trash what you did since your last save.
When you’re in that Zen-like state, saving your work seems to be last
on the list of important things to do. If you’ve lost your best work of the
day in a crash of some sort, producers seem to think that since you did it
once, it would be easier the second time. This is not the case. The only
remedy to this is to save often, and make a habit of it! Not just save, but
save revisions. Crashes have happened in the middle of a save, and that
corrupts what might be days or weeks worth of work (if that happens to
your only version of the model or scene)!
LightWave [8]’s Save Incremental features for both objects in Modeler
and scenes in Layout is perfect for this task. With the press of a capital
“S” you automatically save your object or scene with “_v001” tacked onto
the end, and every time you do this, the number increases by one! (So,
in an effort to keep my directories uncluttered, if I’m working on
Blah_v003.lwo, I’ll Ctrl+s (Save As) and choose Blah_v002.lwo; just in
case the power goes out during a save, I’ve still got *03.lwo). Then, with
that save completed successfully, I’ll press <S> to automatically save
and update my current revision to *v003. The result is that I’m saving
over something I don’t have a more recent version of, and yet I’m also
not racking up a huge number of files in the object’s directory.)
Always move on to a new set of revision numbers anytime you make
a major change! This frees you to safely experiment, knowing you can
always go back to the way things were before (regardless of whether the
decision is yours or your director’s).
53
Chapter 4: Boning Your Character
1. Load the character you pre-bent for IK in the last chapter into
Modeler. (If all you want to do is animate and you never see
yourself modeling and you skipped the pre-bending, I’ve got a
pre-bent model already made, which you can find in
Objects\chapters\ch_03.lwo.)
2. Maximize the Right viewport and press a to Fit All.
3. Set your Foreground (Active) Layer to Layer 2 and your
Background Layer to Layer 1.
Figure 4.1
54
Chapter 4: Boning Your Character
Note:
The order in which you create the skelegons in Modeler is the
order in which they will become bones in Layout. I like to use
the Up and Down Arrow keys when animating to select the
next and previous bones, and have memorized how many
presses it takes to get from one specific control to another.
(For instance, with Spine1 selected, pressing the Down Arrow
three times will select the Head control, and one more press
selects the RightHand_Trans control.) This lets me keep my
eyes glued to my scene without breaking my concentration to
go to a Schematic view or to scroll visually through a list. This
is why we’ll be creating skelegons in a seemingly haphazard
way; it actually makes animation much easier, for some, in
the long run.
55
Chapter 4: Boning Your Character
Note:
Many people create skele-
tons with the buttocks as the
base. I create mine with the
lumbar area as the skele-
ton’s base. This allows you to
swing the hips without hav-
ing to counteranimate the
spine. This makes animating
everything from walks to
slouches much faster and
easier.
56
Chapter 4: Boning Your Character
Creating Skelegons
To create a skelegon,
click on Setup|
Skelegons|Create
Skelegons. Then, click
and drag to create a
skelegon. While Create
Skelegons is active,
clicking and dragging
within either of the two
circles at the base or
head of the skelegon will
drag that end to a new
location. Clicking out-
side of those two circles
will create another
skelegon that is a child
of the one you just
created.
Note:
The viewport in which
you create a skelegon
will determine its bank Figure 4.3. This bone will be the root of your
rotation of that bone in skeleton.
Layout. Generally, if a
skelegon is created in
a Top or Back view- Note:
port, it will have a Skelegons are considered polygons. You can
bank rotation of 0°, select them with Polygons ^H active. Even
and a skelegon created though they look like they’ve got several
in a Right viewport will polygons to them, LightWave treats each
result in a bone with a skelegon as a single polygon. Under the
bank rotation of –90°. Polygon Statistics window (press <w> with
Polygons ^H active) each skelegon is listed
under its name in the Part drop-down list
(the bottom line in the Polygon Statistics
window).
57
Chapter 4: Boning Your Character
Note: Note:
If you’re ever unsure as Grid Snap can help or hinder you,
to whether to create a depending on what you’re trying to do at
skelegon in a Right, that moment in Modeler. Activate Grid
Back, or Top viewport, Snap by choosing Edit|Display Options|
just look at the accom- Units|Grid Snap when you need to make
panying illustration for things snap to an invisible grid (good for
that step to see which aligning items), and deactivate it when
viewport I’m using. you need to make fine, delicate changes.
58
Chapter 4: Boning Your Character
6. Draw the skelegons that will be the first, second, and third
spine bones. (Because we had our root skelegon selected, the
new skelegons are created as its children instead of children of
the Pelvis, the last bone we created.)
Figure 4.5. Be sure to follow the curvature and placement of the spine
in these skelegons. (I’ve turned off points, cages, and guides so I can
more easily see what I’m doing.)
59
Chapter 4: Boning Your Character
Naming Skelegons
Name skelegons by selecting them individually and choosing
Setup|Skelegons|Rename Skelgns. Naming a skelegon helps
us not only tell skelegons apart but also the bones and weight
maps that will be generated automatically from these
skelegons.
60
Chapter 4: Boning Your Character
Note:
Sometimes,
even with no
skelegon select-
ed, LightWave
will draw new
skelegons as
children of a
previously cre-
ated skelegon.
You can solve
this problem by
hiding all skele-
gons before
drawing new
ones.
61
Chapter 4: Boning Your Character
Figure 4.9. This bone will control the translation of the hand and its heading
and bank.
62
Chapter 4: Boning Your Character
Note:
Now that LightWave has the ability to rotate objects in Lay-
out based upon world and quaternion coordinates, nesting
controls as we are doing for the hand isn’t as necessary to
control gimbal lock as it once was. Yes, it does mean that
there is yet another control to consider during animation,
but I find that I can more precisely control hand animation
this way. So much acting comes from subtleties of the
hands, and for me to be able to dictate exactly which way a
wrist will unfold in a scene with complex acting is more
important than eliminating a control.
Figure 4.10. This bone will control the hand’s pitch. Having these bones a
different length makes them easier to select without using the Polygon Statistics
window.
63
Chapter 4: Boning Your Character
64
Chapter 4: Boning Your Character
Mirroring
1. With your skelegons selected, press <V> (LightWave’s hot
keys are case sensitive) or select Multiply|Duplicate|
Mirror.
2. Press <n> to open the Numeric input window.
3. Press <n> a second time to activate the controls. Make sure
the X-axis is selected, and that the center is set to 0 m along
the X-, Y-, and Z-axes.
4. Deselect Merge Points. (The Merge Points option automati-
cally performs a Merge Points|Automatic function after
mirroring. This is handy in a lot of cases, but we want to know
that any points on these skelegons that we don’t merge on
purpose stay that way; it can affect hierarchy.)
5. Close the Numeric window and press the Spacebar to drop
the Mirror tool.
65
Chapter 4: Boning Your Character
66
Chapter 4: Boning Your Character
3. Make a small skelegon that has its tip at the center of the hip
joint. (Use Figures 3.1 and 3.2 to help you.) Angle this bone so
it lies along a path that points toward the knee. Name this
skelegon RightKnee.
67
Chapter 4: Boning Your Character
Figure 4.15. Mirroring the foot and knee controls. All extraneous things are
kept hidden to help preserve sanity.
68
Chapter 4: Boning Your Character
4.5 Fingers
Now that we’ve got the major controls that will drive the IK for our
character, we’ll put in the FK bones that will control the fingers.
Because of my tendency to like to scroll up and down through things
in Layout with the Up and Down Arrow keys, I like to build the fin-
gers in a specific pattern. I like to start sculpting the hand position
from the index finger, working my way to the middle finger, ring fin-
ger (if it’s there), pinky finger, and finally the thumb. If you would
rather start with the thumb or another finger, please feel free to
modify this hand setup to suit your needs.
1. Create a chain of three skelegons along the right index finger.
Name these RightIndex_Base, RightIndex_Mid, and
RightIndex_Tip accordingly.
Figure 4.17. I tend to place finger bones a bit higher than the center of the
finger. This gives me the most realistic finger action in bends. Notice that
while the connections between RightIndex_Tip and RightIndex_Mid and their
parents fall on the isoparm (isoparametric line, the lines that define NURBial
patches) of their respective knuckle, the base of RightIndex_Base does not.
The rotation point of this base knuckle is deeper inside the hand than what
you might think. Bend your own fingers from this first knuckle, and see that
the bend takes place not at the webbing but deeper into your hand!
69
Chapter 4: Boning Your Character
Figure 4.18. The skelegons for the middle and pinky fingers. I’ve marked the
knuckles with thick lines in this figure. I generally like to have a bend fall
directly on an isoparm, and surround it with an isoparm on either side. It
helps keep bulges in the right places while animating.
70
Chapter 4: Boning Your Character
Figure 4.19. The skelegons of the thumb. Thumbs do have three parts of
articulation, just like fingers! It’s just that the base of our thumb is buried deep
in our hand close to our wrist! Move your own thumb about, feeling for this
base joint with the fingers of your other hand.
Advanced Note:
There is actually another point of articulation in the hand that
lets us fold our pinky and ring fingers over somewhat toward
our thumb. So far, I haven’t needed to build a setup that has
this, but that doesn’t mean that you won’t be faced with a
scene one day where you’ll have to put this in. Just make a
mental note that this rotation swings from the base of the
palm, just on the other side of its center from where
*Thumb_Base attaches.
71
Chapter 4: Boning Your Character
5. Select and mirror the bones you have just created for the fin-
gers (and thumb) across the X-axis (without merging points),
and rename the new bones to reflect the fact that they’re on
the left.
Figure 4.20. All the IK and FK controllers have been created. All that remains
for this part of the setup is to create the skelegons for the IK systems.
72
Chapter 4: Boning Your Character
73
Chapter 4: Boning Your Character
Newbie Note:
The order in which the points to be welded are
selected is important. All selected points will be
welded to the last point selected.
5. Select the single point that is now the tip of Neck and the base
of Head. Press Ctrl+u to “unweld” this point into two points
(a point for each skelegon it belonged to).
74
Chapter 4: Boning Your Character
75
Chapter 4: Boning Your Character
76
Chapter 4: Boning Your Character
Figure 4.27. Selecting the points that will position the tip of RightForearm after
having positioned the elbow joint.
77
Chapter 4: Boning Your Character
78
Chapter 4: Boning Your Character
14. Select the points that are the base of LeftBicep and the tip of
LeftElbow (they should be right on top of one another). Press
Ctrl+w to weld them together, making LeftBicep a child of
LeftElbow.
Figure 4.29. Welding the mirrored skelegon chain of LeftBicep, LeftForearm, and
LeftArm_Puller to the tip of LeftElbow.
79
Chapter 4: Boning Your Character
Figure 4.30. Position the knee joint slightly forward of the center of the model’s
knee.
17. Weld the point at the tip of RightCalf to the point at the base of
RightFoot (just like we did before).
18. Select this newly welded point and unweld it.
80
Chapter 4: Boning Your Character
Figure 4.32. With the addition of RightLeg_Puller, the hierarchy of the right leg
is complete!
81
Chapter 4: Boning Your Character
22. Select all your skelegons and cut them, leaving Layer2 empty.
23. Set Layer1 as your active layer and paste the skelegons into
the same layer as your mesh.
24. Select Map|Weight|Bone Weights.
82
Chapter 4: Boning Your Character
26. Save a backup revision of your model, and then save the model
itself. When you’re ready, go on to Chapter 5.
83
This page intentionally left blank.
Chapter 5
Converting,
Organizing, and
Aligning
The skelegons you created in Modeler are placeholders for the bones
that Layout will use to deform the mesh. So now, for the moment, we
can leave Modeler behind and open up Layout.
Newbie Note:
If you just couldn’t bring yourself to make the skelegons in the last
chapter, there is a model that already has them created for you.
As always, I strongly encourage you to go through all the steps so
you have an understanding of how each part was created and
how to modify them should you ever need to. If you need the
pre-skelegoned model, you will find it on the companion CD as
Objects\chapters\ch_04.lwo.
85
Chapter 5: Converting, Organizing, and Aligning
Figure 5.1. I find it helpful to use multiple views in Layout. You have a better feel for
where something is in 3D space, and the Schematic window can be invaluable for
finding a specific character control at a glance (more on this in a bit). You activate
multiple views under Edit|Display Options|Viewport Layout.
86
Chapter 5: Converting, Organizing, and Aligning
87
Chapter 5: Converting, Organizing, and Aligning
88
Chapter 5: Converting, Organizing, and Aligning
Figure 5.5. In addition to hiding the bones that are driven by IK, I like
to color code all the bones to help in at-a-glance identification of them
when animating gets intense. My own preference is to have red for
bones on the right, green for bones on the left, and cyan for centered
bones such as the spine and head. I use darker colors for the bones
only IK needs to know about once we start animating.
89
Chapter 5: Converting, Organizing, and Aligning
Figure 5.6. Animation can be pretty hectic. Every bit of organization you can do
beforehand helps. With the controls for your character laid out like this, you can
quickly choose the control you need without having to scroll through a list. (This
illustration is only a suggestion; it is what works best for me. Feel free to innovate
and find what works best for you!)
90
Chapter 5: Converting, Organizing, and Aligning
Figure 5.7. Pitch is what we would normally think of in LightWave as the axis to
rotate an item forward and backward (around its X-axis). With the way Root is
currently oriented, in order to bend the character forward and backward we would
have to use heading (represented by the red circle on your screen).
91
Chapter 5: Converting, Organizing, and Aligning
Figure 5.8. Your model will be cloned, along with all its bone structure.
92
Chapter 5: Converting, Organizing, and Aligning
5. With the clone of your model still selected, open the Classic
Scene Editor and choose Select|Select All Bones of Cur-
rent Object.
6. With all the bones of the cloned model selected, within the
Scene Editor select Colors|Color Selected Items|Orange.
Note:
The bones you just colored orange will be guides for us to
match as we rotate our model back into alignment. If you
notice in the Current Item field that you’ve got an orange
bone selected, stop! LightWave only has one level of undo
in Layout. Make sure you have the right bone selected
before making changes.
93
Chapter 5: Converting, Organizing, and Aligning
Figure 5.10. All the bones you have selected will be colored orange.
7. Select the Root bone of your original mesh. (It should be cyan,
not orange.)
Figure 5.11. Just making sure that the correct bone is selected.
94
Chapter 5: Converting, Organizing, and Aligning
8. Change your tool (what LightWave does when you move the
mouse) to Rotate (Modify|Rotate|Rotate y).
9. In the numeric input field, change the entry for bank to 0.
Figure 5.12. The value for bank in my scene was –90. Changing the pivot’s
bank to 0 swings my character’s spine and pelvis onto its side.
Newbie Note:
After getting each of these bones lined up, press Enter
twice to create a keyframe for that bone. Even if you have
Auto Key Create active, this is a good habit to get into; it
reduces the chances of losing precious minutes or hours
of work.
95
Chapter 5: Converting, Organizing, and Aligning
Figure 5.13. After you change the rotation values for the pelvis to 0, you
should only need to rotate it along its pitch axis to line it up with the
orange reference bone. Almost always, copying the old value for heading
into pitch aligns the pelvis and spine bones perfectly.
Figure 5.14. The spine bones, back in alignment with our orange
reference bones.
96
Chapter 5: Converting, Organizing, and Aligning
Figure 5.15. Changing RightFoot’s bank should leave it aligned with its
orange reference bone (even though RightToes is now misaligned). Tweak
RightFoot’s heading and bank if you need to.
97
Chapter 5: Converting, Organizing, and Aligning
17. Swap the values for heading and pitch, and zero-out the value
for bank; RightToes should line up with its orange reference
bone. Tweak as needed.
98
Chapter 5: Converting, Organizing, and Aligning
Figure 5.17. Your character is done with its virtual chiropractic session; be
sure to clear the right object!
Newbie Note:
With Parent in Place active, LightWave calculates the SRT
offset required to keep the selected object in the same
“worldspace” (an item’s relationship to the LW world vs. its
relationship to another item; more on this in Chapter 8), even
though it inherits SRT data from its parent item. LightWave
does a good job of this, but it can be fooled by complex hier-
archies where items have had changes made to their pivot’s
rotation (see Section 5.5). So save revisions and always be
watchful for errors in these calculations!
99
Chapter 5: Converting, Organizing, and Aligning
Figure 5.19. Notice how the line that once connected RightThumb_Base
to ch_04 now is connected to RightHand_Rot.
100
Chapter 5: Converting, Organizing, and Aligning
Note:
These are options you’ll want to keep in the back of your mind for
future reference. I’ll go through them in Chapter 8 in the section on
how to modify the setup for your personal preference, but this will get
your wheels turning as to how to apply changes in setup to the needs
of different scenes.
With the way the hands, feet, and head are children of different
items (when IK has been fully activated at the end of Chapter 6), when
you move the mesh object itself, your entire model will move, statue-
like, to its new position. When you move the Root bone, your charac-
ter’s feet will remain where they are, and his entire upper carriage will
move, frozen and statue-like. When you move Spine1, your character’s
torso will move, statue-like, but his head, hands, and feet will stay put.
You’ll find some scenes to be much easier when the hands move
with the momentum of the upper carriage (some martial arts katas),
and some scenes much more difficult (grappling). Sometimes you’ll
want the head to be independent of the torso (dancing), and some-
times you’ll want it to follow (walking). As you begin work on a scene,
think about what kind of hierarchy of head, hands, and feet will make
your work easier, and experiment. You’ll find your own personal
101
Chapter 5: Converting, Organizing, and Aligning
102
Chapter 5: Converting, Organizing, and Aligning
Newbie Note:
Remember that when you have Auto
Key Create active, LightWave auto-
matically records keyframes for items
you move. With All Motion Channels
selected, a key is created on all axes
of scaling, rotation, and translation
when you move the item. With Mod-
ified Channels selected, a key is only
created on the axes of the channels
you are modifying. Without Auto Key
Create active, all changes in SRT are
lost when you leave that frame unless
you manually create one for each
channel of each item modified. (This
functionality was great when Layout
didn’t have Undo.)
103
Chapter 5: Converting, Organizing, and Aligning
Note:
In recording pivot rotation,
LightWave (in essence) sets the
pivot point’s rotation of the cur-
rent item to its current rotation.
Then it “zeros” its current rota-
tion by setting it to 0H, 0P, 0B.
With Auto Key active, a
keyframe is recorded at the cur-
rent frame (preferably the first
frame of your scene, usually 0)
and LightWave perceives the
item as now having a rotation
of 0H, 0P, 0B. Without Auto Key
active, no keyframe is created
(unless you do so manually)
and when you refresh the
viewport (go forward a frame,
then back a frame; save, then
load, etc....), the item reverts to
its old rotation data, but now
this data is added to the new
rotation of its pivot.
Figure 5.22. Recording pivot
rotation.
Note: Note:
The hot key for recording pivot rotation is <P>. For my rea-
soning behind
recording
pivot informa-
Note: tion, see
A good way to check to make sure that the Chapter 2’s
pivot’s rotation was actually recorded is to look section called
at the rotation numerical input fields. If they’re “Rotation
all zeros, rotation has been recorded! This is Order.”
how I check to see if I’ve missed anything after
doing this step. I just quickly scroll down the
bones using the Down Arrow and watch the
numeric input fields to see if there are any
bones that still have values other than zero.
104
Chapter 5: Converting, Organizing, and Aligning
Newbie Note:
A bone’s rest position isn’t the same as its pivot rotation.
Pivot rotation figures in rotational calculations (heading,
pitch, and bearing). Rest position (which actually also
includes a bone’s rest rotation) keeps track of how much the
bone has deviated from its initial (rest) position, rotation,
and scale. The points of the object the bone is affecting are
pulled along accordingly.
Newbie Note:
A bone should always have a scale of 1, 1, 1 when it is at
rest. LightWave uses this scale of 1, 1, 1 as its point of refer-
ence to figure the deforming of the object when the bone is
scaled.
If you need to make a bone’s rest length longer or
shorter while in Layout, (i.e., the Root bone is much shorter
than the Pelvis bone), you need to make this adjustment
under the Bone|Properties|Rest Length setting. (Click and
drag on the double-triangle button to the right of the input
field.)
1. With Root once again selected, record its rest position, length,
and direction by pressing r (or choosing Setup|Modify|Ori-
entation|Record Bone Rest Position). (See Figure 5.23.)
2. Record the rest position for every bone in your model.
Note:
I just start at the top of the character with the Root
bone, and get a nice rhythm going, alternately
pressing <r> and the Down Arrow key. It won’t
matter if you lose yourself in the rhythm and record
rest position for a bone more than once if you
“wrap-around” from LeftLeg_Puller to Root.
105
Chapter 5: Converting, Organizing, and Aligning
Give yourself a healthy pat on the back! You’ve just completed the
first half of character setup! In the next chapter, you’ll finally begin
to see the power of the setup you’ve been creating as we start to
activate IK.
106
Chapter 6
Newbie Note:
As always, if you feel you need a “leg up” from the last
chapter, you can find the scene that has the work of
Chapter 5 all done for you in Scenes\chapters\
ch_05.lws.
107
Chapter 6: Putting IK and IKB to Work
Figure 6.1. The hierarchical view of the Scene Editor is the quickest way
of selecting the bones we’ll be terminating. (While working at this stage,
I find it helpful to hide the mesh.)
108
Chapter 6: Putting IK and IKB to Work
109
Chapter 6: Putting IK and IKB to Work
Figure 6.3. Setting NeckGoal to be the child of Head (with Parent in Place inactive)
makes the null instantly “jump” to Head’s base.
Newbie Note:
Because we deactivated Parent in Place, the moment we set Head to be
the parent item for NeckGoal, it seems to instantly reposition itself to
the base of the Head bone. As a child of Head, NeckGoal’s world now
revolves (quite literally) around Head’s pivot, and wherever Head is,
that is where NeckGoal perceives 0X, 0Y, 0Z, and 0H, 0P, 0B to be.
From NeckGoal’s point of view, it is still at 0, 0, 0. If we had had Parent
in Place active when we did step 5, to our perception, NeckGoal
wouldn’t have moved, but if we had looked at its position in the numeric
input fields, we’d have found that it now reads something like 0.1215
µm, –1.875 m, 50 mm. With Parent in Place active, LightWave calcu-
lates the offset (taking into account the parent item’s rotation as well as
its position) needed to have the selected object stay where it was in
world coordinates, which simply means with respect to the world’s 0X,
0Y, 0Z, 0H, 0P, and 0B. (More on coordinate systems in a bit!)
110
Chapter 6: Putting IK and IKB to Work
Newbie Note:
Parent in Place is to remain off
for steps 7 to 10 in this section.
111
Chapter 6: Putting IK and IKB to Work
6.3 Activating IK
Now, we’ve got to activate IK. We’ll be telling LightWave which
item will be pulling which chain toward which goal object. We won’t
see the chains move yet; we’ll still have to tell Layout which axes
IK should take over on each item to be controlled by IK.
1. Select the RightArm_Puller bone.
2. Press <m> to bring up the Motion Options panel for this
item. (See Figure 6.5.)
3. Select RightArmGoal as the goal object.
4. Check the box next to Full-time IK.
5. Set Goal Strength to 80.
Newbie Note:
Remember that without Full-time IK
checked, LightWave only calculates
IK for this chain when you’re moving
the goal object, and you have to
manually set keyframes for each item
in this chain that uses IK to figure its
rotations. “Part-time” IK is a holdover
from when IK was too much for most
computers to continually keep on top
of, but it can still come in handy if
you need to lighten the load on your
CPU as you work on a complex
scene.
Note:
Goal Strength is a level of how much this chain will try to keep
the puller touching the goal object as you animate. A low value
will let the arm separate from the wrist too easily, and a high
value can cause jitters. The number 80 is just an arbitrary value
I’ve come up with that seems to keep things together, while
keeping jitters to a minimum.
112
Chapter 6: Putting IK and IKB to Work
Figure 6.6. The blue lines on your screen show the active IK chains from the base
of the puller item to the base of the child of the Unaffected by IK of Descendants
(terminated) item. (These are the IK chains, which can be shown or hidden under
Edit|Display Options|Show IK Chains.)
113
Chapter 6: Putting IK and IKB to Work
Figure 6.7. We’ll want this joint to pivot along both the heading and pitch axes.
114
Chapter 6: Putting IK and IKB to Work
Newbie Note:
With LightWave in rotation mode (Modify|Rotate|Rotate y), you can see
colored circles, handles, representing the axes of rotation — red for
heading, green for pitch, and blue for bank. Under Modify|General|
Coord System, you can change the axes from World to Parent to Local
(you can do this for translation (Move) axes too — X,Y,Z). When you do
this, LightWave assumes a new method for calculating rotation and
translation. With World selected, LightWave rotates (or moves) the
object in alignment with the worldspace coordinates such that Y is
always straight up, heading always rotates with respect to the world’s
Y-axis, etc. With the coordinates set to Parent, LightWave figures move-
ment and rotation with respect to the item’s parent. With the coordi-
nates set to Local, LightWave figures rotation and movement as based
solely on its own orientation (this is how LW used to figure rotation and
movement before Version 6). This may seem confusing. Playing with,
moving, and rotating items in different coordinate systems is the only
way to really get a feel for what to expect.
Note:
LightWave’s ability to switch between world, parent, and local coordi-
nate systems (see preceding Newbie Note) comes in handy, getting you
out of jams or helping to speed up precise placement. But there is a
caveat about the systems: LightWave stores rotation and translation data
relative to the parent coordinate system. You can see this by watching
the numerical data update (lower-left corner of the default LW layout)
as you rotate or move an item along one of its axes while using the dif-
ferent coordinate systems. Only the parent coordinate system always
exactly matches what you’re doing when you rotate or move a single
axis (when rotating along pitch, only the pitch numerical input field
updates; under world and local, often two or three fields can be seen to
update while rotating a single controller in Layout). What this means
for us at the moment is that in order for us to visually judge which axes
we want IK to calculate for, we must be viewing rotations in Coordinate
System: Parent.
115
Chapter 6: Putting IK and IKB to Work
Note:
If you’re like most people, you want to move the Head bone to see that the Neck
bone does indeed track to it. (Neck will have to be temporarily unhidden in
order to see it while it is not selected — just be sure to hide it again after you’re
done.) Whenever you do something like this to test a control or a setting, be sure
to move the Time Slider away from Frame 0 (you can easily delete all keys from
a frame other than 0, and get back to your character’s “rest pose”). This is
important even if you’re almost entirely sure you don’t have Auto Key Create
active. It’s always a good idea to cover your behind and give the computer as lit-
tle opportunity to frustrate you as possible (an ounce of prevention and all that).
This is just one small habit to get into to save you from having to utter the
phrase, “What do you mean I can’t Undo?” along with some choice expletives.
(You need your character in this rest pose — where all bones are exactly where
they were created as skelegons — in order to properly set skinning attrib-
utes/weight maps. And it is always best to have your character load in the same,
balanced pose. If you make a modification to the key at Frame 0, you won’t be
able to get back to this exact pose. And if you delete the key at Frame 0, and
that happens to be the only key in the scene for that item, that item has a high
probability of being grossly misplaced when you reload the scene.)
116
Chapter 6: Putting IK and IKB to Work
Advanced Note:
If you’re moving the Head bone and are thinking to yourself, “Hey, I can move
the head a mile away from the neck! What gives?” Don’t worry. Under moderate
control, it just gives the feeling of good old-fashioned squash and stretch in
action. It has been my experience that viewers don’t notice if a neck, wrist, or
ankle elongates a little during animation. This kind of setup is the only way I
know that will allow you to lock a character’s hands (which will function the
same way as the head) to a surface like a tabletop and still have full range of
motion for the rest of the body. You don’t have to fret that the wrong twist of the
body will pull the hands away from the table. As for the head, yes, it is possible
to make an IK setup where the control for the head/neck simply moves the joint
between the head and neck, with the head staying attached while pointing in the
same direction as the control. However, if you also use IK to have the eyes point
toward targets in the scene, having them in a hierarchy that is already controlled
by IK (the head/neck) seems to give the solver fits. I’ve experienced solving
errors for the eyes from missing their goal objects by a few degrees to rotating in
the exact opposite direction from what you’d expect. (The way to be sure of this is
to attach a wireframe two-point poly that is invisible to the camera and not cast-
ing shadows to the eyeball, extending in its exact “line of sight”).
Figure 6.9. The RightThigh, set to use IK for heading and pitch.
117
Chapter 6: Putting IK and IKB to Work
6. Select RightCalf.
7. Set only Heading Controller to Inverse Kinematics.
Advanced Note:
For those of you who are wondering, “Why heading? Shouldn’t pitch be the
axis that the calf would rotate to swing in a normal, ‘calf-like’ motion?”
You’re absolutely right; this would be the normal way of things, except that
we used skelegons to create it and its parents (the reason we tweaked the
spine, pelvis, and feet in Section 5.3). Could we do what we talked about in
Chapter 2, “swapping” heading and pitch? Yes, we could, but should we?
Only if you want to use that bone’s joint compensation and/or muscle flexing.
Note:
Your character’s leg should now follow his foot when you
move RightFoot. Just make sure you’re on some frame other
than 0 when you test it, and delete the keyframe if one is
automatically created!
118
Chapter 6: Putting IK and IKB to Work
119
Chapter 6: Putting IK and IKB to Work
Note:
I have to mention this just to help illustrate that all-important point that
you have to push beyond the bounds of being “safe” (when you have
the time to fully R&D, that is), that creativity in how you solve problems
is a virtue in this work. When I was R&D-ing this setup for a project
some time ago, I figured that the arms of the character should be in
the position we currently have them because it puts them within the
average range of motion; skin would need to stretch and compress less
than if the character were spread eagle. All the preliminary math also
suggested that this should be an extremely stable IK setup. In reality,
when I first put this together and was using IK only for the bicep’s
heading and pitch (as I had been taught), the setup was one of the
most jittery, flippiest IKs I’ve ever seen in LightWave. I beat my head
against the math for weeks, trying every solution I could think of to
force it to work; everything I knew about IK said it should work, and yet
it didn’t. I was just about to scrap the whole thing. After about two
weeks of fighting with the arm’s IK, going through every clever varia-
tion I could think of, on a whim I turned on IK for the bicep’s bank. The
deadline for having the characters working was looming, and I had
tried everything else; I should have just gone back to an old setup I
knew would work relatively well. Much to my surprise, with IK solving
for H, P, and B, the arm instantly began functioning just as all the pre-
liminary math said it should! The result is the setup you’re building
right now, one of the strongest, most realistic, and reliable IKs I’ve used
in any package. Never be afraid to try something weird. Flying in the
face of convention is often rewarded, just so long as you’ve got the
time to backtrack to something you know will work.
120
Chapter 6: Putting IK and IKB to Work
Figure 6.12. Using IK for controlling only the heading of the RightForearm.
121
Chapter 6: Putting IK and IKB to Work
Advanced Note:
There are some setup artists who use rotation limits (“constraints” in other pack-
ages) to keep a forearm or a calf from bending beyond its normal range of
motion. I don’t find there to be much need for this if there is enough of a helping
“pre-bend” between the forearm and bicep, or the calf and thigh. I’ve actually
found that it can increase the possibility of jitters or flipping because it gives IK
yet one more thing to think about. Jitter or no, LightWave’s rotation limits (cur-
rently) cause an item to stop like it hit a brick wall when it reaches the end of its
range of movement. This is enough reason for me to strongly advise against
using rotation limits in character animation.
Note:
When you are working in a coordinate system other than Parent,
LightWave lets you manipulate an item on an axis by clicking on its
handle in the Layout viewports, even when that axis has been disabled.
122
Chapter 6: Putting IK and IKB to Work
Note:
In the case of *Hand_Trans and *Hand_Rot, I find it to be much easier
to get the exact arcs of motion I’m looking for if I use *Hand_Trans for
heading and bank, and *Hand_Rot for pitch and bank. You can use all
three axes for a single hand control if you wish (and sometimes you
may have to in order to get the exact placement you need), but this
greatly limits your control of how the hand rotates between keyframes.
The following is a list of all the items in our scene that pertain
to our character. Axes with an “X” in that column are axes that are
to be active. Axes marked with an “o” are optional; I generally don’t
use them, but feel free to if you want. Those left blank indicate con-
trols to remain inactive.
Item Move Move Move Rotate Rotate Rotate Stretch Stretch Stretch
X Y Z H P B X Y Z
Ch_04 (Character Mesh) X X X X o o X X X
NeckGoal
RightArmGoal
LeftArmGoal
RightLegGoal
LeftLegGoal
Root X X X X X X X X X
Pelvis X X X X X X
Spine1 X X X X X X X X X
Spine2 X X X o o o
Spine3 X X X o o o
Head X X X X X X X X X
RightHand_Trans X X X X o X X X X
RightHand_Rot o X X
RightShoulder X X
RightElbow X
LeftHand_Trans X X X X o X X X X
LeftHand_Rot o X X
LeftShoulder X X
LeftElbow X
RightFoot X X X X X X X X X
RightToes o X X o o o
RightKnee X
LeftFoot X X X X X X X X X
LeftToes o X X o o o
LeftKnee X
123
Chapter 6: Putting IK and IKB to Work
Item Move Move Move Rotate Rotate Rotate Stretch Stretch Stretch
X Y Z H P B X Y Z
RightIndex_Base X X o o o
RightIndex_Mid X o o o
RightIndex_Tip X o o o
RightMiddle_Base X X o o o
RightMiddle_Mid X o o o
RightMiddle_Tip X o o o
RightPinky_Base X X o o o
RightPinky_Mid X o o o
RightPinky_Tip X o o o
RightThumb_Base X X X o o o
RightThumb_Mid X o o o
RightThumb_Tip X o o o
LeftIndex_Base X X o o o
LeftIndex_Mid X o o o
LeftIndex_Tip X o o o
LeftMiddle_Base X X o o o
LeftMiddle_Mid X o o o
LeftMiddle_Tip X o o o
LeftPinky_Base X X o o o
LeftPinky_Mid X o o o
LeftPinky_Tip X o o o
LeftThumb_Base X X X o o o
LeftThumb_Mid X o o o
LeftThumb_Tip X o o o
Neck
Neck_Puller
RightBicep
RightForearm
RightArm_Puller
LeftBicep
LeftForearm
LeftArm_Puller
RightThigh
RightCalf
RightLeg_Puller
LeftThigh
LeftCalf
LeftLeg_Puller
124
Chapter 6: Putting IK and IKB to Work
Note:
The bones in the previous list are laid out in the order in which they
were (or should have been) created as skelegons in Chapter 4. You can
move down to the next one by pressing the Down Arrow and up to the
previous one by pressing the Up Arrow.
Advanced Note:
As always, rules are made to be broken. If you feel that you can get the
exact silhouette you need only by moving, rotating, or scaling an item
that I’ve said shouldn’t be moved, rotated, or scaled, by all means, go
for it! But be sure and save a revision before doing so, just in case you
find it’s a blind alley. Play, have fun, be creative … and always cover
your ASCII!
Note: Note:
Just FYI, the current industry standard Always remember to give
for how much footage is expected to yourself the time you need
come out of “ruff animation” is around to attain the level of quality
four seconds per animator per week. I you want out of your work.
mention this because it’s a very freeing As you practice, the time
feeling to know that if you spent 40 required to hit that level of
hours on four seconds of ruff anima- quality will decrease, but
tion, it would probably turn out looking you must be able to attain
pretty darn good too! that level of quality first!
125
Chapter 6: Putting IK and IKB to Work
126
Chapter 6: Putting IK and IKB to Work
In order to keep our character from being dragged all over the
place when we use IK Booster to move different parts of him, we
now need to tell IK Booster where to stop IK calculations, and to fix
other bones in place.
Newbie Note:
Remember that you need to have the IK BoostTool active in
order to perform any operations on or with IK Booster.
127
Chapter 6: Putting IK and IKB to Work
Figure 6.16. Stopping the IK of the spine at the base of Spine1. When
a bone is set to IK Stop, a diamond appears inside its control icon.
Newbie Note:
Remember to right-click on the control icon (not the numbers)
when setting IK Stop.
Figure 6.17. When a bone is set to Move, its control icon changes yet again.
128
Chapter 6: Putting IK and IKB to Work
Figure 6.18. Assigning quaternion rotation to the RightThigh. A little “Q” appears
inside the item’s control icon, letting you know that quaternion rotation has been
activated.
129
Chapter 6: Putting IK and IKB to Work
Next, since the control icons for Spine1 and Pelvis are right on
top of one another (those bones have the same base point), I’d like
to separate their controllers to make them a little more accessible.
Newbie Note:
I find it easier to do this step in a viewport set to Right.
130
Chapter 6: Putting IK and IKB to Work
131
Chapter 6: Putting IK and IKB to Work
16. With the Pelvis selected, right-click on its control icon, choos-
ing (Fk control).
132
Chapter 7
Point Weighting
For this chapter, we’ll be going back into Modeler to assign the points
in our character’s mesh to move with the different bones we’ve cre-
ated. There is an art to this. And to be honest, there are people out
there who are much better than I am. I’ll be giving you a foundation
to build on. Creativity is rewarded. Use your imagination. Observa-
tion and extrapolation are the only true keys to point weighting.
(Move your own arm and see just how much of your shoulder moves
when your bicep swings forward and back.) Through close observa-
tion of the “real world,” you will see where the subtleties lie that will
get the points of your model moving in the most believable way
possible.
Note:
The most believable way is not necessarily the most realistic.
The art of animation is the art of creating a visual represen-
tation of how it feels to do a thing, not recreating exactly
how it looks to do a thing.
You can see this in comparing animation that has been
rotoscoped (traced from live reference) and animation that is
just simply good animation.
This is why good animation will always radiate its own
inner life, far outshining even the best motion capture.
133
Chapter 7: Point Weighting
Figure 7.1. The basic theory I go by is that the points that lie on the meridian
where the tip of Bone 1 meets the root of Bone 2 are affected 50% by Bone 1
and 50% by Bone 2. Move a little way into Bone 1, and Bone 1 has 75%
influence over the points while Bone 2 has 25%. A little more into Bone 1, and
it has complete (100%) influence over these points.
134
Chapter 7: Point Weighting
Note:
Often, special-case models and/or weightings have to be made
for close-up shots where the model is in a pose that can’t be
handled correctly by the general-purpose point weighting.
135
Chapter 7: Point Weighting
Figure 7.2. Having zoomed in on the character’s right knee, set the Perspective
window’s rendering style to Weight Shade.
Newbie Note:
Weight Shade is a rendering style you can set for any window. Points
that have values closer to +100% (for the currently active weight
map) color their adjoining polygons and patches deeper and deeper
red. As points approach –100%, the adjoining polygons and patches
will become deeper and deeper blue. I often activate Weight Shade
for a particular viewport just to get a quick “second opinion” on how
the weighting has been applied, comparing that isometric view to the
Perspective window. (Sometimes, you’ll find it handy to examine your
model with multiple views set to Perspective and Weight Shade.)
136
Chapter 7: Point Weighting
Note:
In the way I point weight, I never set a point to have a cumulative
value below 0% or above 100%. Values below 0% can make the
point move in the opposite direction of the bone. A value of 200%
can make that point move twice as far as the bone has moved. This
can be corrected by using the weight normalization setting found in
both Layout and Modeler (see Section 7.5), but I find that it is much
easier in the long run to simply keep my values precise.
137
Chapter 7: Point Weighting
Note:
If you don’t have any maps listed under the weight map list selector
(i.e., you’re using a character of your own or the maps were
cleared), you’ll need to (re)create them (see Chapter 4, Section 4.6,
Step 24). With both the Mesh and Skelegon layers in the fore-
ground, select Map|Weight|Bone Weights. Enter 0 m for Threshold
Value, and set Use Threshold to Clip. Click OK. (You’ll also need to
pay special attention to the notes in Section 7.3. If we’ve only just
created the character’s weight maps, they weren’t around when
skelegons were converted to bones in Chapter 5 and weren’t auto-
matically assigned to your character’s bones at that time. We will
need to do this manually; see Figure 7.25.)
138
Chapter 7: Point Weighting
10. With the W button active in the lower-right corner (for Weight
Map mode), click on the selector bar and choose RightThigh.
Figure 7.5. With all but the right leg hidden, select the RightThigh weight map as the active
weight map. (Windows|Vertex Maps Panel… F8 is a great way of quickly navigating all your
character’s vertex maps. Click on a map name to make it your active map.)
11. Select the points that lie on the junction of the thigh and calf.
12. Click on Map|General|Set Map Value. See Figure 7.6. (I’ve
assigned the Shift+F10 key to this command. Because this
command is used a lot in point weighting, I’d suggest that you
also assign a keyboard shortcut to it.)
13. Because we have RightThigh already selected as our active
weight map, RightThigh appears as the default map in the Ver-
tex Map selector (you could change this selector to any other
map, should you wish).
139
Chapter 7: Point Weighting
14. Enter 50 for Value 1. (We only need to worry about Value 1 for
point weighting; LightWave automatically assumes the value
to be a percent.)
Figure 7.6. After pressing Enter in step 14, the surface surrounding the isoparm
defined by the points we have selected turns the shade of red corresponding to the
value of +50%.
15. Select RightCalf as the active weight map. (The red coloring
will disappear from the Weight Shade window because only
RightThigh has values assigned to its points right now;
RightCalf does not.)
140
Chapter 7: Point Weighting
16. Activate Set Map Value again, and enter 50 for Value 1.
17. Select the points that influence the isoparm directly above the
knee joint.
141
Chapter 7: Point Weighting
18. With the RightCalf map still as the active weight map, activate
Set Map Value and enter 25 for Value 1.
Figure 7.9. RightCalf now has 25% influence over these points.
19. Select RightThigh as the active weight map, and set Value 1
for these points to be 75.
Figure 7.10. RightThigh now has 75% influence over these points.
142
Chapter 7: Point Weighting
20. Select the points that influence the next higher isoparm.
143
Chapter 7: Point Weighting
21. Bring up Set Map Value again and enter 100 for these points.
Figure 7.12. These points will now follow 100% of RightThigh’s motion.
22. Set the points of the next highest isoparm to a value of 75 for
RightThigh.
Figure 7.13. These points will move 75% with RightThigh and 25% with Pelvis.
144
Chapter 7: Point Weighting
23. Select the Pelvis weight map (in the lower-right corner), and
set Value 1 for these points to 25.
Figure 7.14. These points will now move 25% with Pelvis.
Figure 7.15. Set the points of the isoparm just below the knee to move 25% with
RightThigh and 75% with RightCalf. (Two images are shown together for illustrative
purposes.)
145
Chapter 7: Point Weighting
Figure 7.16. Set the points of the next two lower isoparms and the points that make
up the top of the foot to move 100% with RightCalf.
24. Hide the foot so we can be sure to only select the points of the
pant leg.
Figure 7.17. Using this illustration as a guide, assign RightCalf weight maps for
these points.
Figure 7.18. Using this illustration as a guide, assign RightFoot weight maps for
these points.
146
Chapter 7: Point Weighting
Figure 7.19. Using this illustration as a guide, assign RightFoot weight maps for
these points.
Figure 7.20. Using this illustration as a guide, assign RightToes weight maps for
these points.
This method is the basis for all point weighting. As you gain famil-
iarity with this process, you will develop your own ways of working,
your own tricks and shortcuts. Where multiple bones exert multiple
influences, such as in the shoulder where a point may be affected by
Spine3, RightShoulder, and RightBicep, you simply visualize how
much influence each bone should have on the point and assign the
values accordingly.
147
Chapter 7: Point Weighting
Note:
Figure 7.21. LW[8] has a new Setup|Skelegons|Rotate Skelegons tool that lets
you test your weight mapping right in Modeler. This is exceptionally handy for
tweaking problem areas. However, putting your character onto his fully
functional rigging is the only way to truly know how his “skin” will behave
under animation conditions.
148
Chapter 7: Point Weighting
Note:
If you need to use mine, it can be found in Scenes\chapters\
ch_06.lws.
Note:
If, while you’re working, bending your model around, you
accidentally hit <r> (an easy thing to do), LW will record the
selected bone’s current position and rotation as its rest posi-
tion. If this happens, your model’s skin will be fouled for that
bone. To fix it, you need to go to the frame where the skeleton
is at rest and press <r> for the offending bone. So, once
again, just to drive a point well into the ground: You always
need to have a frame in your scene where your skeleton is at
rest. This can be at 0, –20, –100, or whatever. Just don’t get
caught putting the final touches on your masterwork scene
(which, because of being “in the groove,” wasn’t saved for
several hours) and accidentally tap the <r> key; otherwise
you’ll likely wind up exploring new and more creative combi-
nations of expletives than you ever thought possible.
149
Chapter 7: Point Weighting
Figure 7.22. Moving the RightFoot up and forward. This scene is from the last
chapter, and in it we were using the model from Chapter 4. No points are
weighted, so nothing moves, yet.
150
Chapter 7: Point Weighting
Figure 7.24. If everything is as it should be, your replacement mesh loads in with
the newly assigned weight maps for the right thigh, calf, foot, and toes. The
points of the right leg are now controlled by the bones of the right leg. (If not,
look to the following notes for troubleshooting information.)
Note:
If your new mesh isn’t doing quite what you think it
should be doing, double-check your mappings in
Modeler to make sure that no points are mapped that
shouldn’t be, and that all points that should have
mapping have correct values.
151
Chapter 7: Point Weighting
Note:
If your mapping values are correct, and you’re still not getting the results you
expect, or if the model isn’t moving at all, you might need to check that bone
weight maps are properly assigned for each bone. When you convert
skelegons into bones, and you have already created weight maps (which we
did in Chapter 4, Section 4.6, Step 24), bone weight maps are automatically
assigned to the bone (skelegon) of the same name. If no weight maps exist on
the skelegons at the time you convert them into bones, no weight maps are
assigned. If this is the case, you have to assign each weight map to each bone
manually.
1. Select the root bone.
2. Press <p> to bring up the Bone
Properties window for Root.
3. Under Bone Weight Map, make
sure that the map Root is selected.
4. Press the Down Arrow to scroll
through all the bones and make sure
that Bone Weight Map matches Cur-
rent Bone for each bone.
152
Chapter 7: Point Weighting
Advanced Note:
Another way to apply motion from one model to another is to use the Use Bones From
Object setting in the Bone Properties window. (This is a fantastic way of comparing two
ideas you might have for weighting a problem area, like the hips.)
Figure 7.26. A version of the character named Thinguy_F was loaded into the scene.
Under the Bone Properties window for Thinguy_F, I chose Ch_07_v006, the model I am
currently using to test point weighting. All SRT from all bones of Ch_07_v006 is applied
to Thinguy_F.
153
Chapter 7: Point Weighting
Note:
It isn’t necessary to cover all
possible ranges of movement,
just things that may be com-
mon positions for this
character. If you need specific
poses that are distant from the
character’s normal range of
movement, you’ll need to
build special-case mod-
els/point weightings to handle
unique instances where the
general-purpose setup breaks.
Note:
Here is where your own sense of artistry comes into
play. You have to judge. A balance of your own (or
your director’s) stylistic sensibilities and what you think
you’ll eventually need this character to do determines
how much the weighting needs finessing.
And that’s all there is to point weighting! All the points in the model
are handled in the same way. Use your best judgment when assign-
ing weights in Modeler, toggling between subpatches and polys,
then test your decisions in Layout, making changes where
necessary.
154
Chapter 7: Point Weighting
Note:
Don’t use Map|General|Clear Map or Map|General|Delete Map to
remove a map’s influence from the vertices in the mesh. If you do, that
map will be removed entirely from the character. It will no longer be
there for Layout to associate with the bone of the same name. (Even
bones that have no direct influence on the character (like *Elbow) need
to still be associated with a map.) Having a bone associated with a “0%
influence” map (for this manner of setup) is the most efficient way to
keep it from exerting unwanted influence on the model’s points.
155
Chapter 7: Point Weighting
156
Chapter 7: Point Weighting
Note:
When you activate Use Weight Map Only, Weight Normalization is
automatically checked as well. As much as I am against using a subrou-
tine to cover for untidy weighting, I’d suggest leaving this active (unless,
of course, you are working on a video game, in which case you’ll have
to ask your core programmer how he has the game engine deal with
cumulative values greater than 100%).
Under Item Properties for all bones in your character, activate Use
Weight Map Only (if this is how you will be working).
157
Chapter 7: Point Weighting
This is a technique for letting the model itself tell you where
the problem points are:
1. Switch to Modeler. (If you’re not running LightWave with the
Hub active so that Modeler and Layout can pass information
between each other, you’ll have to manually save and reload
the model where appropriate.)
2. From the Current Object pop-up button (to the left of the layer
buttons), make sure you have the mesh you are currently
working on in Layout selected. (For me, this would be
ch_07_w07.lwo.) See Figure 7.30.
3. With the mesh layer active, press Tab to convert subpatches
into polygons.
4. Switch back to Layout. With the Hub active, you should now
be looking at your scene with your character as a polygonal
mesh instead of subpatches. If this doesn’t happen, you may
have to save the object in Modeler, then reload in Layout to
update the changes.
158
Chapter 7: Point Weighting
Note:
If Layout and Modeler seem
to not be passing information
back and forth properly
through the Hub, I’d suggest
saving a revision of your
scene, closing both Layout
and Modeler, and forcing the
Hub to quit as well. When
the Hub becomes unreliable,
Layout and/or Modeler are
often not far behind. Closing
everything, the Hub includ-
ing, and reopening Layout
and Modeler is often the best
preventative against a nasty
crash.
159
Chapter 7: Point Weighting
Figure 7.33. With Layer 1 visible in the background, the mesh of BadPointFinder.lwo
points directly to the points that need weighting adjustments!
160
Chapter 7: Point Weighting
Note:
Were we to leave the feet at this angle, it would be hard to
keep them flat on the floor when we rotated them in
worldspace H. Even using world coordinates, the feet dip a bit
as they rotate in H because LightWave uses parent coordi-
nates to store animation data, regardless of what coordinate
system we use to manipulate the controls.
161
Chapter 7: Point Weighting
Figure 7.34. The RightToes are now a child of the model itself. Because we have
Parent in Place active, they stay in place. (In addition to setting one view to Bounding
Box, I’ve also set one to Bone X-Ray to see the bones that would normally be hidden
by opaque geometry.)
162
Chapter 7: Point Weighting
163
Chapter 7: Point Weighting
164
Chapter 7: Point Weighting
Figure 7.37. RightToes are once again a child of RightFoot. And of course, with
Parent in Place active, they are still in the same worldspace place they were when we
started this section.
165
Chapter 7: Point Weighting
Note:
In the following chapters, I’ll go over the animation controls,
and you’ll be putting your character through a series of
poses. If, as you work, you notice something that doesn’t
quite seem to be working in the point weighting department,
you can always go back into Modeler and finesse the
weightings, updating your “final” model at any point of the
production process.
166
Chapter 7: Point Weighting
7.8 Tidying Up
Just a few more “housekeeping” kinds of things remain before we
move on to animation training itself. Don’t worry: They’re quick and
easy, and they’ll be over before you know it.
1. In Modeler, cut and paste the skelegons back into Layer 1 of
your character. Clear away any unused data in subsequent lay-
ers so you’ve got everything all neat and tidy on Layer 1.
2. Save a version of your model in a “finals” directory, naming it
so that you know it is the final version of your character.
(Objects\Final\Thinguy_F.lwo works for me.)
3. If you’re working on an OS that lets you set “protection bits”
(read-only properties) for a file, activate this bit so you don’t
accidentally delete or write over it. (A backup copy in a sepa-
rate archival folder is always a good thing, too.)
4. In Layout, swap out the model on which you’ve been working
with your final model.
5. Delete all extraneous keyframes from the scene that you may
have been using to test your rigging and weighting. I like to
set a keyframe for my object and all its descendants (which
LightWave takes to mean all of its bones as well) at frame
–100, just so I can always go back to this rest pose if I need to
reset a bone’s rest information for any reason.
6. Save this scene in a Final directory, designating that this is
your setup scene for this character. (Scenes\CharacterSetups\
Thinguy_Setup.lws is what I use.)
7. Set the protection bit (and/or make a backup copy) for your
setup scene so you will always have something clean and
familiar to start all your animations.
167
Chapter 7: Point Weighting
And that’s it! These are the secrets to character setup (or at least
some of them). Everyone has their own way of doing things; every-
one finds ways that work best for them. You can use this informa-
tion as is, or you can blend and mold it to fit your specific needs.
Hopefully, even if you’re new to LightWave and/or character setup,
this section has given you the tools and the understanding to be
able to take the mystery out of this all-important foundation of
computer animation.
Computer animation is in a constant state of evolution. New
riggings are constantly being devised, revised, and abandoned,
evolved upon, and stripped down. If you happen to stumble upon (or
forge through sheer effort) something great, share it with others.
You’ll be helping the world of animation as a whole, and bettering
the impression of animators and technical directors in general!
168
Chapter 8
Newbie Note:
If you would like to work from my setup, it can be found in
Scenes\CharacterSetups\Thinguy_Setup.lws on the companion
CD.
169
Chapter 8: Using the Controls
Note:
If things do not work as described, there may be problems with the charac-
ter’s hierarchy or IK settings (i.e., chains not terminated or IK set to solve
for the wrong axis). If you are finding errors, and you wish to understand
what went wrong, you may have to backtrack as far as Chapter 4 to find
where the errors are. Double-check your scenes and hierarchies with the
final scenes for each chapter provided on the companion CD. Usually,
when something is behaving screwy, it’s the result of something extremely
simple that was just overlooked and is therefore easily fixed (once it is
found).
170
Chapter 8: Using the Controls
8.2 Root
The Root bone will move everything but your character’s feet. (See
Figure 8.2.) You can use this bone to get general upper carriage
movements while your character’s feet stay rooted firmly to the
“floor.”
Figure 8.2. Moving Root in –Y, you get the character’s upper carriage to move
downward. The character’s feet stay locked in place.
171
Chapter 8: Using the Controls
8.3 Pelvis
The Pelvis bone is what you will use to swing the character’s hips
about.
Note:
Even if you’re not planning on having him do Middle Eastern dancing,
this is an important control. Most people stand with more weight on
one leg than the other, “popping” one hip up; the shoulder on the
same side swings down. The technical term for this is contra-posto. The
ancient Greeks were the first to use contra-posto in their sculpture.
Having the hips and shoulders rotated in opposite directions is an easy
way to add life to any pose.
Figure 8.3. Rotating the Pelvis bone along its heading axis.
4 Pelvis
axes.
is designed only to be rotated. It may be rotated in all
172
Chapter 8: Using the Controls
Figure 8.4. Moving Spine1 in –Y lowers the character, but his hands and feet stay
where they are.
173
Chapter 8: Using the Controls
174
Chapter 8: Using the Controls
8.5 Head
The head is pretty straightforward. You can translate and rotate it to
your heart’s content. You can pull it away from the body for a frame
or two to give the quick-and-easy impression of old-fashioned
squash and stretch.
175
Chapter 8: Using the Controls
176
Chapter 8: Using the Controls
Figure 8.8. Rotating the hand rotation controls in pitch and bank.
4 RightHand_Rot
pitch and bank.
and LeftHand_Rot should only be rotated in
177
Chapter 8: Using the Controls
178
Chapter 8: Using the Controls
Figure 8.10. Rotating RightElbow and LeftElbow in +B swings the right elbow up
and the left elbow down. They are mirrors of each other, so you have to watch
this when animation gets fast and furious.
179
Chapter 8: Using the Controls
180
Chapter 8: Using the Controls
181
Chapter 8: Using the Controls
182
Chapter 8: Using the Controls
Figure 8.14. Rotating Index_Base and Pinky_Base in H to spread the fingers wide.
Note:
Because LightWave now allows you to select multiple items at once, you can
grab all the finger bones and quickly bend them around an object. Be careful,
however, because if you have one of the base bones selected too, the base
bones can and will rotate in H, even though the mid and tip bones will not.
You have to keep an eye on this so you don’t make more work for yourself.
(Watching the rotation from multiple views as you bend the fingers can help
keep everything as it should be.)
183
Chapter 8: Using the Controls
Figure 8.15. Rotating the mid and tip bones for the index, mid, and pinky fingers.
The thumb’s base can rotate on all three axes. This is to mimic
the somewhat complex action of our real-life thumb’s base joint
close to the wrist. You will almost always need to use a combination
of pitch and bank to properly simulate the way our opposable
thumbs work.
4 The base bones of the fingers may rotate in heading and pitch.
4 The base bone of the thumbs may rotate in all axes.
4 The mid and tip bones of all digits only rotate in pitch.
184
Chapter 8: Using the Controls
Figure 8.16. Swinging the thumb down and around with pitch and bank to get
that good ol’ opposable thumb action.
Figure 8.17. The other two bones of the thumb work just the same as the mid
and tip of the fingers.
185
Chapter 8: Using the Controls
Note:
Some possible setup modifications include:
186
Chapter 8: Using the Controls
Note:
Remember, even if you don’t connect with the IKB way of work-
ing your character, you can sill take advantage of all IKB’s
motion and pose saving and loading, and its keyframe manipu-
lation. IK Booster is a phenomenal tool, but it’s also new —
even IK itself took about six years for professional animators to
trust/know it well enough to feel comfortable using it.
187
Chapter 8: Using the Controls
Fingers/Toes
Just grab a fingertip and start pulling it around in 3D space. You’ll
find the fingers bend and flex just as you’d expect if you were work-
ing with an artist’s mannequin.
Figure 8.18
188
Chapter 8: Using the Controls
Figure 8.19
Note:
Back in Chapter 6, I had us set the IKB control icon for the *Foot
bones to Move/Rotate so you could move them about when you
clicked on them, without having to hit the <t> key, exiting IK
Booster, to do so. However, if you don’t mind doing this, you
may want disable (uncheck) Move/Rotate for the *Foot control
icons so when you’re dragging the *Toes into new angles, the
foot also follows.
189
Chapter 8: Using the Controls
Knees/Elbows
Using IK Booster, you no longer need to rotate an *Elbow or *Knee
control to position the elbows and knees of your character. You can
simply grab the calf or forearm and physically move the knee or
elbow joint where you want it to be. (Doing this actually rotates the
*Knee and *Elbow bones to the applicable bank setting.)
Figure 8.20
Note:
You’ll want to be very watchful when you’re manipulating knee and elbow
joints in this manner. Just as a little twist of the bank heading on the *Knee
and *Elbow controls themselves can swing that character’s knee or elbow
joint all over the place, so can the slightest twitch of your mouse here. It is
best to work in very small moves on only one axis at a time. And if you see
the knee or elbow joint swinging at a funky angle, it’s best to undo your
action and start again — until you click on *Knee or *Elbow in Rotate mode,
there’s no way of knowing if bank has just exceeded +/– 360°.
190
Chapter 8: Using the Controls
Note:
Undoing in IK Booster seems to be a bit odd at the time of publication. When
I hit ^z to undo my last move in IKB, not only is that move undone, but also
the last move done using standard controls is also undone. I’ve found, how-
ever, that by redoing (by pressing <z>) and then undoing again, the
standard control’s position is restored, and then only the IKB move is undone.
Shoulders/Hips
To shrug the character’s shoulders, or cave or expand his chest, just
grab the tip of a shoulder bone and drag it around.
Figure 8.21
191
Chapter 8: Using the Controls
By grabbing and moving the base of a shoulder bone, you can tilt
the entire carriage this way and that. (Just remember that when you
do so, if you have chosen to have the Head a child of Spine1, the
Head will stay mostly in place since Spine3 does most of the moving
when manipulating the model in this fashion — it’s a minor tweak to
move the head back squarely on top of the shoulders.)
Figure 8.22
192
Chapter 8: Using the Controls
You can swing the hips and the entire carriage about by drag-
ging one of the *Knee bones in 3D space.
Figure 8.23
193
Chapter 8: Using the Controls
Spine/Head
You can click and drag on any of the *Spine bones, moving the char-
acter’s carriage with ease. (I’ve also repositioned the head in this
illustration.)
Figure 8.24
194
Chapter 8: Using the Controls
Figure 8.25
195
Chapter 8: Using the Controls
Hands/Feet
You can click and drag on the *Hand_Trans controls and move them
about in 3D space (just like the Head).
Figure 8.26
196
Chapter 8: Using the Controls
You can also click and drag on the handle at the tip of *Hand_
Rot to swing the hand up or down.
Figure 8.27
197
Chapter 8: Using the Controls
And, if you pull hard enough on a finger control, you can also get
the hand to swing up or down, following the direction of your pull.
Figure 8.28
Note:
The IKB controls discussed in Section 8.15 are the only ones I regularly use
under IK Booster. I use standard IK to manipulate all other controls.
198
Chapter 8: Using the Controls
Control Order
I’ve had a lot of people ask me which controls to move first when
I’m posing a character. To tell the truth, I don’t think most anima-
tors think about it that much — we just move whatever needs
moving.
I believe strongly that there is no “right” or “wrong” way to do
anything, so long as it works for the person doing the doing, and
respects those who are affected by the doing.
But I can completely relate to someone who’s never seen this
plethora of controls and ways of working feeling overwhelmed with
the vast spread of choices, so I’ll walk you through how I’d strike a
simple pose.
Figure 8.29. As with all the other life drawing exercises, I’ll be working from a
pose created with the same controls I’ll be using to do the work myself — I know
I can strike this pose if I give myself enough time to do so.
“Start at the beginning, go on until you get to the end, then stop!”
— The Mad Hatter, Alice in Wonderland
199
Chapter 8: Using the Controls
Figure 8.30. The first thing I do, of course, is load the setup I’ve just completed,
then save it as a file prepped for revisions (*_v001.lws) into a working directory
so I can fiddle with things to my heart’s content.
200
Chapter 8: Using the Controls
Figure 8.31. Then, I swap out Thinguy_F for MrCool_Facial_F, the model used in
the pose I’ll be copying.
201
Chapter 8: Using the Controls
Figure 8.32. Next, I load in the life drawing model from Extras\Life_Drawing\
Objects\ICanFly.lwo. (And make sure I’ve got OpenGL Transparency enabled in
my Display Options.)
202
Chapter 8: Using the Controls
Figure 8.33. The first thing I’ll do is move the object itself to get my own
character close to the position of the life drawing model.
Note:
When I’m animating, I usually leave the object alone once I’ve got it in its
starting position — using only the controls to move the character around the
environment.
203
Chapter 8: Using the Controls
Figure 8.34. Then, moving and rotating Spine1 under standard IK, I line up the
waistline, using the belt as my point of reference.
204
Chapter 8: Using the Controls
Figure 8.35. Next, using Back and Top views, I position the hands with the
*Hand_Trans controls, rotating the hands only on their heading axis at the
moment.
205
Chapter 8: Using the Controls
Figure 8.36. Now, I get the feet into position the same way. (At the moment, I’m
not concerned with perfection, I’m just getting things “in the ballpark.”)
206
Chapter 8: Using the Controls
Figure 8.37. Next, I move and rotate the Head so it comes close to matching the
model.
Figure 8.38. Then, I start getting more precise with the hands and feet (using
heading and bank on *Hand_Trans and pitch on *Hand_Rotate).
207
Chapter 8: Using the Controls
Note:
I’ll often use the Center Selected Item button to help me quickly jump to an
item I want to manipulate in a Perspective viewport, sometimes just quickly
clicking the button on, then off, to “bull’s-eye” it and yet still let me adjust my
view to suit my needs.
Figure 8.39. Now I start using IK Booster and drag the fingers into their proper
positions.
208
Chapter 8: Using the Controls
Figure 8.40. Working on the spine comes next. Switching back and forth between
using IKB and standard IK controls (sometimes even actually moving the bones of
the spine if I feel it’s necessary to sculpt the pose I want), I begin to get more and
more precise with the accuracy.
209
Chapter 8: Using the Controls
Figure 8.41. Then, it’s just a matter of settling in for the long haul, continuing to
refine your “noodling,” working back and forth between standard IK and IK
Booster controls until the pose is what you want.
210
Chapter 9
211
Chapter 9: Life Drawing — The Next Logical Step
Finding the next logical step is all getting anywhere with any-
thing is. All of us can move steadily from one step to the next. We
all start this path the same way. The troublesome thing with these
next logical steps is that it is only when you begin to achieve mas-
tery that you begin to understand what they are. Looking back from
the plateaus of mastery, you can see where all the steps were and
where you got lost along the way. From the plateaus of mastery, you
can also see the next logical steps that will carry you to where you
would like to be. (No matter how good others may think you are,
you must always, always be looking for that next logical step. There
is always something more.) This is why it is so vitally important for
teachers of anything to not only care about what they’re teaching
and be able to communicate it, but to have achieved a level of mas-
tery to be able to see these steps. Mastering animation takes
humility, dedication, passion, and time. But with these steps, mas-
tery should not be painful; you should always be able to see your
path before you. Moving from one simple signpost to another, study-
ing and understanding, learning how to see motion, how to
understand the conveyance of feeling. Each step builds on the suc-
cessful completion of the last. Each next logical step has an “Aha!”
factor that is often so simple that it could all too easily hide forever
in plain sight.
And so the next logical step from where you are right now is to
get to know those controls you labored long to create. You need to
know them so well that they become second nature to you. (And if
there is something in the setup you simply cannot work with, go
back and change it until it feels right to your way of working.)
If, after going through the life drawing models in this chapter,
you still feel you need more life drawing experience before moving
on, flip to Chapter 14 where you’ll be directed to many more models
to “draw” from. (Don’t be afraid to go back and revisit these old
models. It’s always good, throughout your career, to go back and
reaffirm the things you know.) Move forward only when you feel
comfortable. Doing so will make the whole process of learning ani-
mation that much more enjoyable and rewarding.
212
Chapter 9: Life Drawing — The Next Logical Step
213
Chapter 9: Life Drawing — The Next Logical Step
Figure 9.2. Your model and the pose you’ll put him into.
214
Chapter 9: Life Drawing — The Next Logical Step
Note:
Another thing to watch on the whole weight issue is that when
you have a character moving he has to have the proper weight
distribution for the speed and direction of his movement. Walking
is just falling forward and catching ourselves every time we step.
Running means that we’re leaning forward farther to get more
offset for the forward thrust. Every pose, whether moving or sta-
tionary, must be balanced or the character must be about to fall
over.
215
Chapter 9: Life Drawing — The Next Logical Step
Note:
A properly animated scene should look good from all angles. (This
is especially true if you’re doing work for a 3D video game and
you can’t control the camera.) True, there will be angles that look
better than others, but no angle should look unbelievable.
Watching your scene from the worst angle you can find is a trick
you can use to make it read all the better from the intended
angle. It is like flipping a drawing over and looking at it on a light
table from the other side. You disassociate yourself from what
you’ve been thinking for the past hours or days and are able to
look at it from a more objective point of view. From that unflatter-
ing angle, make the tweaks you see that need tweaking, then
look at the scene from the camera angle; you’ll be surprised at
how much more believably it reads.
216
Chapter 9: Life Drawing — The Next Logical Step
217
Chapter 9: Life Drawing — The Next Logical Step
Figure 9.3. This is the pose we’ll be working with for this exercise. It looks like
there is a lot more going on, but it is actually just as easy to manage as the
previous pose. Do watch the fingers and thumbs; there’s a little more action
going on there.
1. Load a copy of your setup scene, then save the scene in your
Chapter 9 working directory as something that’ll remind you
that this is life drawing model 02.
2. Load in Objects\chapters\Ch_09\LifeDrawingModel_02.lwo.
3. Load in Objects\Props\Chair.lwo.
4. Start pulling controls until your model fits the pose held by the
life drawing model.
218
Chapter 9: Life Drawing — The Next Logical Step
Note:
Twinning is an industry term for anything that mirrors something in
the scene, either in motion or in pose. Hands and arms can twin.
Feet and legs can twin. Fingers can twin, and entire characters can
twin each other in a scene. Watch out for this! Twinning is some-
thing that almost never happens in real life. It is easy to fall into,
and it makes your pose read flat and unbelievable. Luckily, twin-
ning is something that is easily caught and fixed if you have a
watchful eye out for it, both during the creating of the scene and in
watching it when you think it might be finished.
Some notes on the pose itself: The character’s feet are both at dif-
ferent angles and positions with respect to the center of the pose.
Even so, both feet are braced against the chair legs, giving a feeling
of tension and readiness to bolt. Not only is the character perched
on the edge of the chair, he is off center to the chair’s right, adding
to the feeling that something more is going on than what the audi-
ence knows. His knees are together in a way that reads of fear and
protection. The focus of his torso and hands is away from where his
head is turned, giving a reading that there may be separate things
making him uneasy. The hands form two distinctly separate shapes
that don’t twin regardless of what angle they are viewed from, yet
they both read of surprise and trepidation within this pose.
Everything comes together in this pose to give a reading that
this guy isn’t happy about being where he is. As you work, try to
understand and internalize what subtleties build these feelings
within you. Animation is a lot like jazz in that you build riffs that you
know work well to produce certain feelings within certain contexts.
You put them all together in a piece, transposing, modifying, and
working on the fly. Always be on the lookout for new riffs that you
can add to your repertoire. Real life, film, television, and comic
books all abound with different takes on experience and response.
When a scene comes along where you can use one of these new
riffs, you’ll feel like a kid in a candy store: “Oh man! I’ve been want-
ing to give this a try!”
219
Chapter 9: Life Drawing — The Next Logical Step
Note:
Animation is supposed to be fun. The surest way to take the fun
out of it is to not have the time you need to get the job done right.
Whatever the situation, always strive to give yourself the time to
feel good about the end result. Don’t rush things. When you walk
away from your desk, it is important to want to walk back.
220
Chapter 9: Life Drawing — The Next Logical Step
Note:
Something that will help you as you work is being aware that
LightWave has a solving order, the order in which it calculates
heading, pitch, and bank. LightWave figures heading first, then
pitch, and lastly bank. This makes sense when you think of bank
as being the child of pitch, and pitch being the child of heading.
Rotating bank doesn’t affect any of the other two axes. Rotating
pitch affects the angle of bank (hence the wonders of gimbal
lock). Rotating heading affects both pitch and bank. When rotat-
ing something into what may be a bit of a complex space, try
working backward — bank first, then pitch, and finally heading.
221
Chapter 9: Life Drawing — The Next Logical Step
Advanced Note:
If any of you techno-wizards out there find yourselves working
on an expression that will “cancel out” the rotation of a previous
item, say to have a platform always be level no matter how its
support arm rotates, the solving order info will help. What you’ve
got to do is to have a hierarchy similar to: SupportArm =>
Cancel_B => Cancel_P => platform. With either the LWFollower
plug-in or by using an expression, have Cancel_B rotate at the
bank rotation of SupportArm multiplied by –1. Have Cancel_P do
the same for SupportArm pitch, and have the platform itself do
the same for SupportArm heading. (I know this may seem like
something out of left field, but believe it or not, this has saved
my behind in a character setup.)
Something else that will help you as you go: Before you start,
actually lay down in this position and see how it feels to lay like
that. Doing this will help you more than just about anything else you
can do. Animation is a kinesthetic art, an art based on movement and
feel. If, while you’re working, you can remember how it felt to be in
that pose, it will make your work go much more easily, and you’ll
get a much stronger, more readable, believable pose. Animation is
getting the viewer to feel what it feels like to do or to be something.
When you believe in that feeling as you do the work, it will show
through your art. And don’t worry about appearing weird by stand-
ing up at your desk, going through a motion, or striking a pose — all
animators do it! The halls of any place I’ve worked have at least one
or two animators acting out their scenes at any given time. And
because animation is all about feeling, watching yourself on video-
tape only goes so far. If you are using videotaped reference, try to
put yourself there in that action as you watch; feel what’s going on,
both kinesthetically and emotionally.
4. Take a close look at your pose from all angles. Did you get
everything covered?
When you feel comfortable with the work you’ve done, we’ll
move on to the next reclining pose.
222
Chapter 9: Life Drawing — The Next Logical Step
Figure 9.5. This pose has a lot going on. There is heavy curvature of the
spine, twisting the pelvis and the shoulders onto very different lines. The
right side of the pelvis is raised to accommodate the right knee’s angle at
the side of the body; the right shoulder is pulling forward, reaching for the
hand’s position. The fingers aren’t just flat on the ground; they spread and
reach, reading of support and intent. All in all, it is a very cat-like pose, and
the curves read strongly from every angle. (Poses where the curves read
well from every angle are what to strive for in video game work where you
don’t know where the viewer’s camera will be.)
223
Chapter 9: Life Drawing — The Next Logical Step
9. Take a step back and look at how you did! (Hide and unhide
the life drawing model. Move it off to the side so you can com-
pare the two at once. Do they both give you the same gut-level
feeling?)
Does your pose need more work? Do you need to scrap it all and
start over? (Remember, you can save yourself a lot of time in the
long run by doing this.) Were you able to get your pose to match the
model’s? Try to remember the order in which you rotate the con-
trols. If you’re having problems, zero-out those controls and try
rotating them in a different order.
Note:
Oftentimes, when something isn’t quite coming together, I find
that there are usually just one or two things that keep the pose
from reading the way I want it to. Taking a quick break to get a
cup of tea, take a quick run around the building, or do some-
thing else that gets my mind off the ways I was thinking usually
does wonders. When you come back to the scene, almost
always there’s an, “Oh, duh! Of course!” and you make a few
quick changes and wham — everything has fallen into place!
When everything is reading well, and your character covers the life
drawing model perfectly, congratulate yourself! This is one of the
harder poses I could think of for you to try. Animation consists of
two things: timing and posing. You’re well on your way to having
posing down pat!
224
Chapter 9: Life Drawing — The Next Logical Step
Note:
Actually, everything in
filmmaking (storytelling) is
about showing how char-
acters respond to things in
their environments. The
characters’ responses will
tell an audience how
heavy, happy, or scary a
thing is. The audience will
empathize with what they
see, pulling from their own
experience. An excellent
example of this is in the
2001 version of Lord of the
Rings: When the ring
wraiths enter the Inn of the
Prancing Pony, we see a
big man who looks to be a
cook. His response of utter,
childlike fear, hiding as the
wraiths enter, lets us know
beyond the shadow of a
doubt that this is a very Figure 9.6. Based entirely on the memory of how it
bad situation. feels to carry a heavy household appliance, we
read everything from how heavy this weight is to
the character’s outlook on carrying it.
225
Chapter 9: Life Drawing — The Next Logical Step
226
Chapter 9: Life Drawing — The Next Logical Step
Note:
Strong poses are poses “drawn” with verbs, not nouns. Pose an
arm stretching, a back reaching, a leg compressing, or a neck
craning. Always pose with verbs, even when a character is doing
nothing.
How did you do? It’s a relatively simple pose when it comes right
down to it, but there are a lot of subtle points to make sure you’ve
covered. Take a step back, brew a cup of really good tea, and
analyze.
Figure 9.7. This pose is simple but still interesting for this timed pose set.
There’s enough going on here to keep your attention for 30:00, and broad
enough to get good, strong gestures in :30.
227
Chapter 9: Life Drawing — The Next Logical Step
Note:
Working solely from the figure is the next logical step in what
we’re doing. You’ve already become familiar with the controls,
what they do, and how to use them to pose your character from
a model directly in the scene with him. Now, you’ve got to be
able to take an image (real or imagined) and turn that visual into
the 3D coordinates that delineate a character’s pose.
3. Take a step back from your work. How did you do? Did you
work any differently from when you had the life drawing model
right there in the scene with you? Did you approach the scene
any differently than when you knew you had an unlimited
amount of time?
4. Save a revision of this scene, load up a fresh setup, and get
ready to tackle this pose again.
5. Try this pose again, just from the figure, and this time give
yourself 10:00 (ten minutes). See how you do.
Try to start the scene the same way you did when you had 3:00.
Rough in the broad gestural lines first, then work on fine-tuning the
details.
6. Again, take a step back and compare the work with the figure.
How do you feel about it? Did you start this pose the same
way you did the 3:00 one? (If you had saved a revision as the
3:00 mark passed, would it look similar to what you had done
in the last sitting?)
228
Chapter 9: Life Drawing — The Next Logical Step
Note:
There will almost never be enough time for you to be completely,
100% happy with a scene while working in production. Some pro-
ductions will give you more time than others, but you will always
have something more you want to do with the scene. Like a paint-
ing, an animation is never finished; it simply stops in interesting
places. Being able to rough in the important details first, being
happy with silhouette, weight, and emotional read, and then
being able to noodle the details is what will make you content
with your work and yourself as an animator when you see your
scene in the final product.
7. Load in Objects\chapters\Ch_09\LifeDrawingModel_06.lwo.
8. Move (only in X and Z) and rotate (only in heading) the life
drawing model until he comes as close to being in the same
position as your character as possible.
Compare and contrast. Your character, after 10:00, should match
the life drawing model fairly well. There will, of course, be details
not quite there yet, and exact positioning will probably be off. But
the overall feel of the pose should be the same.
9. Save this scene as a revision.
10. Load in a fresh setup, saving it out again as a working scene.
11. Using what you’ve learned, give yourself 30:00 (thirty min-
utes) working just from the figure. While still starting the
same way you would if you only had 3:00, try to get things to
totally match the model.
You’ve become very familiar with this pose. You know which
controls to move now and how much to rotate them. You know what
it takes to put this guy into this pose you now feel deep in your own
bones. You don’t just see the pose in your head, you expect to move
him into it and you plan on moving specific controls to achieve this
pose. This is the Zen zone of animation. You’ve achieved it already.
All it will take is a little more practice with posing to get that same
knowing feeling about any pose you visualize.
229
Chapter 9: Life Drawing — The Next Logical Step
12. Take a step back again. Get up and shake it off. When you
come back to your desk, load in Objects\chapters\Ch_09\
LifeDrawingModel_06.lwo and see how you did.
Your pose should be very close to the life drawing model’s.
Based on where you know you deviated from the model in the 10:00
sitting, you were able to correct those parts in this sitting. You’ve
had the time to get the fingers and all the other little details posed
just right. Things are pretty darn close. If you had another chance at
this pose, you know what you’d do to speed up the process and
make it even more effortless.
Here’s your chance.
13. Save this scene as a revision, reload a fresh setup, and save it
once more as a working scene.
14. Giving yourself only 3:00 (three minutes) this time, pose this
guy from the figure alone, using all you’ve learned from the
previous three sittings.
Note:
Animation being the “art of revision” as it were, you will more
than likely run into a scenario where you will have to go over and
over a scene that was perfectly good the first time you did it. More
and more often, directors of animation succumb to the notion of,
“I don’t know what I want, but I’ll know it when I see it, and that
ain’t it.” It’s really too bad. It can be disheartening to an animator,
and it really only reflects the director’s own lack of vision and con-
fidence. Sure, the scene may not be exactly what the director had
in mind, but does it move the scene forward? Are the characters
true to themselves? Is there good acting going on? Do you believe
in and feel for the characters? These are the things that once mat-
tered under the great directors of animated works. These are the
things that let animators fall in love with their characters and their
scenes. These are the things that let that love read fresh and
bright through the screen and move the audience to tears and joy.
These are things that hopefully will matter again. “Making an ani-
mated film is like workshopping a play”? Hardly! Not unless you
want to dishearten your crew and blow a whole lot of dough.
Revise to improve, not simply to make different!
230
Chapter 9: Life Drawing — The Next Logical Step
Note:
When you first get issued a scene, a good idea is to spend no
more than three to five minutes on each pose as you’re roughing
in the action. You’ll be thinking in broad strokes, seeing if the sil-
houette is giving you the reading you wish it to. And if you don’t
like what you see, you won’t have that much time invested in the
scene. You won’t feel compelled to stick with something that
could be better if tackled from scratch from a different angle.
231
Chapter 9: Life Drawing — The Next Logical Step
Figure 9.8. This pose has a good, clear line of motion (the line or arc that
clearly defines the pose or action) running right down the character’s
head/neck/spine/right leg — a very prominent “S” when seen from the
back view. Look for this line (or arc) of motion in all your future poses and
scenes.
232
Chapter 9: Life Drawing — The Next Logical Step
You may want to stop after the first three or ten minutes, save a
revision of what you’ve done, and start over from scratch. As I’ve
said, it isn’t uncommon for an animator to throw away his first draw-
ings until he gets into the groove of the scene. More often than not,
it’ll get you a better quality finished pose than you would have had,
had you kept right on going from the start.
3. How did you do?
4. Take a step back, take a bit of a break, and then compare and
contrast your work with the figure.
Do you get the same emotional read from your pose as the fig-
ure? Do you have the same feeling of a jaunty, rakish lilt to his step?
5. Load in Objects\chapters\Ch_09\LifeDrawingModel_07.lwo.
Compare and contrast.
How closely did you match the curvatures of his spine, the place-
ments of his appendages? In the sections on animation, we’ll get
into improvisation, but right here, we’re trying to build your ability
to see and to interpret that information into as precise 3D coordi-
nates as possible. Make notes and do the pose again, if you feel the
need!
233
Chapter 9: Life Drawing — The Next Logical Step
Figure 9.9. Notice how the model’s left side is all about stretching. You can
almost feel the pull along your own back muscles. The model’s right side is
all about compression. You can almost feel the pressure along your own rib
cage. This gives us a strong, definite arc of motion. We also have one side
that is relatively smooth, the model’s left, and the other side that is quite
interesting. Rhythm and arc of motion make this pose one that reads in an
instant.
Pay close attention to the lines of the shoulders and feet. A lot
of the strength of this pose is carried in the ways these angles bal-
ance straight lines against curved lines.
234
Chapter 9: Life Drawing — The Next Logical Step
Turn this model around in your mind first before jumping right
in. Try to visualize where the different body parts are in relationship
to the others. Do this for a good three minutes before starting to
move controls. Look at the figure, close your eyes, and see if you
can turn the model over in your mind. Based on what you know of
the pose and your experience with the controls, where do they have
to be to get the character into that position?
235
Chapter 9: Life Drawing — The Next Logical Step
When you feel you’ve got this guy as close as you can by just
looking at the illustrations, load in Objects\chapters\Ch_09\
LifeDrawingModel_09.lwo. Compare and contrast how closely you
were able to hit the pose. Make mental notes, hide LifeDrawing-
Model_09, and make changes. Unhide the life drawing model and
see how close your changes brought him to the model’s pose.
236
Chapter 9: Life Drawing — The Next Logical Step
237
This page intentionally left blank.
Chapter 10
Reviewing Animation
Basics
Every animator, no matter how accomplished, always goes back to
studying the basics at different times throughout his career. These
are the foundations that support all the techniques of advanced ani-
mation mechanics. Actually, you could probably get through an entire
career just on these basic principles alone, and you could do quite
well. Having them at your fingertips, ready to use at a moment’s
notice without the burden of thinking about them, is what to work for
in your studies.
10.1 Timing
As I have mentioned before, animation is really only two things: pos-
ing and timing. Timing is the placement through time in a scene of
when events occur. Understanding timing is simply understanding
how things appear to happen as actions play out over time.
As an animator, you will need a stopwatch. Go out and get your-
self a good one (if you haven’t already got one). Keep it with you
always and just start timing everything around you. Find out exactly
how long it takes to do everything you see. Time different people
doing the same thing. Time someone getting up from a chair. Time
people looking at their watches. Time someone giving you a mean
look for being so intrusive. (Time how fast you can run away.) You get
the idea.
The only way to understand timing is to take notice of it as it
exists all around you. When you get up from a chair, you don’t just
stand straight up; you lean forward, putting your center of gravity
over your feet, and then you straighten. Each of these motions
requires some amount of time to complete. There is a pause between
239
Chapter 10: Reviewing Animation Basics
the lean forward and the rise. That takes time, too. Explore and
understand real-life timings. Once you get a feel for them, start to
modify and play with them.
Animé, Japanese animation, makes great symbolic use of modi-
fied timings to convey different feelings. Characters hang in the air
much longer than they “should” before crashing back down to the
ground with an impact that belies their apparent mass. This obvious
departure from reality crafts feelings of great power and other-
worldliness. Animé uses timing to sculpt how you, the viewer, feel
about what you’re seeing. Something just barely perceptibly outside
of reality makes a viewer feel uncomfortable. Slowed timing appears
dreamlike. Often, when timing is artfully used to sculpt feelings, the
audience only gets the impact of the feelings, and is unaware of the
reasons why.
Timing is also a rhythmic device. Just like music, animation has
beats, rhythms, and tempos. You want to keep things interesting for
the viewer and not have everything fall on the same timings. This
makes a scene read dull and flat. If your scene has keyframes every
eight frames, it will read like mush. You have to break up the keys,
stagger them, and syncopate them. Get the audience to expect
something by setting up a pattern, and then break that pattern
(ONE, two, three, four, one, two, three, four, one, TWO, three,
four. ..). Keep them on their toes, when their toes need to be kept
on. Slow, languid scenes need this special attention to timing even
more than frenetic scenes to keep the audience from losing interest,
yet maintaining their dreamy flow.
Timing is also important to get across the relationships between
objects and mass. Massive objects don’t get moving as quickly as
slight ones do, but when they do, they’re quite a challenge to stop.
A light object or character can leap up from the ground more quickly
than a heavy one. Lighter items can seem to float a bit more before
gravity begins to exert its effect. Heavier items can seem to be
pulled greedily back down to Earth.
Everything you do with timing helps the audience to differenti-
ate between the shapes they see on screen.
240
Chapter 10: Reviewing Animation Basics
Note:
Animation is experience. If you don’t live it in your heart, it
won’t come out of your scene.
Note:
Since stopwatches are such physical objects, and you may leave
for work and forget it, I’ve included a small animation timer on
the CD under Extras\AnimationTimer\. There are two files that
are, in essence, the same thing. One is just the bare .swf
(Flash4 file), and the other is an .exe (executable program)
exported as a stand-alone from Flash to run on Windows
machines. If you’re on a Mac, open up your Internet browser
(with the Flash4 plug-in installed from http://flash.com ) and
drag the .swf file into the open Internet browser window. You
can also choose File|Open and browse to the .swf file. You can
e-mail this tiny .swf (only 68K) to yourself so you’ll never be
without a way to time animations! It does frames, feet/frames,
SMPTE, and seconds. It converts between these formats, and
you can use it to do some rudimentary frame-offset calcula-
tions. (Click on the “Help?” icon to find out more!)
241
Chapter 10: Reviewing Animation Basics
Figure 10.1. This bouncing ball has good timing to it: It accelerates
toward the ground, springs back up, then decelerates as it nears
the top of its rebound. The timing may be good, but it has no
squash and stretch to it. (You can find the scene to study in
Scenes\chapters\ch10\Figure_10-01.lws.)
In order for the ball to really give the impression that the force
of gravity is pulling it down to the ground where it impacts and
springs back up again, we have to push reality a bit.
242
Chapter 10: Reviewing Animation Basics
Note:
A more believable take on this would be to use bones to flatten
the ball around the area of impact where it hits the ground. I also
like to stretch objects into wedge-like shapes with the point of the
wedge leading the eye into the coming motion.
Note:
LightWave, having introduced Bezier interpolation for splines, has
made it a whole lot easier to get nice, smooth motion curves.
Don’t be afraid to drop the old TCB splines in favor of these more
controllable curves. However, because you have more ability to
noodle with the Bezier handles, you can more easily throw things
out of whack. I’ve also noticed that Bezier splines almost always
need some kind of adjustment and are rarely interpolated cor-
rectly (for my tastes) by default.
243
Chapter 10: Reviewing Animation Basics
Note:
Something to be said about working with spline curves is that they should have
the absolute minimum number of keyframes needed to keep the item moving,
and they should be as elegant as possible. “Elegant” is a relative term and does
not necessarily mean “smooth.” The curves should be a linear interpretation of
the action. I like to think that the curves should be pretty if the motion is to be
flowing and beautiful, or harsh if the motion is to be percussive and violent.
Figure 10.3. Here are the scale curves for my bouncing ball.
244
Chapter 10: Reviewing Animation Basics
Newbie Note:
Squash and stretch doesn’t just happen with entire objects; it
happens with parts of objects separately, too. It happens with
legs, hands, arms, torsos, fingers, heads — any part of the
character that can visibly have a force acting upon it. Drop a
weight into our character’s arms and his legs should squash to
show the impact the sudden introduction of the weight has on
his body as a system. As our character’s hand whips up to catch
a fly ball, his hand and fingers elongate over the course of the
frames. The hand travels the greatest distance to accentuate
the feeling of speed. (You can think of this like handcrafting
motion blur.)
The way our character is set up, stretching the neck, arms, and
legs is easy. We pull the controls for the head, hands, and feet away
from where the IK chain can reach and things stretch. You can
squash individual parts of his body by scaling that individual control;
all children of that control will be equally affected (squash the hand
and the fingers will also squash). You can even squash and stretch
the bones controlled by IK, like the thighs, calves, biceps, and fore-
arms, but be careful when doing so. IK calculations are complex, and
adding stretching into the mix can make normally dependable IK
chains unpredictable.
As always, when you’re done squashing and stretching and your
character is at rest, make sure you return him to his original, at rest
proportions. Multiple instances of squashing and stretching can be
going on simultaneously in a complex and explosive scene, but you
always need to return the parts that aren’t being acted upon by
extreme forces to the proportions the audience has come to expect.
245
Chapter 10: Reviewing Animation Basics
Figure 10.4. Some poses we’ve visited before, and the thumbnail drawings
(quick, loose drawings to get the gesture, idea, and feel of a pose — not the
anatomy of a pose) that inspired them. Notice how clearly the line of motion
(represented by the thick line running through the center of each thumbnail
drawing) reads through both the thumbnail and the finished pose.
246
Chapter 10: Reviewing Animation Basics
The line of motion is the “big picture” read we get from a pose.
It tells us what is going on and where we should look. It gives us an
idea of what has happened a moment before and what to expect to
happen next. This line of motion should be clear and readable in all
your poses. The more simple and readable it is, the stronger it will
be. You can think of it like a graphic design element with arms and
legs. It has to telegraph as powerfully as any sales pitch you’ve ever
had. The line of motion has to read clearly, even on the break downs
(the main poses you have to put between the key poses that keep a
character’s motion true to the vision you have in your mind) and
inbetweens (all the frames that come between keys and break
downs).
Lines of motion should be clearly readable and have at least
some curve to them, unless you are using that straight, rigid graphic
concept for effect (like using the character as an arrow). Lines of
motion should also be no more complex than an “S” shape. Our
minds generally don’t bother to figure out the complexities of a
super squiggly line; it just reads as chaos. Unless you’re using that
chaos for effect, it will have much less power than a strong, simple
shape.
Reversing the line of motion keeps it interesting and builds
strength in the pose. You can also have parts of your pose reverse
their arcs, too, like an arm that reverses the direction of its curve as
the hand rises from rest. Reversing a curve is a powerful graphic
element; the audience’s eye will be drawn to it. Because of this, you
should carefully orchestrate these reversals, like a symphonic con-
ductor. Too many reversals in a short span of time will exhaust the
viewer. Too many reversals happening all at once over different
parts of the character will splay the audience’s focus and lose their
interest. Through an animation, line of motion is like the bass beat
that drives the scene.
Advanced Note:
The concept of curves and reversals can be extended
throughout multiple characters in a scene, paying attention to
how each interacts with another to create an overall line of
motion that moves over the visual plane of the screen.
247
Chapter 10: Reviewing Animation Basics
10.4 Anticipation
Anticipation is leading the eye with motion. You are using a preced-
ing action to lead the audience’s eye to what is going to happen next
or to an important area that they will need to be focusing on. The
concept of anticipation really comes from stage magicians who need
you to look at their right hand while their left puts a pigeon into a
wineglass.
Filmmaking has always been about leading the audience’s eye.
(When we take the 3D information and squeeze it onto a 2D plane,
the audience needs help so they don’t miss what’s important.) Lots
of motifs have been developed to help catch the audience’s eye,
from carefully planned editing, to a splash of color in an otherwise
dull set, to a breeze that ruffles the curtains right before the hero
enters.
Note:
Motion leads our eye. In the wild, a fox can seem to disap-
pear in a field not three feet away if he stands still. When he
moves, our eyes lock onto that movement. Anticipation is
moving an important part of the character’s body to draw our
eye to that spot so we don’t miss the action that follows.
Before some fast action happens with the character’s hand,
flex his fingers just a little while the rest of his body remains
still or in a moving hold (see Section 10.8). You can use
“leading the eye with motion” (anticipation) as any other
rhythmic device at your disposal. You can tease the audience
with it, building patterns and getting them to look in a certain
direction expecting more of the same, then wait until their
expectations have died down before hitting them with that big
knockout punch! (This is classic horror movie timing.)
248
Chapter 10: Reviewing Animation Basics
Note:
The exercises in this book are about to get a lot more subjective. For
the exercises that follow, there is no “right” way and there is no
“wrong” way. There is only what looks good for the scene. It isn’t my
goal to turn you into a clone of me. I’m going to do my best to give
you the tools and let you decide what you do with them. What it will
take to let the exercises truly do their best for you is for you to honestly
and humbly appraise what you see in your finished scenes. You have
to ask yourself, “Is this something that would fit flawlessly into the best
animated feature I’ve ever seen?” You have to be honest with yourself
about the answer. If the answer is “no,” then you have to go through
both the animation basics and the advanced animation mechanics as
checklists to see if your scene has everything in it that it needs. Evalu-
ate your animation from as many different viewable angles as you
have time. When all angles read convincingly for your character’s
intent (and being), your scene should give you a bit of a shudder and
an innate knowledge that if you saw this on the big screen, sand-
wiched by the best animation you’ve ever seen, it would fit right in.
249
Chapter 10: Reviewing Animation Basics
Figure 10.6. This is an image sequence of the same animation. (Shown on twos, a new
drawing for every other frame, running at 24 fps.)
Pose Copying
I’d like to make a concerted effort to not leave anyone behind, even if
you’ve never animated before. There are a few scenes included on the
companion CD where you’ll be able to do a kind of “moving life draw-
ing in 3D,” which will get you further ahead in understanding
animation than any amount of reading ever will. Remember, though,
this is simply copying animation. In order to get the full impact of that
particular section, once you’ve done a spot-on copy of the animation,
take a short break and go back and (referencing only your imagination)
do the animation from scratch. Make it your animation. Take what
you’ve learned by copying and push it farther; explore and experiment.
You will be building confidence by going through the motions (building
“muscle memory”) and then using the experience to make your own
decisions. Do this with as many of the exercises as you need; you can
cover a lot of ground this way.
250
Chapter 10: Reviewing Animation Basics
As you copy the poses, look for the other animation principles going on
in the scene as well. There’s squash and stretch, drag, follow-through,
circular motion, overlapping action, and there’s even altering realistic
timing to get him to snap up from the ground as he leaps. As you go
over these points in this and the next chapter, think back on what
you did here. Think not only of how things in my scene worked
but how you can make them better!
251
Chapter 10: Reviewing Animation Basics
Note: Note:
If you choose to have your character’s Before I animate anything, regard-
fingers clench into fists as I have done, less of whether it is for money or
you’ll run into that lovely issue of just practice, I try to come up with a
gimbal lock. I had to switch to local reason for the character to be doing
coordinates in order to get the *Base the action. It helps to get personality
bone of the two outer fingers to not into the scene so it doesn’t read as
leave a gap between themselves and a flat and boring (even if it is a
the character’s middle finger. The well-animated) bit of purposeless
problem is that when you go back to action. Before getting into this
parent coordinates, you find yourself scene, ask yourself, “Why would this
presented with a problem: There are guy be jumping?” Is he startled? Did
some huge numbers (+/– 90 or more) he win a lottery? Is he avoiding a
in heading and bank. If you have sweep kick, and why is someone
already created other keys for these throwing a sweep kick at him (how
bones where heading and bank are does he feel about having someone
more reasonable (+/– 80 or less), throw said sweep kick at him)?
those fingers will look wrong when When you’re comfortable with the
they inbetween from one keyframe to answers to these questions, those
the other. My solution was to click in answers will read through the scene
the numeric input box for heading, and as the character’s intent and pur-
leaving the value intact, type in pose. Even if this little snippet is all
“180 – ” to the left of the current value the world ever sees of this guy
(say 117.00). When you press Enter, jumping, there will be a feeling that
LightWave figures what 180 – 117 is this guy has a life, a soul, an opin-
and leaves “63.00” as the value for ion about and a reason for jumping.
heading. I repeated this for bank, and (Think Degas — a slice out of time.
got something that was a pretty darn You want the audience to feel that
close approximation of what I had got- the character came from some
ten using local coordinates. The only moment before, and that he’s gone
difference between the rotations is that somewhere a moment after the
this set inbetweens just fine with a scene ends.) Doing this will leave
keyframe of 0H, 0P, 0B. your audience wanting more.
252
Chapter 10: Reviewing Animation Basics
10.5 Drag
Drag is a pretty simple concept. Hold up a (clean) shirt. Move your
hand moderately fast to the right. The bottom of the shirt lags
behind your hand. This is drag.
Figure 10.7. As the wrist moves up, the fingers and palm drag behind.
253
Chapter 10: Reviewing Animation Basics
Cartoon items can show their mass with respect to other car-
toon items by how much drag (and follow-through) they have as
they animate.
Almost every animated action, even the most realistic acting,
needs to have some element of drag in order to make it read well to
an audience.
1. Load in Scenes\chapters\ch10\Section_10-05_Setup.lws.
254
Chapter 10: Reviewing Animation Basics
Note:
You’ll notice that this scene starts on Frame 0. The character’s
rest pose is on frame –100. With the rest pose at –100, I can
still go back to it in case I need to straighten anything out, but it
is far enough away from Frame 0 that it won’t have too much
of an adverse effect on the motion curves (causing the character
to inbetween in an unwanted way from 0 to the first keyframe).
If you do notice the motion paths going off their intended
course between 0 and the first keyframe, you can always set the
frame counter at 0, and make a keyframe for all items at –1.
(This works best if you’re using TCB splines. It doesn’t work
quite as well for hermite or Bezier splines.) Remember, though,
to rekey –1 if you make adjustments to the pose on Frame 0!
255
Chapter 10: Reviewing Animation Basics
10.6 Follow-Through
Follow-through is the counterpoint to drag. When you hold up that
(clean) shirt, and move your hand to the right, then stop, the shirt
flows beyond the stopping point of your hand. This is follow-
through. (The shirt then settles gently back to where your hand
stopped. This is settling.)
Figure 10.9. The wrist moves upward, beyond its settling point, then comes back down to
rest. The palm and fingers continue to flow upward (they follow-through), even as the wrist
begins to settle back down. (The palm and fingers then drag behind the wrist to settle
slightly after it does.)
Note:
Some of the subtlety of the animation is lost in the above figure. (There
are many things about animation that can be best understood when
seen as animation.) Load in Scenes\chapters\ch10\Figure_10-09.lws.
As you watch it as a preview or scrub through the frames, watch the
graceful, fluid nature of the hand. See how the motion almost unfurls
but still has some snap to it as the fingers follow-through. Notice also
that the pinky settles first, then the middle finger, and finally the index
finger and thumb. (This variation in timing keeps the fingers from
twinning and is almost unnoticeable unless you go looking for it, but
adds a wealth of life to the motion.)
256
Chapter 10: Reviewing Animation Basics
Figure 10.10. Here’s the scene we’ll be working with for this exercise. The
character’s initial pose is almost identical to the previous exercise, but his intent
is entirely different.
1. Load in Scenes\chapters\ch10\Section_10-06_Setup.lws.
Newbie Note:
Newbies, between the last couple of exercises, you’ve learned a
lot. I want you to work this scene from scratch with the rest of us. If
you’re really unhappy with how you do on it, you can always go
back and work with posing to my scene. But I think you’ll surprise
yourself with how well you actually do on your own here.
257
Chapter 10: Reviewing Animation Basics
Note:
An animator is an actor with a pencil, stylus, or mouse.
In this sense, being an animator is the best job in the
world.
As you work, focus on all that you know, all that we’ve gone
over so far. Make sure there’s appropriate anticipation, drag, and
follow-through. With the exception of the scene length of three sec-
onds, you have carte blanche as to how much action to put in there.
Make sure that whatever action you do put in reads clearly; that
there is enough action to keep the scene interesting (by the end of
the scene, the audience will want to see what happens next), but
that there isn’t too much going on and we overwhelm the audience.
(You don’t want total sensory overload; people lose interest very
fast when they’re overwhelmed.)
After you’ve finished the scene and you’re watching it play out
before you, ask yourself if your character reads with the same per-
sonality you envisioned him to have before starting the scene. Has
he remained true to your vision? If not, has he improved? Did you
find new ways of making his characteristics show through even
more?
This is a scene that should have a lot of fluidity to it. It should
really play up the drag and follow-through, not just on the fingers
and hands but on the elbows, back, and head, too. You’re allowed to
go over the top with the whole “mystical” thing on this scene. Ham
it up!
258
Chapter 10: Reviewing Animation Basics
Note:
It’s a lot easier to pull something back from the edge of over-
acting and tone it down than it is to try to get something that is
dry and straight to read with more warmth and richness. When
in doubt of what the director wants with a scene, I usually err
on the side of subtle intensity. I can always pull it back if the
director thinks it’s too much.
3. Before you go on, jot down on paper some notes about your
scene and where you feel things could be improved (there
should always be at least some areas you feel can be
improved). Take note of the good things going on, too, the
things that read well and touch on what we’ve gone over so far.
4. Save a revision of your scene.
5. Take a look at what answers I came up with for this scene in
Scenes\chapters\ch10\Section_10-06_F.lws.
As you watch what I did, keep in mind that there are no “rights”
and no “wrongs.” There is simply my take on things and yours.
Since there is no overall story arc to which we are adhering, we
don’t have to worry about our guy being in character; all we have to
concern ourselves with is: Does the action look believable? Does
the action look good? Are there any areas in which things can be
improved?
Note:
Scenes\chapters\ch10\Section_10-06_F.lws is just to give you
ideas and another viewpoint on how things can be done. The
greatest thing you can do for yourself as an animator is to
explore as many ways to do a thing as possible. Find as many
different solutions to problems as you can. Talk with other ani-
mators, get their ideas on things, find new angles and insights,
and share what you have learned. The broader the range of
experience you can bring to your work, the more deep, rich,
and fulfilling it will become, not just to do, but to watch as well.
259
Chapter 10: Reviewing Animation Basics
In watching my take on the scene, are there any ideas you get
about things you can do to your scene? Are there bits of the ways
I’ve used drag and follow-through that give you ideas on how you
can plus your scene?
Newbie Note:
Newbies, if you feel you could benefit from posing through my
animation, take time to do that now. Then retry this scene from
scratch.
6. Take another look at your scene. Work from the notes you’ve
made about your scene to bring this animation to a level you
feel would fit seamlessly in a collection of the best animation
you’ve seen. Take as much time as you need before moving
on.
Note:
As far as quality goes in animation, you only get as good as you
let yourself. By that I mean you have to give yourself the time it
takes for you to do feature-quality work before you can pare
that amount of time down to that which might be given on a TV
series. If two weeks is what it takes to bring a certain complexity
of scene up to feature-level quality, do your best to make sure
you have that time given to you. Eventually, after working and
streamlining your processes, you may be able to get a scene of
similar complexity done in one week. But being given only one
week to do scenes of that complexity time and time again, you
can work forever and never reach that level of feature-quality
animation. Our brains give to us what we ask of them. We have
to ask for that level of quality, and give the amount of time it
takes for feature-quality habits to be formed.
260
Chapter 10: Reviewing Animation Basics
Note: Note:
The best kind of spline curve You can get a pretty good ease in and
for easing in and easing out ease out effect with TCB splines, too,
is a Bezier curve. Working by moving the Time Slider one or two
with Bezier curves means frames before the keyframe into which
that you often spend as you want to ease. You create a key for
much time working in the that item one or two frames before the
curve editor (motion graph) frame the slider is currently on. The
as you do actually animat- drawback to this method is that you
ing. The hard work pays off can end up cluttering your keys. Unless
with a scene that has the you remember which keyframes are
barest minimum of the poses and which are the ones
keyframes needed to keep you’ve created to ease in or out, you
the animation on track; you can accidentally delete the wrong one
have absolute, precise con- while making changes to the anima-
trol of how the curves enter tion. (Save revisions of your scene to
and exit a keyframe. CYA!)
261
Chapter 10: Reviewing Animation Basics
Easing in and out isn’t just used for keeping an item from
“slamming” to a dead stop; use it to add texture, rhythm, and flavor
to a scene. As you act out a scene before settling into animation,
note how you enter and exit moves. Bring that kind of characteriza-
tion into the easing your 3D actor performs in the scene!
Note:
“Splineyness” refers to the problem of a 3D character always
being in constant motion or to the problem of the motion not
having enough “crispness” to it. (“I dunno. The motion looks a
little spliney.”) Don’t just accept the computer’s interpretation
for the spline curves; make sure they are exactly the way you
want them to be. Make sure that there is a good balance of
“texture” to your animations: soft, sharp, quick, slow, tiny, and
broad. Make sure that the storytelling actions read clearly and
don’t get lost in the moving holds.
262
Chapter 10: Reviewing Animation Basics
Note:
You may even try setting all your splines to interpret as
stepped, so your character stays frozen until you put in a
keyframe, break down, or inbetween. This gives your motion
the same feel as traditional animation; it’s handled in exactly
the same way!
263
Chapter 10: Reviewing Animation Basics
Note:
Watch films with the sound off. This helps you focus on the
action and really see what is going on and how the scenes
were crafted. As you watch, ask yourself what these actors
were doing to evoke the feelings they do. What were they
doing with timing and pacing? How is their delivery of
thoughts and ideas? How do they use anticipation, drag,
and follow-through?
264
Chapter 11
Advanced Animation
Mechanics
11.1 Silhouette
Silhouette is the first thing our minds read when we look at anything.
This is why it is so vital to pay very close attention to our character’s
silhouette as we work and as we evaluate. Not only must it read
strong and true to every feeling and opinion of our character, it must
also clearly carry the intent of his action. (You have to be careful, too,
that parts of the silhouette can’t be misconstrued for things they
aren’t.) From the silhouette alone, you should be able to tell what’s
going on and how the character feels about it.
In terms of reading the character’s intent with the silhouette, if
the character is evil, every line of his silhouette should radiate with
villainy. If the character is a lovable goof, every line should read with
pleasant silliness. If the character is sweet and inculpable, every line
of the silhouette should emanate innocence.
The silhouette should have appeal. Audiences have to identify
with a part of what they read in the silhouette and like what they see.
Even if your character is distilled badness, he still has to appeal to
the audience; otherwise, they’re not going to relate to him or care
about what he’s doing. This does not mean toning things down, not in
the least. This means making sure whatever you do looks cool. The
audience has to read the silhouette and think, “I want to be that” or
“I want to have one just like that!” Granted, appeal can be pretty
amorphous, and what has appeal for one person may not for another.
As ethereal as appeal can be, you know when you’ve nailed it when
you see your scene and think, “I gotta get one of those!” (Or at the
265
Chapter 11: Advanced Animation Mechanics
very least, you feel as if there’s a part of you that can connect with
what you’re seeing on screen.)
Note:
Milt Kahl said it best about appeal: “If you’re working on a
scene and you either want to be that character, or be with
that character, you’re doing it right.” The magical thing about
this is that if you’re true to yourself, and you do feel this way
while doing a scene, the audience will too.
Newbie Note:
Appeal is a tough quality to nail down. What makes something
look appealing and something else look like a “transporter”
accident? You could have an entire book on this quality alone.
Yet, one thing is certain: When you try your hardest to make
something appeal to everyone is when you most often fail. To
start off in gaining an understanding of appeal, watch high-
quality animation and take note of when something strikes you
close to your heart. Try to exactly copy what you see with your
own work. The more you do this, the more you will build “mus-
cle memories” for how to achieve certain specific results. This is
important because when you’re working, you need to turn off
the “thinking” part of your brain, and just go by feel. (My men-
tor, Tom Roth, said that to get a good quality line, you had to
stop trying.) As you’re working, you have to watch for the
moment your control passes a part of your character through a
pose that feels right (maybe you’ve seen something like it
before and it worked in that context). You’ll quickly build “riffs”
you know will work for certain situations and you’ll be able to
put your brain on “autopilot” and just enjoy the work. Remem-
ber, the key is to understand what makes things great by
consciously understanding great things!
266
Chapter 11: Advanced Animation Mechanics
Figure 11.1. Three views of the same pose in silhouette; each has varying
degrees of success and drama.
The image at the upper left is a straight-on shot. You can’t really
tell what is going on. Things are just a mass of rounded shapes. If
you didn’t know this was a human character, you might not know
what you’re looking at.
The image at the lower left reads better, though there is still a
bit of confusion about what is going on with the character’s hands.
We get the idea that this is an up-shot (a shot from a low angle point-
ing upward, also known as a worm’s eye view). (I’m guessing that it
isn’t a down-shot (over the (left) shoulder) because of the size dif-
ferences in what I can make out to be the hand masses. Also, his
shoulders appear straight; in order to get the extension of what
267
Chapter 11: Advanced Animation Mechanics
would be the right arm, he would need to rotate his right shoulder
in.) We get a feel of the angle of the character’s head from the out-
line of the character’s left ear, what we can discern to be the
character’s right ear, and what we know of the kind of hat it looks
like he’s wearing. From there, we’re able to pretty quickly guess
that the character’s left hand is outstretched with the palm upward.
We get this because of what we assume to be the thumb, the bump
above the plateau of the hand, which would most comfortably be
created by the thumb being to the left of the hand mass. (We can
guess that this is the left hand because for it to be the right hand
(palm down to have the thumb on that side) we would need to see
indications of fingers along the bottom line of that hand.) The left
index finger appears to be outstretched, and the other fingers
appear to be curled slightly because of how the angles meet on the
underside of that hand. What’s going on with the right hand is a bit
of a mystery. We can’t really tell its placement in relationship to the
other hand; its silhouette doesn’t give us enough information to
accurately guage its size. The right fingers don’t give us much
either; their definition is hidden in the mass of the hand.
The image on the right has the most information of the three.
We see exactly what is going on. The only question we have by
looking at the silhouette is which hand is right and which hand is
left (something that’s fairly minor in the grand scheme of things.)
We can all relate (we’ve all probably done something similar in our
lives). So even though we don’t know quite what he’s got between
his fingers, we can see that it must hold some interest because all
his attention is focused on it. Because of the landmarks, we can
identify in an instant what is going on, and we get immediate ideas
as to how this character feels about what he is doing.
Rhythm plays a huge part in how good a silhouette looks. It has
to be interesting. It has to hold your attention. There have to be
engaging little nooks and crannies, and strong expanses of gently
curving lines. (We are referential beings; smooth is only smooth
because we have something to compare it with.) And there has to be
variance in how big these interesting details are. You need details
big enough to grasp the very instant you look at the silhouette, and
little particulars that you begin to notice only after several
moments.
These rhythmic details will determine how successful your sil-
houette (and your pose and animation) will be. The idea is that you
268
Chapter 11: Advanced Animation Mechanics
want to have the viewer want to explore the piece. There have to be
large, smooth areas to balance the tiny details. There have to be
curves balancing the straight lines. Balance, rhythm, straights,
curves, big, small — there’s a lot that goes into just this one aspect
of silhouette. Remember that the best thing you can do is to find
what works (you can hold up a frame from an animated feature and
clearly see the difference between that and the average bang-it-out
Saturday morning cartoon) and look for what you know should be
there making it work.
Note:
In painting and drawing, the different levels of detail are called
the different reads of the piece. The big details catch your eye
from across the room. The medium-sized details are noticed as
you move across the room toward the piece, and there should
also be wonderful little details like brush strokes that you only
see when you have your nose almost touching the canvas. None
of these sets of details should interfere with the others. Your ability
to integrate elements like these into your own work comes not
only from looking at other pieces with successful levels of detail,
but looking for them.
269
Chapter 11: Advanced Animation Mechanics
The image at the right of Figure 11.1 again has large, languid
curves and flats balanced against the quick little curves of the fin-
gers and mouth. There are lots of great little points where curves
and straights meet or blend. And the line of the back reads as a pow-
erful straight against the equally powerful curve of the tummy
(made up of two lines that themselves could be considered straight).
The rhythm of this angle is more complex than the previous two. It
is interesting; it has many areas to explore and large, smooth shapes
to balance and carry the finer details. But even so, it doesn’t quite
have the drama that the silhouette in the lower left does. We read
what’s going on, do a quick exploration of the details, and stop. Our
eye doesn’t want to re-explore the details, traveling through the
composition again and again as it does with the silhouette in the
lower left. This is because of the way wedge shapes are used in
both compositions.
Wedge shapes are powerful design tools. They lead the eye
from their widest part to their tip. In the image in the lower left, the
large mass of the torso and arms is a wedge and shoots our eyes
over to the detail work of the hands and fingers (especially that
pinky). From there, we’re caught by the brim of the hat and wedged
back into the torso, and our eyes start taking that journey all over
again. It is a triangular composition, made up of smaller, directional
wedges.
270
Chapter 11: Advanced Animation Mechanics
The image on the right has wedge shapes as well, but they’re
less pronounced. The large wedge of the torso mass has its narrow-
est part down toward the bottom of the screen, leading our eye out
of the picture. The head is triangular shaped, but equilateral; we
don’t perceive a direction in which to be led. The space between the
arms is the strongest wedge shape (created from the negative space
outside the character); this leads us from the eye-like silhouette of
the hand back into the torso, but there is nothing in the torso to
hold us there.
Note:
The concept of triangular
compositions and using
directional elements to lead
the eye was brought front
and center by the Renais-
sance masters. Look to the
works of Rembrandt,
Gentileschi, da Vinci,
Caravaggio, and Peter Paul
Rubens. See what you notice
first; turn away, close your
eyes, and when you turn
back to the painting, what
do you see first? Where
does your eye move next?
Why? Is it a hand pointing?
An arm leading toward
another area of interest?
The way light cuts a silhou-
ette through the darkness or
light? Heads that are
turned, leading us toward
Figure 11.3. This composition just doesn’t work as well other characters, and pools
as the previous one. We read what is going on with the of light and shadow are
character, but after a cursory exploration of the parts, subtle, brilliant ways of
our eye “just sits there.” drawing the audience in and
keeping them moving
around the two-dimensional
plane of the screen. Look for
what you know to be there!
Understand because you
begin to see what was so
elegantly hiding in plain
sight!
271
Chapter 11: Advanced Animation Mechanics
Newbie Note:
All this information on silhouette may seem like esoteric,
artsy-fartsy stuff, but understanding, internalizing, and applying
it is what will make your work stand worlds above the rest.
Note:
The view I’d stage the scene from is the one on the lower left.
Aside from the strong design and compositional elements, the
silhouette doesn’t give away everything about the scene at
once. It gives enough information that it captures the audi-
ence’s interest the moment it comes on screen, and the playing
out of the scene (through character motion and/or camera
motion) will reveal the rest. I like there to be a little mystery in
what I do; it draws the audience in, makes them wonder — and
in that wondering (if they already care about what’s going on),
they are in essence participating in the scene. This is the name
of the game in any kind of storytelling; get the audience to
want to know what happens next!
272
Chapter 11: Advanced Animation Mechanics
273
Chapter 11: Advanced Animation Mechanics
scenes look stiff and boring.) It’s okay to push things; we’re show-
ing the impression of experience, not the photographic representa-
tion of an action.
There are two basic kinds of exaggeration: extreme poses and
“super-mega-ultra-extreme” poses. (We’ll just call these “ultra-
extreme” poses.) With both, you need to get your character back to
his original proportions and expected silhouette as soon as possible.
(The audience will buy into a lot, if there’s a bit of relative normalcy
for them to cling to as madcap action plays out.)
Extreme poses can be moved through for two to three frames.
(Anything on screen for four frames or longer tends to cement in
the audience’s mind.) They heighten the visual impact of the force
acting on the character. (This force doesn’t have to be physical —
remember the Avery cartoons!)
274
Chapter 11: Advanced Animation Mechanics
Figure 11.6. This is the scene we’ll be working with for this
section; we’ll be animating him doing a wild take as something
spooks him from off-screen left.
275
Chapter 11: Advanced Animation Mechanics
2. Animate our character doing a take, but keep him from going
into any extreme poses; keep all his poses strictly believable.
The direction for this scene is: Our character is in a haunted
house. He can barely see in the gloom and has lost his companions
along the way. He’s just paused to better hear something behind
him when, without warning, a loud crash explodes from off-screen
left. The character needs to end the scene facing screen left.
276
Chapter 11: Advanced Animation Mechanics
Note:
X-sheets are mostly used in traditional animation where draw-
ings may be repeated or reordered, and different characters (or
parts of characters) may be on different levels (or layers) of
paper. I still use them for 3D animation because the action line
is a great way to get a visual feel for how the rhythms of the
action will play out over time.
Reading X-sheets
Reading an X-sheet becomes second nature pretty quickly. Every com-
pany you’ll work for will more than likely have a different variation on
the X-sheet’s layout, but the information you need is always there.
Project, character(s), act, and scene are self-explanatory. (I’ve changed
“act” to “chapter” and “scene” to “section” to make these headings
apply to the exercises we’re doing right now. Some animation compa-
nies use “sequence” in place of “act.”) Every new camera setup
(different angle, cutaway, etc.) is a new scene (scene 1, scene 2, scene
1B, or scene 1B-1, if you need to add a scene between scene 1 and 2).
Plan your animation well in the storyboarding phase so you don’t have
to insert a lot of scenes after the planning phase is done and scene
numbers have been assigned.
Next, we’ve got sections for action, where the action is described
and (usually) represented by a meandering line. (Usually the action
isn’t cast in stone; you can push it and pull it to make sure everything
reads well on the screen.) Then the dialogue is phonetically spelled
out in the dialogue section. (Since dialogue isn’t being covered in this
book, I’m putting in sound effects, SFX, cues here.)
Then we’ve got different layers for individual characters (parts of
characters) or objects. You can use this area in 3D animation to repre-
sent the motions of individual characters or scene elements within the
scene. You can also use these layers to choreograph elements to be
worked on in a separate scene file to be composited later in
post-production if a scene is just too complex to be held in memory all
at once.
277
Chapter 11: Advanced Animation Mechanics
Farthest to the right is where the camera instructions go. If you were
going to have to dolly the camera (i.e., move the camera as if it were on
a wheeled cart (a dolly) on a track) around the character, truck in or out
(push the camera in or pull it out, again, as if it were on a wheeled
cart), zoom in or out, or rack focus (pull the focus of the camera using
either depth of field controls or with an external post-processing pro-
gram so that it goes from being in focus to being out, or vice versa), all
this information would be here.
This X-sheet is geared for 24 fps. There’s a thick, dashed line after
every 24th frame, letting you know where each second ends. There
are thicker lines every eight frames. These thicker lines help visually
break each 24-frame second into three, equal, tractable sections.
These eight-frame divisions also help by breaking the scene down into
1/2 foot segments; many studios still measure an animator’s output in
feet and frames. (Each foot of 35mm film is 16 frames long. This scene
is 2' 14 f, it lasts :01.22, or 1.91 seconds, and is a total of 46 frames
long.)
Looking at the X-sheet for this scene, we’ve got the character lis-
tening for sounds until the “crash” happens exactly at Frame 27. He
does a wild take until about Frame 34. Then he settles until the scene
ends at Frame 46. (The folks whose job it is to make X-sheets usually
scribble a thick line where a scene ends so you, as an animator, know
where to stop. If you find yourself timing X-sheets (also known as
“slugging”), remember that you have to take into account any “heads”
and “tails” (additional time that is needed to make transitions between
scenes when dissolving or using another kind of transition that doesn’t
instantly cut from one scene to the other) that those in charge of edit-
ing the film may need.)
278
Chapter 11: Advanced Animation Mechanics
See if there are any ideas you can work into your scene, such as
ideas on timing, posing, drag, follow-through, and silhouette. Take
another pass through your scene if you feel you can push its enter-
tainment value farther. Remember to keep things from
exaggerating. Keep the silhouettes strong and “realistic.”
4. Now, save a working revision as 11-02b; we’re going to take
what we just did and add a little exaggeration to it!
5. Go back through your scene and push the poses farther. Exag-
gerate them to the limits of what your eye will believe.
(Remember to let the character return to his rest proportions
after the impacts that exaggerate him have passed.)
Really push the poses you did in the first pass of this animation;
keep them from being ultra-extreme, but really see what you can
get away with. Exaggerate everything you’ve learned so far — drag,
follow-through, silhouette, squash, and stretch; make interesting
visual shapes that flow well into one another.
6. Again, when you’re comfortable with what you’ve got, com-
pare it with my barely restrained bizarreness: Scenes\
chapters\ch11\Section_11-02b_ F.lws. See if there are any
more ideas you get about how you can push things.
If my scene does help bring about ideas of ways you can exag-
gerate things, go back and work them into your scene before
moving onward. We’re exploring how far you can push things and
still have them read as “believable,” which is very different from
“realistic.” Now’s the time to play and have fun! Push and pull, and
knock yourself out!
7. When you’re content with your scene 11-02b, save a working
revision as 11-02c and get ready to really nail a far-out,
super-mega-ultra-extreme pose!
Ultra-extremes work best as an accent to a quick bit of action.
In our scene, the only place a “bad drawing” extreme would work is
in our guy’s wild take, around Frames 30 to 32.
Ultra-extreme poses are islands unto themselves. They push
what you’ve already got to the nth degree. They shouldn’t affect any
of the surrounding frames, so they (usually) can’t be inbetweened
into; you have to isolate them so they are there-and-gone before the
279
Chapter 11: Advanced Animation Mechanics
audience has an inkling of their existence. The best way I’ve found
to put in an ultra-extreme is as follows:
8. Scrub through the action to find the place where you want this
ultra-extreme; this is where the character either moves the
farthest between two frames or comes to the apex of his
action.
9. Select the mesh object itself, and create keyframes for Current
Item and Descendants on all position, rotation, and scale axes
on the frames on either side of the frame that will be the
ultra-extreme. (If I wanted to have the ultra-extreme pose on
Frame 30, I’d go to Frame 29 and create keyframes for Cur-
rent Item and Descendants, then go to Frame 31 and create
another keyframe for Current Item and Descendants.)
By having the mesh selected, you’re creating for it and all of its
children, bones and all, keyframes to lock in these poses. You’re
telling LightWave that even though (in my case) Frame 30 will have
a bizarre keyframe, make sure everything still passes through these
pre-established poses. You may even need to create these “anchor-
ing” keyframes on (in my case) Frames 28 and 32 as well, just to be
sure this bad drawing pose doesn’t affect the splines in our anima-
tion as it currently is. Be sure to save a revision of your scene
before putting in your ultra-extreme pose!
10. Go to the frame that will be your ultra-extreme pose and start
pulling controls to throw our guy into the most extreme pose
you can think of. Move, rotate, and scale things far beyond
where you think they would rationally hold up in an animation.
11. Play your animation through, and check it out. Does that
ultra-extreme pose add extra snap to the animation!
12. Load in my version of the scene: Scenes\chapters\ch11\Sec-
tion_11-02c_ F.lws and give it a play through.
13. Go back and modify your animation if watching mine has given
you any ideas as to how to make the ultra-extreme in your ani-
mation read better.
Ultra-extremes can take a bit of finessing to get them to work
within an animation. They need to read as a bit of subliminal smack.
They shouldn’t jump out of the animation or hold your eye. They
should flow right by you, only leaving a sense of added energy in
280
Chapter 11: Advanced Animation Mechanics
their wake. Once you get the hang of extremes and ultra-extremes,
you have yet another tool at your service that can bring added life
and entertainment value to even the most mundane scenes.
281
Chapter 11: Advanced Animation Mechanics
282
Chapter 11: Advanced Animation Mechanics
Figure 11.10. Turning the head from screen left to screen right; linear and booor-ing.
Figure 11.11. Just by adding one break down pose, tilting the head down so that it follows
an arc as it turns, you add feeling, heighten interest, and increase the entertainment value
of the animation.
283
Chapter 11: Advanced Animation Mechanics
Note:
Most motions produced by living beings (on this planet at least)
are constructed around an arc of some kind. These arcs have a
kind of smoothness to them because of an inherent desire to
conserve the energy required to generate that motion; it is a
needless exertion of energy to apply force to redirect or modify
the trajectory of an object when you don’t have to. When some-
one throws a punch, the motion of the punch is controlled by
the unfolding joints of the elbow, the shoulder, and the position-
ing of the body. When that punch reaches the end of its motion,
it is pulled back into the body by the same rotational joints; the
mass of the fist causes the motion to be smooth and (from a
motion analysis point of view) elegant. Everything is a balance
of rotation and counterrotation. Our minds accept and under-
stand circular movements more readily than angular or
unexpected movements because our minds have evolved to
quickly read a situation based on silhouette and movement. We
analyze motions in an instant, projecting where they will go
next; it is a survival adaptation all animals have. As animators,
we need to play to this adaptation, unless we are using our
knowledge to intentionally startle our audience or throw them
off balance.
Heads, hands, and feet aren’t the only things that have circular
motion to them. Elbows, knees, torsos, hips, shoulders, every part
of the body that moves should be handled with respect paid to circu-
lar motion as you create, finesse, and examine your animation.
As you examine your animation, glue your eyes to one part of
your character’s body, say a knee. Watch that part play through
again and again. Does it flow? Does it look believable? In its fluidity,
does it still have textures that make it an interesting and balanced
part of the whole? When knees compress for a jump, they can start
out wide, then swing inward slightly as they propel the character
upward, describing a slight ellipse. This is much more interesting
than a knee just going straight up and down. Like all things in ani-
mation, though, subtlety is the name of the game — subtlety with
intent.
284
Chapter 11: Advanced Animation Mechanics
Note:
If you’re having a hard time tracking a movement, or if some-
thing doesn’t read quite right along a series of frames, grab a
dry erase marker and put tiny dots on the monitor’s glass track-
ing a specific body part’s progress from frame to frame. (Don’t
do this on a laptop screen, and do make sure that the marker
won’t hurt the monitor first!) These dots will show you exactly
where that body part deviates from the smooth arc of motion,
where it accelerates and decelerates, and where it jumps, pops,
and wavers. It is a good idea to do this not just from the cam-
era’s view but from side, front, and top views as well.
285
Chapter 11: Advanced Animation Mechanics
Figure 11.12. A wave-like motion undulates through the arm. The curve is led by the elbow,
which “drags” the rest of the arm down, then “pulls” the rest of the arm back up. All the
joints operate well within their normal ranges of motion; this is the successive breaking of
the joints.
286
Chapter 11: Advanced Animation Mechanics
Figure 11.13. Here is our character doing a bit of a take as he turns around. Technically,
these poses would work, but because all his parts strike their extremes at the same time, this
appears robotic.
Figure 11.14. This is the same action but with different parts of the body pulling others into
motion in their own time.
In Figure 11.14, the hips start the movement, dragging the upper
torso which, in turn, drags the head and hands. The torso then rolls
upward as he straightens then settles back to look. Each part of his
body reacts in accordance with its own mass, dragging and following
through with respect to its own points of rotation. This set of frames
reads with more life and fluidity than that in Figure 11.13.
All animations, even the most realistic, will require attention to at
least subtle overlapping action. Acting through a scene beforehand
and really getting a sense of how it feels to perform the action will
help you to understand the order in which things move and settle.
1. Load in your setup scene, and save it back out as a working
revision for Chapter 11, Section 6.
2. Giving yourself 20 frames (in 24 fps), recreate the animation
from Figure 11.14.
3. After you’re done, compare it with the animation from that fig-
ure (Scenes\chapters\ch11\Section_11-06_F.lws).
4. Make any refinements to your scene you might need to get
your motion to express the same fluidity of overlapping action.
287
Chapter 11: Advanced Animation Mechanics
Note:
A good storyteller can make even the most humdrum of sto-
ries riveting with the way he tells it.
When you get a scene to work on, go to a quiet place and think
of all the unusual ways to get that story idea across that will be
entertaining to watch. You, the animator, are the storyteller. You
have to make sure that the characters continue to develop and show
insights about themselves as your scenes progress. You have to
make sure that the acting is believable and approachable. You have
to make sure that the audience will want to know what happens
next. You have to make sure that what you’re doing is entertaining!
And you have to do all of this and still make sure that your scene fits
in as a seamless part of the unified whole, choreographed, cast, and
orchestrated by the director.
In the exercise for this section, we’re going to take a bit of
ho-hum action (the character removing a bit of lint from his sleeve)
and present it in three completely different ways. Give yourself as
much screen time as you need to get the idea across. You may pose
the character any way you like; I just want three of the most
unusual, entertaining ways anyone might remove lint from his
sleeve. These can be three completely different characterizations
288
Chapter 11: Advanced Animation Mechanics
for each of the three takes, but I want this guy’s being to show
through every move in which he gets at that bit of lint!
For the first two passes, go as hog-wild as you’d like, but for the
third pass, I want you to have his attention elsewhere, not on the
lint, and still have the removal of said lint be unique and entertain-
ing. This last foray will be an exploration into what is called
secondary action. Secondary action is something a character does
that doesn’t really tell the story of what’s going on in the scene. The
scene could function perfectly well without it, but how the character
does this action speaks volumes about his personality. In live action
or theater, it would be considered a “throwaway” line or action. If
the audience catches it, great, but it should in no way overtake the
primary storytelling intent of the scene. Subtlety is power! Your
strength and confidence as an animator, and the character’s life and
energy will show through more clearly if your action reads with sub-
tlety. Think easy power! Think, “Yeah, sure… if you get it, you get
it. I know I’m good. I’m beyond having to prove myself.”
It will help in this final take to have some sort of mental story or
dialogue going on. Think of some reason for him to be focusing else-
where, brushing at a bit of lint as he does so. You’ve got to get
inside his head, get inside the scene itself. You’ve got to act it out in
order to better understand the whys of his actions. You’ve got to
understand his feelings about his actions — what he’s trying to
show, what he’s trying to hide.
1. Load in your setup scene, and save it as a working revision for
Chapter 11, Section 7.
2. Do two separate takes on our character removing that bit of
lint from his sleeve, making them the most unique and enter-
taining ways for getting at a bit of lint you can think of.
3. Do one more take on the lint removal thing, but this time let it
be secondary action, something that isn’t the primary story-
telling point of the scene, but lends depth and detail to who
this character is and how he feels.
How do your scenes hold up? Do they have entertainment value?
Are they presented in ways that make their storytelling strong?
How’s your action? Is it good animation? Does the character feel
like he’s got an opinion on things, a reason for being, a soul? Can
289
Chapter 11: Advanced Animation Mechanics
Note:
Good animation comes through you, not from you.
290
Chapter 11: Advanced Animation Mechanics
Note:
This is actually the secret to all art, really (if art did have such
things as “secrets”). You learn a piece of classical music. You
hear it on the radio and you think, “Man ... that doesn’t sound
anything like what I’m doing. I know I’m hitting all the right
notes, but...” What you have to do is to pay attention to how
the music you’re hearing on the radio makes you feel as you’re
listening to it. Then, when you’re back at the keys playing,
replay those feelings you felt while listening to the concert pia-
nist. Your music will suddenly sound a lot more like what you
heard on the radio.
When you get done with a scene, take a break. Heave a sigh,
and walk away for a bit. Get a latte or a cup of herbal tea. Do some-
thing that will take your mind off the long, tense time you just spent
on this labor of love. When you feel like you’ve “walked it off” suffi-
ciently, go back to your scene and look at it as if you’re seeing it for
the first time.
Ask yourself the all-important question, “Is this character alive
for me?” Does he follow the direction of the scene and add to the
story in ways that seem as believable as they are inevitable? When
you acted this scene out, is the feeling you got inside the same feel-
ing you’re getting now as you watch it?
Remember, animation being the art of revision, if something
isn’t working, if the character isn’t emoting, breathing, and living,
break down what the issues are and revise. (Usually there’s just a
couple of things that when they do drop into place, the animation
seems to do a 180; what was “just not coming together” suddenly is
“totally spot-on!”)
Animation is forever. The beings we’re creating will live on long
after we’re gone. They’ll continue to touch people with the dreams
we dreamt while they were being brought into this world. Do every-
thing you can to make their lives worthy of living.
291
Chapter 11: Advanced Animation Mechanics
Figure 11.15. Here are some thumbnails for a scene in which the character is
running with a flashlight, slips on a banana peel (does anyone slip on banana
peels anymore?), and lands flat on his back.
292
Chapter 11: Advanced Animation Mechanics
Yes, the drawings in Figure 11.15 are rough; they are just a
loose collection of circles and lines that don’t have to mean anything
to anyone but me. Yes, this is how loosely I work when I’m doing
my thumbnails for my scenes. It took less than two minutes for me
to run through three different takes on this scene; there’s so little
time invested in the drawings that I have no qualms about scrapping
the whole idea and starting over. In doing three (or more, if neces-
sary) versions, I break through the “Man, I have no idea how I’m
going to handle this” phase of ideation. The first set was a mark on
the wall. The second was closer, and the third was what I wanted; it
feels like I felt when I acted it out. (Ow … just kidding!)
Figure 11.16. These are the thumbnails I’d show to a client. (I redrew what I had
done for myself, tightening up in the process. Like I say, thumbnails don’t usually
mean anything to anyone but you; this set should clarify what’s going on in the
previous set.)
Note:
Thumbnails (storytelling drawings) aren’t the most extreme draw-
ings; they’re the ones most comfortable for the eye to settle on.
293
Chapter 11: Advanced Animation Mechanics
Note:
No matter how “artistic” a client may think he is, never show
him anything he would have to use his creativity to figure out.
This goes for thumbnails, animations-in-progress, whatever.
Most often, clients just won’t get it and start complaining about
how it just doesn’t seem to be working the way they’d hoped.
Never mind that you told them this is just a rough draft. Or, on
the other side of things, they could get grandiose ideas that
there’s no way you would have time to implement. It’s a good
idea to only show the client things that leave as little room for
interpretation as possible.
These thumbnails help make sure you have the best presenta-
tion possible and the most entertainment value to your scene. (It’s
so much easier to erase a quickly scribbled line than it is to rekey a
pose.) You’re thinking out loud, throwing ideas out to see what
sticks. Do a couple of quick versions and see which one reads best.
(For some reason, I find it’s either the first set or the third set that
works best.)
Make sure your character’s attitude reads through every
thumbnail. Even if he’s only walking across the room to get the
door, his attitude and his opinions about getting the door should
remain front and center. Act your scene out. Sit. Ponder. Doodle.
Let yourself open up to the flow of good ideas that come through
you.
Thumbnails will also vastly reduce the time it takes to get a
good pose in 3D. When you do sit down with the software, there’ll
be very little guesswork as to how this guy should be posed out.
You’ll probably find ways of pushing that loose, little drawing fur-
ther, making it read better, stronger, and more on character. In that
quick little scribble, you have a signpost that tells you how to
quickly get to where you want to be. When your character reads
with the same vibrancy as in that loose collection of circles and
lines, you’ll know you’re there and you can move on!
294
Chapter 11: Advanced Animation Mechanics
11.10 Pacing
As the number of things you can do as an animator increases and as
you add “riffs” to your repertoire, it is only natural to want to show
as many of these awesome little things as you can in a scene.
Remember … easy power. If you give to the scene what it needs,
and you do this with ability that looks effortless and natural, people
will just assume that you could do anything you wanted to. You just
(wisely) chose to show only what you needed to and you left your
audience wanting more.
You don’t want to rush the scene. You want to give the acting
poses (the storytelling poses you thumbnailed, the poses that are
comfortable for the eye to settle on) enough screen time for the
audience to read them. You want the audience to be able to see the
expressions change. You want to give the character time to think,
and the audience time to digest.
You want to have the flow of action in a scene be strong enough
that you keep your audience’s attention too. (If you will eventually
have music scored to your work, music can extend an audience’s
attention, as can waiting for the music to return — the “silence
between the notes”). Achieving this balance between keeping the
scene moving and giving the acting time to connect with the audi-
ence takes practice. Doing the work and revising until it fits within
the scene length requirements and still carries this power is what
will help to hone your own internal sense of pacing.
Watch animation from the great masters of the art. See what
kinds of rhythms they use and what kinds of emotions those
rhythms create. Fill the well. Practice and make it yours. You are
working in a medium where rhythm drives everything. Know
beforehand the kind of rhythmic feel you want for the piece, and
then stay true to your vision. Let that vision read clear and strong
to the audience.
295
This page intentionally left blank.
Chapter 12
297
Chapter 12: Taking a Scene from Start to Finish
298
Chapter 12: Taking a Scene from Start to Finish
Note:
The rule of thumb I use for nearly everything — animation,
character design, set design, lighting design, you name it —
came from a character in the film L.A. Story. Trudi (Marilu
Henner) was telling another woman how she coordinates her
fashion accessories. (Bear with me now.) She said that when
she thinks she’s ready to go, she turns away from the mirror,
then turns back quickly. The first thing that catches her eye, she
removes. (I would suggest doing this several times.) What she
ends up with is a complete, contiguous ensemble with every-
thing working together. As weird as it may sound, this is the
very best technique I’ve found for analyzing nearly anything
artistic. If it jumps out at you, if it stands out abruptly, it is like a
jitter in an otherwise smooth curve. Everything should work as a
unit — even the things that are meant to draw your attention!
299
Chapter 12: Taking a Scene from Start to Finish
If you are setting up your own background, there’s one key bit
of advice I’d like to give you on lighting and setting up your camera:
Pretend you’re on a practical (real) set. Pretend you’ve got to light
it with real lights and that you’re bound by the same physical
limitations with which to shoot. We, the audience, have grown
accustomed to certain conventions established by both still photog-
raphy and motion pictures. Working within these conventions, we
more easily form a connection with the viewers because they are
preconditioned to understand the “language” you’re using. This can
be said for “steadycam” shots, too — save the flying camera for the
high-dollar, mega-impact shots! (Hitchcock shot most of his sus-
pense films from medium and long setups. When he hits you with
the one or two close-ups in the film, those shots make you jump out
of your skin because you haven’t been numbed to close-ups!)
Note:
If you can tell a story with the camera left, unmoving, on its
tripod, you really understand storytelling and the story you’re
telling.
Note:
I use mostly shadow-mapped klieg lights (spotlights) to light my
scene; they’re what I’d have if I were on a practical set. I use
spotlights and distant lights (set to not cast shadows) as if they
were shinyboards (also known as skimboards), bouncing dif-
fused lighting where I need it. I’ll use the occasional light with a
negative intensity to tone down an area, as if I’m using a flag to
block light from hitting an area. I use intensity falloff for lights
and an almost imperceptible bit of black, nonlinear fog to
enhance drama and “realism.”
300
Chapter 12: Taking a Scene from Start to Finish
Note:
There’s only one real trick to understanding good lighting:
Watch what works, and figure out what makes it do what it
does. I love chiaroscuro (a method of painting with strong light-
ing and shadows) and film noir, and my lighting styles reflect
this. In beginning photographic portraiture, you learn that in
order to make any object look three-dimensional, you hit the
subject with a warm light on one side and a cool light on the
other. (Subtle variations of “white” will do; you don’t have to
punch the saturation unless you’re going for a specific effect.)
One light should be brighter than the other. That’s it! That’s all
you need to do, but there is more you can do. You should hit
your subject with a light that makes one part of his outline
brighter than the background he’ll be in front of (a “rim” or
“kick” light). Keep in mind the color of the “ambient” light, and
use a shadowless klieg to fill in any overly dark areas. (I turn
ambient lighting off unless I’m using radiosity.) We expect
ambient light from above to be blue, reflected from the sky. We
expect ambient light from below to be golden or green,
reflected from the ground or grass.
301
Chapter 12: Taking a Scene from Start to Finish
12.4 Visualize
Okay, now’s the time to go to that quiet place and let yourself slip
into the world of your character … into his thoughts … into his life.
Turn off the phone. Put out a big “Do Not Disturb, Under Any
Circumstance … . THIS MEANS YOU!” sign and let the rest of the
world go on without you for just a little bit.
This is where you get in touch with the character as he exists
inside of you. Yours is a unique viewpoint on his existence, his
thoughts, his feelings, his actions, his dreams, his desires, his plans
for the future, and his laments about the past. Within the quiet
space of your own mind/heart, you can let go of your own past and
take up his. Let your mind wander …
Imagine the first thing he did when he got up that morning.
How long has it been since he’s eaten? Has he ever been in love?
How does it feel to have those hands, that face? Why do you dress
as you do? Does it make you feel safe? Does it remind you of some-
one you looked up to in your life? These may seem like esoteric
questions, but questions like these are the keys to opening the
doors inside yourself and letting you live as your character for the
length of time you are working on this scene. And that is exactly
what you must do! You have to live his scene. Every subtlety you
feel, every nuance that would touch your own actions having lived a
life like that, being in the surroundings he is, every minute detail
breathes volumes of life into this character and this scene. It is
through these details that the audience will share their own private
selves; it is through these private details that the character gains
his own life.
Wander back in time, back in his time. Live the days of his
youth, his explorations, his sorrows, his joys. Experience the
entirety of his being as a cloak that you wrap around yourself and
get lost in. Know the decisions in his life that have brought him to
the point where your scene begins.
Now, allow the scene you will work with play out before you. As
you let the scene unfold before you, remember how you feel about
what is going on. Remember how it feels to move as you do.
Remember your ideas, your thoughts — both those open to others
and those open only to yourself. Remember how the whole experi-
ence feels to live, continuing out the end of this scene and slightly
into the next.
302
Chapter 12: Taking a Scene from Start to Finish
Note:
There’s a thing about actors, especially good stage actors. I’m
not talking about the grandiose ones who fill an auditorium with
their overblown presence. I’m talking about the ones who make
you believe they’re really there in that moment. There are many,
many things you can learn by studying these actors (and studying
acting itself), but what I’d like to make note of is that no matter
how many times a day they may have already gone through the
same material, you feel as if it is only just now happening to
them. You feel as if this set of events is only now coming into
being, and that their responses to these events are natural and
inevitable. They are merely continuing to make the same kinds of
decisions (on a moment-by-moment basis) that they’ve made all
their lives, the same kinds of decisions that have brought them to
this point right now. The “actor” may know what happens at the
end of the line or at the beginning of Act 3, but the character
lives in this one moment as we all do.
303
Chapter 12: Taking a Scene from Start to Finish
“… they are two sides of the same coin… or, being as there are so
many of us … the same side of two coins.”
— The Player, Rosencrantz and Guildenstern Are Dead
12.5 Thumbnail
While your “Do Not Disturb!” sign is still out, sketch out your
ideas. Do this as quickly as you can, still preserving as much of the
echoes of your visualization as you can. When you get done with
one set, do another and another. In the process of doing this
just-being-in-the-moment drawing, not trying to “get it right” or
“perfect,” you again link with the feelings you felt as you lived that
character.
All you’re trying to do is to put into a kind of shorthand the
things you’ll need for your mind to travel back to that place where
you walked with his feet, touched with his hands.
Note:
Small, fluid, strong, these drawings are your pitons; they’ll keep
you from falling.
304
Chapter 12: Taking a Scene from Start to Finish
Note:
The action line of your exposure sheet is your four-dimensional
thumbnail.
12.7 Animate
Using all you’ve learned, all your skills, and all your easy power,
hold the feelings you felt when you lived this scene close to you as
you work. With your thumbnails and your action line, you’ve got a
lot of the work of animation done already. You can let your mind
wander back to that visualization, and let the feelings you remember
help you to fit the hands into just the right shapes, sculpt the spine
into just the right arc, and swing the knees into just the right angle.
When what you see before you resonates with what you feel inside
you, you know you’re there.
Note:
You are an actor. You are the character. Enjoy the luxury of
being him for as long as you’re working on this scene!
305
Chapter 12: Taking a Scene from Start to Finish
12.8 Examine
Look at your animation from all angles, not just the camera angle.
Make sure that each part reads plausibly and that the feelings you
get when you watch it are the feelings you felt when you visualized
how it would be to live that situation.
Let the animation play at speed, looping again and again. Let
your eyes focus on one part of his body as the scene repeats itself. If
there’s something in the motion of that part that catches your eye,
slow it down and examine it. Track its movement with dry erase
markers; is the motion exactly as it should be from all angles?
(Sometimes a “pop” is caused by a part of your character moving
improperly in Z, with respect to the camera, when the other two
axes are fine.)
Focus on each part of your character in turn, and then watch
your character as a whole. Are all the parts adding up to a sum that
radiates life and believability? Walk away from your scene for a
while; take a break. When you come back, look at it with fresh eyes.
Does anything jump out that didn’t before?
Examine, revise, repeat. Do this until the scene fits the criteria
both you and the director agreed upon. Do this until the feelings you
get from looking at the scene ring true with what you felt when you,
yourself, lived the same experience.
12.9 Critique
So, now you’re at a point where you want to get comments on your
work, comments from a fresh point of view. Make sure that you
seek comments from someone who knows what they’re talking
about, and that this someone knows how to look at partially com-
pleted animation (if your work is still a work-in-progress).
Hopefully, these are all the same person, and hopefully, this person
is the director.
306
Chapter 12: Taking a Scene from Start to Finish
Note:
Learning how to accept criticism is important. It is an acquired
skill, but it is one that everyone can learn. Remember that ani-
mation is a team effort; what matters is the piece as a whole.
But also remember to consider the source. If you just asked
your cube-mate for a critique, and he mercilessly shredded all
your hard work, ask yourself if your animation, which you
thought was pretty darn good, threatens him or his position
within the company. (Unfortunately, the more you stick your
head out, the harder some people try to lop it off.) Seek criti-
cism only from those people qualified to understand what
they’re looking at. Seek critiques only from those who genu-
inely have your and the production’s best interests at heart.
Have your notes ready for when the director (and his entourage
of yes-men and yes-women) comes to call. Refer back to your notes
if something doesn’t quite jive with what you thought he said the
last time you spoke. Be prepared to talk about where you are with
the scene, where you see it going, how you feel about where it is.
Talk with him about how it makes him feel. Jot down any notes, and
make sure you understand what he’s saying. If you feel you nailed
this scene spot-on, and the director isn’t quite happy with it yet, talk
about his vision for this scene and how it fits in with his plan for the
sequence. (Compromise is not capitulation, but it is he, the director,
who must be accountable for the vision of this production after all is
said and done.)
If your studio doesn’t incorporate dailies (where they call
together all the animation staff or the entire company to watch what
was completed the previous day or week), see what you can do to
encourage the powers that be to implement them. This is the best
way I know of to boost the quality of a production. Not only is
everyone more inclined to do their absolute best on the work they
did that day because everyone they work with is going to be seeing
it, but everyone shares ideas on how to solve problems from watch-
ing each others’ works-in-progress. If you do have dailies every
single day, you really get to see how a scene evolves, you get to see
how the other animators think and solve problems, you see how
they develop their ideas. (I’ve also found that things I might not
307
Chapter 12: Taking a Scene from Start to Finish
have noticed to be wrong just make my skin crawl when I have oth-
ers watch my work in dailies. This is a great flag for problem areas!)
The morale boost, the camaraderie, the learning that goes on in the
showing of dailies is something worth looking into.
12.10 Revise
Make it as perfect as you can. Don’t let anything that isn’t your
absolute best effort leave your desk. (Now and then, everyone does
something they aren’t completely happy with, but make sure you
put every effort into making it the best you can.) Compile the com-
ments you’ve gotten, put them through the “Do they know what
they’re talking about” filter, and revise.
They say a painting is never finished, that it only stops in inter-
esting places. The same can be said for an animation. Even so,
scenes must move on, production must continue. Learn to work
your piece as a whole, exploring finer and finer details as the entire
scene reaches contiguous levels of quality; don’t fixate on the minu-
tia of a single slice of time. Allow the entirety of your scene to carry
the emotional read you felt in those quiet moments of touching
another’s soul.
Note:
The animation you do will outlast all of us. Make it something
to remember.
308
Chapter 13
13.1 Composition/Design
When you sit back and look at what you’ve done, really sit back and
look at what you’ve done. Move your chair across your cubicle or
office and watch your work play out at a different size than what
you’ve grown accustomed to. Disassociate yourself from the
“groove” you’ve been working in, and try to see it as if for the first
time. Break it down into its basic compositional elements.
309
Chapter 13: Important Points for Every Scene
Watch your work play out through eyelids closed just enough so
your eyelashes meet. This gets rid of a lot of the detail information
and reduces what you’re seeing to the basic compositional ele-
ments. This is how many painters break down the complexities of
painting alla prima (all at once, usually on location) into design
shapes they can more easily understand and make use of.
Note:
Another great thing you can do to help see what’s “hiding in
plain sight” is to mirror the image horizontally if you have
access to post-processing software. This is what you do when
you flip a drawing over and examine it on a light table. When
you reverse the image like this, every minute error that you
might have been content to live with leaps out at you. This stops
the rationalization of inaccurate balance, weight, and
proportion.
Note:
Use the flow of silhouettes and design elements to lead the
viewer’s eye just as in a still image!
310
Chapter 13: Important Points for Every Scene
Note:
If head and tail scenes (the scenes that sandwich yours) are
available to you as either animatics (timed storyboards with
camera motion) or final renders, compile a movie of all three
together. Watch the flow of your scene as it leaves the previous
one and enters the next.
Before you even begin to delve into the finer points of an anima-
tion, its broad strokes must be strong, solid, and powerful enough to
carry your attention, powerful enough to carry the audience’s atten-
tion. The audience may never know your usage of design and
composition to manipulate their perceptions; all they’ll know is that
your work feels powerful and they want to see more!
311
Chapter 13: Important Points for Every Scene
13.4 Weight/Timing
Does your character, and everything you’re animating in the scene,
have the appearance of the weight and mass the audience would
imagine it to have?
Do your timings imply the extra “oomph” needed to get those
massive objects moving and then stopped again? Do your heavy
objects (and body parts) accelerate much more quickly toward the
ground than they do away from it?
Are your characters balanced, taking into account the perceived
mass and motion of the character, his action, and anything he may
be holding?
Have you used squash and stretch to give the audience that
subliminal shorthand of sensation, implying the forces impacting
your character?
312
Chapter 13: Important Points for Every Scene
Note:
Would anyone other than your mother want to see
this scene twice?
13.6 Characterization
Do you feel the character’s motivations, thoughts, dreams, and
non-verbal comments through watching him move in the scene?
Does he feel like the same guy you saw in the scene before?
Are his secondary actions serving to support his character? Are
the secondary actions letting the primary idea of the scene shine
through uncluttered?
Note:
Acting, not action, and always in character!
313
Chapter 13: Important Points for Every Scene
Note:
This can be a tricky one to nail. Subtlety is the key. As the say-
ing goes, “It’s easier to show the transition of five hours than
five minutes.” Still, your character has to be in a continual state
of evolution in order to remain believable. Change is the only
constant. Your character must continually grow emotionally,
spiritually, and intellectually with everything he encounters in
order to possess that elusive spark of life. Developing an inner
dialogue that no one else need know about can help. But being
attuned to the script and to the overall arc of his character as
you work is key to getting these subtle changes to read, almost
unnoticed, as your scenes play out.
Note:
Is the reason for this scene being in the film clear?
314
Chapter 13: Important Points for Every Scene
315
This page intentionally left blank.
Chapter 14
Additional Practice
Scenes
Now you know everything it takes to make good animation. But
knowing and doing are two entirely different things. Animation must
flow naturally and inevitably, like good acting. Thinking about the dif-
ferent parts of it too much usually gets you into trouble. What you
need to do is practice the concepts so that they become as much a
part of you as your own breathing. You need to learn them so well
that you can forget them. You need to free your conscious mind from
thinking about which controls produce specific results. You need to
allow your unconscious mind to “feel” what is right, what needs to be
done.
This is something you will attain with focused practice. You will
need to take at least one step toward that goal every day. You don’t
have to sit and practice for hours and hours every single day; just
make sure that you do at least one small thing toward being a fea-
ture-quality animator every single day. By doing this, you will get
there.
Note:
I like to think of it this way: You’ve got a certain number of so-so
animations in you. The breathtaking animations are sprinkled in
this pack of so-so scenes, but you’ve got to get all those mediocre
animations out of the way to make room for the good ones. So
you’d best get moving!
317
Chapter 14: Additional Practice Scenes
The steps you take have to be good steps. Practice makes per-
manent, not perfect! Make sure you’re practicing something worth
ingraining within you!
This is where I wanted this book to stand out above all others,
even the rare, good ones that cover both the basic and the advanced
material, the ones that make things understandable. But how can I
help you learn to judge for yourself what is good animation and what
needs work when I can’t stand over your shoulder and encourage
your best work? I can do this by giving you good quality animations
you can explore as 3D scenes to compare with your work, scenes
you can pose-copy move-for-move in your earliest stages of learn-
ing the craft. With pose-copying (as we did in Chapter 10), you’ll
know immediately when your work is exactly as it should be. It will
be like having me right there with you, showing you all the mechan-
ics it takes to make a scene flow with life and entertainment. By
balancing between pose-copying and creating your own scenes you
will quickly wean yourself from needing my help. This is the quick-
est and surest path to becoming the animator you’ve dreamed of
becoming.
Note:
An important thing to remember is that good animation takes
time. The feature studios worth their salt will often give an ani-
mator two weeks to work on a three-foot (2-second) scene.
Don’t rush yourself! If it takes a guy who’s been doing feature-
quality animation since 1976 two weeks to get a three-foot
scene out, don’t beat yourself up if you can’t get a feature-
quality scene out in a day!
318
Chapter 14: Additional Practice Scenes
Newbie Note:
It’s fairly common for this second scene to give you fits. Don’t
worry about it too much. Just do your best. Enjoy the process of
exploring! “Run and find out!” (Rikki-Tikki-Tavi)
319
Chapter 14: Additional Practice Scenes
When you feel you’ve spent as much time with this second
scene as you can without losing your mind, take another scene (or
another two, if you feel really wobbly about things) from the Scenes
to Copy section. Give the scene(s) a week or so (each), enough time
to get everything absolutely perfect. Then go back to doing another
scene where you’re taking it from scratch. You should notice things
getting significantly better this time around.
Go back and forth between copied scenes and original scenes
until you feel you’ve got your “chops” down. Then, instead of
pose-copying something from the Scenes to Copy section, make a
movie of it from a stationary viewpoint and work entirely from this
movie. Compare your work either by feel or by loading items from
the scene you’re copying. Use Loading Items From Scene only to
compare; revert to using the movie alone when making
adjustments.
Again, alternate original scenes and scenes copied from a sin-
gle-view movie. Keep at this until you feel really sharp, able to
understand what visual cues translate into 3D coordinates. Then,
take a foray into what’s outlined in Section 14.5; I think you’ll like it.
You can come back to this technique, or your own modification
of it, whenever you feel like you need a little “boost” in your skills.
It is the quickest, surest way to sharpen, to learn, and to train your
internal senses of what works. You’re building muscle memory,
good habits that you don’t have to think about to employ. You’ll just
get a feel for what’s right and what a scene needs.
Continue to study the basic and advanced animation mechanics
as you do this. Make sure your mind knows what your body is learn-
ing. “Gut feelings” can take you fairly far, and with your mind
attuned to the conscious, logical understanding of the principles of
animation, there will be nothing you can’t handle.
320
Chapter 14: Additional Practice Scenes
Newbie Note:
After you begin to feel pretty good about what you’re doing,
you’ll probably find yourself going through a short period where
you feel like you’re just starting out again. You may feel like you
can’t quite seem to remember how to get things into place or the
controls suddenly feel awkward, when everything was feeling
almost natural only a few days before. This is normal!!! This is
considered to be the “mammalian learning curve,” when what
we hold in short-term memory gets transferred to long-term
memory. The information is temporarily inaccessible while the
synaptic structures are being constructed in long-term memory.
Just keep at it! Once those long-term memory synapses get
physically shifted around to hold that info, you’ll be on top of the
world again!
Note: Note:
All that you truly examine adds to Draw with verbs, not nouns!
what you are capable of seeing!
321
Chapter 14: Additional Practice Scenes
Note:
Usually, being turned off by a subject is a good sign that there is
something you need to learn there.
322
Chapter 14: Additional Practice Scenes
Actions
These are just bits of action you should get under your belt. Each of
these actions incorporates many of the basic and advanced anima-
tion mechanics. I’d like you to go through each of these actions
twice; one time, perform the action as straightlaced and realistically
as you can, then do it as cornball and cartoony as you can. With the
realistic pass, make it as true-to-life as you can, make it feel like it
has been motion-captured. With the cartoony pass, really push it to
the extremes; give Tex Avery and Chuck Jones a run for their
money! Whichever you do first is up to you, but you may find your
realistic scenes benefiting from the looseness you work into your
cartoony scenes.
Make the action read well in silhouette. Give the characters a
reason for (and an opinion on) doing whatever they’re doing. Make
your work entertaining, both in the doing and in the watching!
4 Throw a javelin
4 Do an Olympic-style hammer throw
4 Throw a shot put
4 Shoot a basket
4 Throw a football
4 Pitch a baseball
4 Dive from a diving board
4 Yo a yo-yo
4 Swing on a swing
4 Use your hands to “walk” across a set of monkey bars
4 Skip rope
4 Juggle (a real juggle and then a “cartoon, cascade” juggle)
323
Chapter 14: Additional Practice Scenes
Walk Cycles
Cycles need to loop seamlessly, so that someone watching them
wouldn’t know which keyframe marks the loop’s start/end. (If
Frame 0 is the same as Frame 28, I make a preview or movie from
Frames 1 to 28.) Watch for “pops” and problems with acceleration
as the cycle nears its head and tail. I generally don’t use the motion
graph’s “pre” and “post” behavior to repeat the cycle. When I want
to integrate the cycle into a scene, I copy the keys manually for as
many times as I need the motion to repeat itself. This way I can
have unique action happen before and after the cycle if need be.
Note:
A cycle will amplify any problems an animation may have. Your
audience will catch the third time what they missed the first (and
begin to rant and rave about it after the tenth). Make sure that
everything is as polished to perfection as you can get it.
324
Chapter 14: Additional Practice Scenes
Scenes
Use your creative license to handle these scenes in the most enter-
taining way you can think of. Create your own histories for the
characters, devise reasons for them being there, opinions on what it
is they’re doing, and thoughts about where they are going next.
Play with multiple camera angles. First, establish the scene
with a longer shot, letting the audience know what is going on and
where the character fits into his surroundings. Use medium shots
and close-ups to showcase the action and to create strong, storytell-
ing, design-oriented silhouettes. Allow your timing to sculpt the
feelings of the audience; lead them down the emotional paths you
want them to follow and at the pace you decide!
Craft these scenes so that your audience will find something
within them to connect with as they watch them. Let your scenes
remind them of similar situations they’ve experienced. Choreograph
them so those watching it will want to see it play through again, so
that they want to see what happens next!
DIRECTION: You’re walking down the street and stop because
you find a coin lying there. You pick it up, and give it a quick flip into
the air; heads you’ll keep it, tails you’ll leave it for someone else.
The coin comes up tails. Get rid of the coin in an entertaining way.
DIRECTION: You’re sitting in a chair, lost in thought and a little
bit bored. The phone rings. You leap up to answer it and trip over
another chair in your rush, tumbling haphazardly to the ground.
DIRECTION: Using the ChromeFox setup in conjunction with
your character, animate him trying to coax a timid, wild animal to
him.
325
Chapter 14: Additional Practice Scenes
326
Chapter 14: Additional Practice Scenes
327
Chapter 14: Additional Practice Scenes
Newbie Note:
Please don’t feel like you’ve got to rush through this whole train-
ing thing. You’ve got your entire life ahead of you to perfect this
art. Make every step the best, absolute best you can make it.
Remember that you will only achieve feature-quality animation
if, and only if, you give yourself the time you need to achieve it!
328
Chapter 14: Additional Practice Scenes
329
This page intentionally left blank.
Chapter 15
Digitigrade
Characters
Note:
This is an advanced chapter. It assumes that you understand the
details of character setup. (It does not hold your hand.) If there
are parts where you are lost or confused, return to the earlier
chapters on character setup for a refresher, and/or load in and
examine one of the pre-built setups from the companion CD.
So what do you do when you have a character who walks on his toes?
How do you get your plantigrade (flat-footed) character to walk
heel-to-toe without having the animation be an exploration of
counterrotation? Digitigrade characters (those who walk on their
toes) need a bit of a change to the foot/leg IK in order to make things
work smoothly. These changes (and their derivations) can help any
character who needs special handling with their feet.
331
Chapter 15: Digitigrade Characters
Note:
Even delving into the subtleties that few people will ever con-
sciously notice can increase the power of your work. For
example, the front paws of a canid (a member of the canine
family) are larger than the back; this helps to absorb the impact
of their leaping gait. Cheetahs have no clavicle; only muscle and
ligament hold their upper arms in place. This evolution is an
adaptation for speed; the shoulder “joint” will slide back three to
six inches during the compression stroke of their run. Knowledge
like this is essential if you are attempting to recreate reality. And
your fanciful beings will become all the more real when they are
grounded in an understanding of physiology that would actually
work.
332
Chapter 15: Digitigrade Characters
Note:
There is more to quadrupedal motion than can be covered in
this book and still get to all the things I feel are important as a
strong foundation for animation. I’m including the ChromeFox
model for those who wish to “leap ahead.” If you choose to
work with this or another quadrupedal character, take the time
to deeply explore how they, or similar creatures, really move.
There is almost no wasted motion in a quadruped’s motions.
Every movement flows perfectly into the next, like a wave flow-
ing through their bodies. Contra-posto plays a key role in
everything they do. Watch for reversals of the pelvis and shoul-
ders on heading, bank, and pitch. The lumbar section of their
back gives power to their gallop; knowing where the rigid pelvis
attaches and how much this section actually flexes during the
compression phase is key. There is so much more than just
knowing which “foot” comes first in a walk cycle.
Newbie Note:
If you have an anatomy class somewhere in your future,
try renaming the bones to their scientific names: meta-
tarsals, metacarpals, scapula, femur, radius, ulna, etc.
When you’re working with the “proper” names every
day, they sink in faster than you might think possible!
333
Chapter 15: Digitigrade Characters
15.1 Bones
These bones are the same bones as in your character’s skeleton.
However, they are angled differently and of different lengths, taking
into account the different positions and pivot points of the various
body parts. We still have a puller for the leg, and we still have a con-
trol to rotate the knee. It is the foot where the change comes into
play.
Figure 15.2. The bone layout for the fox’s hind leg.
334
Chapter 15: Digitigrade Characters
335
Chapter 15: Digitigrade Characters
Note:
Think! Imagine! Be!
336
Chapter 15: Digitigrade Characters
Note:
As you work with characters that walk on their toes, whether they
be quads or bis, always remember joint flexibility and proper dis-
tribution of weight. Feel the extra spring in the step that always
walking with your heels off the ground gives you. You aren’t
restricted by platforms like high-heel shoes, and you have com-
plete mobility through your entire range of movement; you have
the strength in your calves to carry out whatever action you
dream! And remember that even though your legs may be at a
collection of angles (not the straight, rigid, locked form of a
standing human), all your angles still must add up to a constant,
structured balance.
Figure 15.5. This setup is made by adding one bone to the digitigrade setup. It makes it a lot
easier to roll the character’s weight from heel-to-toe as he walks. The new bone is the same
length as the foot bone but heading in the opposite direction, with the toes set as a child of
this new bone. The new bone doesn’t control the character’s points directly; it only controls
the toes and foot which do.
337
Chapter 15: Digitigrade Characters
Note:
“Enhanced” or special-purpose setups can save a lot of time in the
long run, but they can also offer too much to think about for a nov-
ice. And while they may ease some tasks, they may complicate
others. Only through playing and experimenting will you know
what tools fit your style of working.
338
Chapter 16
On the Path
Advanced Note:
This chapter is more for those just starting out, finding their bear-
ings, getting a handle on how to get to where they’d like to be.
Still, you may find some interesting suggestions in Sections 16.3
and 16.4. These sections may give you some new ideas or help to
rejuvenate your career!
There is a wealth of knowledge out there from which you can learn.
But you have to know where to look and how to see what you watch.
And though you know the films that inspired you to pick up the pencil
or stylus, what about other animated works out there, the other
worlds of symbolism and inspiration; how do you find them? (How do
you weed through the mountains of mediocrity that line the video
store shelves?)
339
Chapter 16: On the Path
16.1 Support
There’s a lot of good out there, and there’s a lot of not-so-good, too.
Having friends also interested in animation gives you a wealth of
viewpoints outside your own. They can direct you to what they like
best, and past the things they’ve sat through and afterward won-
dered why they did. This group of friends can also be the
momentum it takes to keep going during the rough spots. (Every-
one has times when they feel like they’re going nowhere. A good
strong base of friends can help you look objectively at your work,
and see your progress and your achievements.) Look to the Internet
for camaraderie if your local base of fellows isn’t what you would
desire. With the resources available with just a quick trip to your
favorite search engine, it shouldn’t be that hard finding a crowd you
can connect with!
With a group of friends also interested in learning 3D animation,
there’s almost nothing you can’t do! If there’s one who is further
along than the others, he can shine a light on the pitfalls. If you’re
all at the same level, all the better! With a group of close, dedicated
friends, you’ll be learning through a camaraderie that rarely exists
in “The Industry” today.
Get together and draw out your own plans for making the short
film you’ve always wanted to see. Find a particular style of anima-
tion you’d like to know how to do, something you’d like to have in
your case-o’-riffs. Make your animation fit that style. Let the
motions, characterizations, timings, character designs, and back-
ground designs all seem to be a 3D evolution of the films you’ve
seen in that style!
340
Chapter 16: On the Path
Note:
A series of short films is a fantastic way to hone your skills. You
see what you would like to be able to do, and you know what
you are currently capable of. Use each short film as a step-
ping-stone for the next. Build on what you learn. Let each work
showcase what you feel confident doing, while still pushing
your skills to the next level. Easy power! Heavily stylized films
are often easier to create than ones that recreate reality. Your
first short may be heavily shadowed, like film noir, so you only
see the parts of the characters you feel confident animating. Or
you might make use of conventions that bypass the more chal-
lenging points of advanced animation mechanics. Work with
your limitations; use them creatively! Build on them and let
them lead you to where you want to be!
16.2 Editing
The problem with watching a film — any film, whether animated or
live action — is that everything is intricately woven together to
carry you deep into the story. It can be hard to figure out exactly
what was done to tell such a compelling story. Using a jog shuttle on
your DVD, VHS, or laserdisc player helps you to understand most
motions, but how do you understand how the pieces fit together so
well? How do these individual bits seamlessly recreate the
“dream-time” patterns of events that allow us to completely accept
the elements we are being shown as a contiguous, powerful story?
How do you learn to piece your scenes together so that they also
tell an accessible, lucid tale?
Learning to be a successful editor can take years upon years of
schooling and practice. (A great editor can make horrible camera
work and/or performances look stellar.) Even so, you can begin to
grasp some of the concepts by watching movies with the sound off.
Music and effects key to our emotional centers as few other
stimuli do. The score and foley (sound effects) of a movie are often
considered “invisible actors,” and are every bit as important as the
other lead actors in sculpting the way we feel. When you watch a
movie with the sound turned off, you are able to distance yourself
from the events on the screen. You are able to see the positions of
341
Chapter 16: On the Path
Note:
Watch. Learn. Copy if you need to. Do everything you can to
understand why things do what they do. Apply this understand-
ing to your own work and make it yours.
342
Chapter 16: On the Path
their early works, watch them as they learned. You can study their
solid logical steps toward their own mastery of the craft. Through
an understanding of how they made their progress, you will be able
to follow as well.
The old silent films are wonderful to watch too. There is the
genius use of physical humor and pantomime storytelling in the
works of Chaplin and Keaton. There are the incredible, graphic,
painting-like visuals in films like Metropolis (1926, Director Fritz
Lang). There is the groundbreaking editing and storytelling of
Bronenosets Potyomkin (Battleship Potemkin) (1925, Director Grigori
Aleksandrov).
Note:
Watch for the discoveries of lighting, camerawork, editing, and
acting that have laid the foundations for the filmmaking of
today!
343
Chapter 16: On the Path
Note:
Make an effort to learn as much as you can. “I do not like”
often means “I do not understand.”
344
Chapter 16: On the Path
345
This page intentionally left blank.
Chapter 17
347
Chapter 17: Finding the Character
348
Chapter 17: Finding the Character
You have reached a point in your life and career that by dedicat-
ing yourself to the pursuit and study of animation, you have given
yourself all the credentials you need to do all the wishing, day-
dreaming, pretending, play acting, role playing, and everything you
wanted to dream as a youth but never had the time to do or the
vocabulary to defend! This is one of the many reasons why this job,
above all others, is the best job in the world! Let the producers,
critics, and hangers-ons — those who wish they had the guts to
actually do what you’re doing — let them all have their fun thinking
they’re getting the good part of the deal. You know that the magic is
all within you. And it is your magic that touches the audiences, mak-
ing them wish they were what you have dreamed. And it is this wish
that keeps the cycle turning anew.
349
Chapter 17: Finding the Character
radiate? If you were to try to radiate your focus right now, how
would you do it? Being louder? Being more forceful? No. There are
many strong but gentle, shy characters who radiate their focus with-
out ever raising their voice or “bossing” another around.
This “radiating focus” is a little like the focus in the martial
arts. You project your mind, your being, and your essence into a
point and let that projection guide your actions. With your mind
leading, your body follows. And though your audience may not be
able to “see” this focus, they will be able to read what it is doing;
they will read it through every line of your body, with the very way
you interact with the space around you.
The first step in being able to produce something is to be able
to perceive it. These first exercises are designed to help you get
comfortable with focusing your awareness and using your percep-
tions to experience, create, and control your radiating focus.
Exercise 1
Sit in a relaxed position, either in a comfortable chair or cross-
legged on the ground. Rest your arms on your thighs so your palms
hang loosely, facing downward.
Start by listening to your breathing. Remember how it sounds
to hear someone breathing while they’re deeply asleep. Remember
how this sounds, the pattern of intake, pause, outflow, pause.
Remember how the breath sounds as it flows through the sleeper’s
trachea. In remembering the sounds, allow your own breathing to
fall into this rhythm.
Note:
This pattern of breathing is the “deep breathing” people talk
about in association with meditation. We’ve all heard this kind
of breathing, and we all seem to know instinctively what it
means. There is something in this manner of breathing that
kicks our mind into producing the brainwave patterns that come
with being either deeply asleep or in a deep meditative state.
And I find that having people reproduce the sound/feeling of
hearing someone else making this pattern of breathing (no, not
snoring — that doesn’t count) is the quickest way for the light-
bulb of understanding to go on, as it were.
350
Chapter 17: Finding the Character
351
Chapter 17: Finding the Character
Let the sensations of this stay with you, gently letting them be.
Explore this radiating warmth, the soft, gentle tingling. When
you’re ready to come back to “normal awareness,” take a deeper
breath, holding it for just a moment, then letting it out. As you
exhale, let the warmth, the light, the soft, gentle tingling dissipate
from your hands. Flex your fingers gently, reaching, stretching, and
curling them slowly in a wave. When you feel comfortable, open
your eyes.
You have explored a meditative state in which you focused your
attention and your “energy” on your hands, and allowed this focus
to radiate from them. You have felt the effects of this radiating focus
as warmth, and perhaps even the light pressure of it against other
parts of you. With a little practice, you will be able to achieve this
point of radiating focus without having to go into a meditative state.
The radiating focus is the “clay” we will use to sculpt our
dreams and visions into a (almost) tangible reality that will directly
impact our work as actors/animators. This radiating focus shapes
the way in which we perceive and interact with our world. It can
also shape how others perceive us in person.
My first dramatic experience with someone using radiating
focus in this manner (outside of theater) was in a life drawing class
many years ago. We were drawing from a model who was absolutely
gorgeous; she was absolutely-take-your-breath-away drop-dead gor-
geous. The time came for her to take a break. Wrapped in a robe,
she seemed somehow more plain. I thought perhaps I had imagined
this incredible beauty. When she stepped onto the plinth again, I
watched as she, over the course of two seconds, seemed to trans-
form again into this goddess-like beauty. What had happened? When
she began to strike her pose, she had allowed her focus to radiate
with her visions of ideal form and beauty. Everyone in the class
noticed these transformations. Now, there are those who might say
that it was only how she used her body (her posture and carriage)
that made us perceive her as beautiful. I say there was more going
on than just the mechanics of how well she struck poses worthy of
the great masters. I say it was her “energy,” her radiating focus, her
complete belief in herself becoming this ideal, and allowing this
belief to so overflow the bounds of her physical vessel. In this
outflowing of belief, we too believed.
352
Chapter 17: Finding the Character
Exercise 2
Now we are going to work with exploring the physical presence of
this radiating focus. Remember that though this may seem a lot like
mysticism, this is simply exploring the worlds of imagination that
we all knew and embraced when we were children. No one is watch-
ing to see if you’re “doing it right.” Success is measured only in
how much you can let go and play! (And if you just don’t feel like
you’re getting the results you think you should, pretend!)
Sit and relax again. Allow yourself to reach that strong, gentle
“hum” of the meditative state.
When you’re comfortable, bring your palms together in front of
you, almost touching, about 1/3" apart. Hold your elbows out from
your body; let your fingers form a flat extension of your palms.
Let your focus explore your hands again. Mentally, run your
imagination down the length of each finger, into the closed spaces
between them, along your palms, over the backs of your hands. Let
your mind hover in the space between your hands. Let this space
begin to build with the soft, gentle tingling you felt in the previous
exercise. Let this soft, gentle tingling build into a warmth that fills
the narrow space between your hands and fingers. Let this warmth
build, forming an almost tangible presence of its own.
As you explore this focus, feel it as an almost magnetic cushion
between your hands. This magnetic cushion not only keeps your
hands from touching, but also draws them back together when you
pull them apart. Explore the sensations, the pull as you separate
your hands minutely, the push as you bring them minutely closer
together. Explore this “surface tension” that exists between your
hands and the radiating focus you’ve created. You can feel where the
warm, soft surface of this essence exists — this place that draws
your hands into perfect equilibrium.
Then, let this radiating focus expand, slowly, putting pressure
on your hands to move apart. Let the focus grow, the warmth, the
soft, gentle tingling press your hands farther apart, coming to
another, comfortable space of equilibrium when they are about six
inches apart. Feel the surface tension again, and let your hands be
drawn back together, pulled with a power that extends beyond their
backs as you pull gently apart. Feel them pushed apart by this mag-
netic cushion that now radiates in the expanded space between your
palms and fingertips.
353
Chapter 17: Finding the Character
Explore the sensations. Then let the space between your hands
narrow again. Take back into you the energy/focus you’ve used to
create the warmth, the soft, gentle tingling that exists between
them. Allow the space to close once again to about 1/3". Feel the
focus that once kept your hands in this cushioned equilibrium seep-
ing back through the palms of your hands, up your arms and into
your heart. Take the energy back into you, let its light fill you. And
when you have let the space between your hands resolve to being
about 1/3" again, explore the magnetic surface tension once more to
know you’re there. Gently push and pull your hands together and
apart, feeling the radiating focus draw them again into balance.
Then, when you are ready to come back to “normal” awareness,
open your fingers; let this field of softly tingling warmth envelop
your hands like a cloud. Let your hands drift apart and your fingers
bend slowly in a wave. Let the radiating focus dissolve softly back
into you. Take a deeper breath, hold it for a moment, then let it out,
and rest your hands at your sides. Feel your senses coming back to
a more “normal” kind of awareness, and when you feel ready, open
your eyes.
The focus we were exploring is something that need only exist
for you, within the space of your own mind. Even so, you can see
how it can have an almost physical effect on you. When you are
working with an older character (Yar, for example, in Walt Disney’s
Dinosaur), you don’t actually become old; you simply feel it, through
and through, so that every action, every thought, and every belief
you have is shaped by the radiating focus that exists within and
around you as that character. Using this technique, you can turn
around and jump onto a character who is as young as the other is old
(Suri, also from Dinosaur), and with a few minutes of focused medi-
tation, become the young girl as convincingly as you were the old
man. You do this through the use of the radiating focus to permeate
yourself with the character, inside and out.
354
Chapter 17: Finding the Character
Exercise 3
Let’s do one more exercise with this radiating focus. With this one,
we’ll be exploring creating a focus, then letting it stand on its own
without our “physical” proximity.
Relax, and attain the deep, meditative state again. Focus on lis-
tening to your breathing, hearing it sound exactly like someone
else, deeply asleep. When you are ready, cup your hands together in
front of you as if holding a delicate moth: hands close but not actu-
ally touching.
Let the soft, gentle tingling fill your hands; let it fill the space
between them. Feel the almost physical presence of the tingling,
noticing when the tingling begins to build into a warmth that
caresses the insides of the curves of your palms and fingers. Let
this warmth continue to build, the soft, gentle tingling continue to
build. Let the sensations build. And as they do, through the imagery
of your mind, see a golden ball of light forming in the open space
between your hands.
This light is gold, bright, and comforting to “look” at. Allow
these sensations to push gently at the surfaces of your hands and
fingers, pressing them slowly apart. Let your hands spread as the
sphere of golden light presses them slowly, gently farther apart.
When the sphere reaches about 4" in diameter, allow it to build in
strength, maintaining its current size. Feel the sureness of its light,
the soft, golden warmth, the gentle, warm tingling of its surface
build definition and confidence.
Raise your hands slowly, keeping the golden sphere within
them. Raise the sphere up to your eye-level. Hold it there for a little
bit, continuing to visualize its presence within your hands. Then,
slowly, let your hands drop away, keeping your focus on the radiat-
ing, golden ball before your eyes. Allow your hands to drop to your
sides, your breathing to continue as if one deeply asleep, and the
sphere of golden light to hover in your mind before your eyes.
What to work for in this exercise is to maintain this radiating
focus for as long as you choose. It takes practice. At first, it may dis-
sipate or dissolve when you let your hands drop from its proximity.
Your mind may wander, or you may lose its focus. This is natural.
Practice this until you can keep the small sphere hovering before
you until you choose to dissipate it, or to take the energy back into
you.
355
Chapter 17: Finding the Character
You are exercising the parts of your mind that allow you to
maintain a radiating focus while your thoughts are elsewhere. With
practice, you will be able to maintain your focus while drawing,
moving controls, or doing any of the other myriad tasks that present
themselves to the digital animator (waiting through computer
crashes, autosaves, network hiccups, or whatever).
Other explorations you can do with this particular exercise are
to work with other colored spheres: blue, green, silver, etc. You can
have multiple foci existing before you at once, each with a different
color, moving them with your hands and with your mind. Explore!
Play!
356
Chapter 17: Finding the Character
nonetheless. They are like the fabled doors in the library at Alexan-
dria: archetypal, symbolic, keying deeply to essences within the
human experience.
Exercise 4
Imagine you’ll be working on someone like Maleficent, the evil fairy
from Disney’s Sleeping Beauty. What is she? Who is she? How do
you define her as an essence? You don’t need to, at this point, delve
into all the experiences that made her how she is; all you need to
explore right now is how her primary impact on her world is, right
now, this moment, as you see/feel/experience her during her
performance.
Maleficent is a strong character, very strong. Her will is power-
ful and unbending. She is consumed with a desire to control and
dominate. She is filled with hatred and disgust; the world is unwor-
thy of what she has to give. Part of her appeal is in the power that
radiates from her elegance, how each movement is carefully
sculpted; nothing is left to chance.
Work with this essence. Use your own body as the loose initial
strokes of a gestural drawing. In every angle of your arms, head,
hands, legs, the shift of your weight capture the essence, the single,
defining crystallization of this character. Feel the strength, the
desire to dominate rising in your own carriage. You look down at
those around you; they are not worthy of your most worthless
thought. You command with your every gesture, yet you do not
need to exert physical strength for this to happen. The presence
and force of your will bends those around you, kings and paupers, to
your control. Through this, your poise, grace, elegance are seen,
felt, and tasted. Shape these feelings with your mind, feel them in
your heart, allow them to sculpt your body.
Your gesture needs to be strong and well-crafted. Engrossing,
encompassing the space around you, it chisels out of the very air
the essence of your desires, thoughts, and needs. You are a living
shorthand for the essence of this character. Repeat the gesture
again. Allow yourself to settle into it from a nondescript “idle” pose.
Allow the sculpting of your space to play a part of the gesture, the
“getting there,” a part of the idea itself. Repeat it again. Let the
strength of your will increase, the desire to rule, dominate, control,
the hatred, the disgust roiling within you, etching the breaths you
357
Chapter 17: Finding the Character
358
Chapter 17: Finding the Character
Exercise 5
Now, if we took a look at Peter Pan, we’d see some things that con-
flict with the “traditional” image we have of him with his feet spread
wide, hands on his hips, and head thrown back.
Peter embraces much of the youthful joy of living, but he also
consciously, willfully turns away from things that are “adult.” These
scare him. Were he to even contemplate that “grown-up” things
would one day be a part of him, he would lose his powers. His abili-
ties come not so much from himself, but from others’ belief in him,
from Tinkerbell, from the Lost Boys. In this manner, it is also
Hook’s belief in their conflict that gives him strength. So, Peter’s
confidence comes not from himself, but from the beliefs of those
around him. He needs to portray enough of a mystique to keep
these beliefs going; he is actually very dependent upon them. Yet, at
the same time, he must keep everyone at arm’s length. They can’t
get too close; otherwise they might see him for what he is, a scared
little boy. To help effect this, he creates a personage that radiates a
kind of unattainable perfec-
tion; he is the Pan, no one
else can ever come close!
He is dependent upon the
energy of others, yet he
can’t look like he is; other-
wise they would have
power over him. This is a
delicate balance.
359
Chapter 17: Finding the Character
Exercise 6
There is a young girl in the film Angel’s Egg by Yoshitaka Amano.
(This is one of those films so rich in hypnotic symbolism that it
takes many viewings to gain an understanding of it. It is brilliant in
the fact that there is barely one page of dialogue in the entire film!)
The entire film could seem to stem from psychological adaptation to
trauma; it could be entirely her vision of a schizophrenic fugue.
The young girl keeps all the bizarre occurrences, happenings,
and visions that take place in the film distant from her. Memory
seems unimportant, as does a vision of a future. She is withdrawn
with no desire to come in contact with the world in which she lives.
This isolationism isn’t of weakness but of strength. She forces her
way through the film, protecting the treasure of this “angel’s egg.”
360
Chapter 17: Finding the Character
Exercise 7
Now, if we were to take someone gregarious, slightly hedonistic,
with a kind and generous heart but whose mind is easily side-
tracked, say, someone like Baloo from The Jungle Book, what kind of
psychological gesture would capture the essence of him?
Baloo lives in the moment. He is open to receiving all the plea-
sures this world has to give with abandon. He means well, but
sometimes his lack of foresight gets him into trouble. For him, the
world holds very few things to be wary of. He embraces every new
experience that holds the potential of enjoyment with the same kind
of rapture as those he already knows to be groovy.
He is firmly rooted in this world, strong with base Chakra
energy. You might spread your feet wide, grounding yourself and
your energy, strengthening your connection to the earth and earthly
things. He gives himself completely to the sensations of living,
holding nothing back, knowing no fear. There is a beat, a rhythm to
everything, and he can hear it. This beat moves everything he does
in step with the rhythm of his world!
Exercise 8
Now we’re going to look at a character with formidable power, but
due to a lack of belief in herself, she allows herself to be swayed
easily into fear. This character is Hitomi, from Escaflowne.
On Gaea, Hitomi finds that her “knack” for knowing the future
is much more potent, so much so that she eventually finds herself
shaping the reality around her with the force of her belief in what
will happen. These are seldom conscious thoughts, and she often
draws to herself “negative” experiences because she believes that
this is what she is “supposed” to have.
She has physical strength and agility as a track and long-jump
athlete, but she does not trust herself to be able to deal with what
her worlds may throw at her. She doesn’t exactly turn away from
adverse experiences, but often wishes they weren’t happening to
her and doesn’t confront them completely. She has a sense inside
her of her own power, but she is afraid to trust it. She explores ten-
tatively, touching but ready to draw her hand back at the slightest
hint of being “burned.”
Her one exception to
her trepidation is where
matters of her heart are
concerned, but this again
is born from a desire to
find someone to protect
her, so she doesn’t have
to protect herself.
362
Chapter 17: Finding the Character
Note:
I like to think of each one of us as being like the shards of a
hologram. The image each one of us represents is the universe,
the ultimate all of everything there is. Goddess, God, Allah,
universe, etc. — this is the image, this is the hologram. If you
were to take a hologram and break it in two, each half of that
photographic plate would have the entire original image but
from its own unique viewpoint. Break it into a thousand pieces,
and you have a thousand complete representations of the origi-
nal whole, but a thousand slightly different points of view.
Within each of us is the understanding of everything there is,
but from our singular viewpoint. The wonderful thing about our
minds being as they are is that we can extrapolate from our
own solitary point of view and understand many, many others.
These archetypes exist within us all, balanced and blended,
particularized to become the us of everyday life. How we bal-
ance the archetypes as they represent facets of ourselves and
how we allow these facets to impact our world(s) defines us as
beings. The archetypes, what the psychological gestures repre-
sent and help us make tangible to ourselves, exist within us.
Understanding them (both the positives and the “negatives”) is
important, as actors, animators, and positive additions to this
world and the worlds we touch.
363
Chapter 17: Finding the Character
Note:
There’s a wonderful thing about high-energy physics. And that
is the acknowledgment that the act of observing an event alters
it. This is why Heisenberg laid out his “uncertainty principle,”
which says that you cannot simultaneously know both an
object’s position and momentum. You can see this if, instead of
using photons to measure the position of a hot-dog cart, you
were to use a ’67 Camero to figure out where the hot-dog cart
had been. Because of this, one can extrapolate this to mean
that we each measure things slightly differently; even two peo-
ple standing side by side experience the same event slightly
differently. Both are correct, but both are unique. This holds
true with our perceptions of beings as well. To me, Simba (to
pick someone most of us are familiar with) is quite different
from the Simba that you know. We’re both right, and both very
different. (Just as no two of your friends have the same impres-
sion of who you are.)
Note:
“Perspective” is the illusion created when you see
things from only a single point of view.
364
Chapter 17: Finding the Character
Note:
“The more your mind knows about a character, the
less you are able to perform it.”
— Michael Chekhov
365
Chapter 17: Finding the Character
Note:
The secret to life drawing isn’t in drawing exactly what you see;
it is in learning to draw your own imaginary model so well that
you can instantly identify how the “real” model deviates from
what you know.
366
Chapter 17: Finding the Character
down! Allow your left brain the luxury of using every trick, ability,
and skill you can give it. You and your right brain will just be along
for the ride, getting there with as much enjoyment and ease as you
can.
So, with the materials given to you — the storyboards, the dia-
logue tracks, the script, the pose sheets, the test animations —
allow yourself to craft a psychological gesture for the character. You
don’t need to be “right”; this is just a jumping-off point. (And
besides, the only person who can say whether your psychological
gesture is “right” is you — even the director can only make sugges-
tions or improvements; he is also just another point of view on this
tool you will use to create a final product.) Try the character on.
Your right brain will know if the psychological gesture fits or not.
Your intuition will tell you if one part of your gesture rings true,
while the rest needs to be shifted.
Ask yourself what the main, focusing thread of the character is.
Even if all you get is a vague inclination from this question, give it a
go. You may only get a feeling for a part of the gesture, say for a
hand or an arm, the cant of your pelvis, the shifting of your weight.
Let this lead you onward, let it help sculpt the rest of your body. For
a character who seeks interaction with his environment, you feel
that at least one arm needs to be thrust outward. Adjust it until it
rings true. Palms open, facing upward to receive inspiration from
the Divine, perhaps facing outward as if to ward off a blow. Cup your
hands together as if asking for alms. Gnarl them to fearful, evil
claws, grasping at power you cravenly desire.
Just getting one part of your body to resonate with the charac-
ter’s psychological gesture will continue to lead you onward, each
part falling into place almost without thought. You will know when
your gesture is there. The pose itself will lead you. You can build on
a psychological gesture for another character you already know to
have power. You can build the power within you by reaching a pose
you know you can settle into with comfort and ease, building your
focus, letting it radiate from you. Then you can use this energy to
sculpt what you intuit of the character into an archetype of form and
gesture.
Drop the pose, shake it off, then assume it again. Each time,
make small adjustments as the feelings come to you, honing it,
sharpening its focus closer and closer to the ideal represented by
the character. By honing the psychological gesture, exploring,
367
Chapter 17: Finding the Character
368
Chapter 17: Finding the Character
work you’ve seen ever has; how does it look when you turn away
from it? You may be able to remember bits and pieces of it, or
remember symbols of it. (He was holding a bronze plate of smolder-
ing herbs — I think there was a fan of raven-wing feathers in his
other hand.) But the instant knowing, the emotional, empathic, per-
haps even “telepathic” conduit of bidirectional informational flow is
reduced to the memory of echoes when the experience of the right
brain stimulus is gone.
A balance of both left and right brain is required as an animator.
(And I think working to attain and maintain a balance of left and
right brain functionality will serve you best as you move through
life.) You can train yourself, you can hone the areas of your mind if
you feel you are lacking in one or the other. Classes on symbolism
and myth, the works of Joseph Campbell, and Eastern works of art
can all help strengthen both your left and right brain, and the con-
nection between them (the corpus colossum).
Your mind will give you what you ask of it. You can increase the
aptitude of a lesser-used half of your brain. And you can increase the
flow of information across the corpus colossum (and women, medi-
cally, seem to have a higher initial capacity for throughput). If you
ask of your mind, it will be given. Our brains physically restructure
themselves every single moment! Sound far-fetched? Consider that
memory is stored physically, in the shape of synaptic connections!
If you feel you need help with right brain work, play short clips
of a symphony or other musical work, and focus on replaying what
you heard in your mind. Not just “remembering” but actually hear-
ing it again in your mind, in its entirety. Practice hearing just the
oboe or just the second violin, both as you replay it and as you listen
with your ears. Practicing with the radiating focus is another way to
increase your powers of experiential cognition. Imagine seeing the
room in which you sit from another point of view, another vantage
point, with or without your eyes open. Imagine what it would look
like to be flying around your room, your house, or your yard. These
are wonderful, quiet ways of honing your right mind and helping to
strengthen its bridge to your left. And of course, studying painting
(alla prima, “all at once,” painting seems to have the strongest
impact on training the right mind), acting, dance, music, any other
“art” you can find enjoyable to study is only going to help you on
your journey.
369
Chapter 17: Finding the Character
370
Chapter 17: Finding the Character
Note:
Archetypal levels can be associated with the different Chakra
points (energy centers) within certain aspects of Eastern philoso-
phy (the Kundalini), from the “root” or Sacral Chakra represent-
ing grounded, earthly energies to the Crown Chakra representing
the OverSoul, the connection with the Divine. A character’s
mythic evolution can be traced as his focus moves through each
one of these archetypal foci: Crown, “Third Eye,” Throat, Heart,
Solar Plexus, Stomach, and Sacrum. Each of these represents an
archetypal, psychological/emotional state of being.
371
Chapter 17: Finding the Character
Note:
Symbols need not be a single, static image or shape. Symbols
encompass ideas, essences, emotion, and experience; they are
metaphor. Symbols can exist within any medium we can
perceive!
The fact that symbols have actual chemical effects on the brain
is why we spend so much time analyzing silhouettes (symbols)
within our animation. It is why we work so hard to capture the
essence of an idea or form in a series of drawings that combine to
create motion. It is also why the best animators and actors are able
to move us so deeply with the performances of their characters.
They are not simply representing an occurrence, a happening; they
are encompassing an archetype, carefully sculpted so the modern
audience feels the subtle complexity of a living being, that is in
essence himself, a subtly shifting, ever-flowing archetype.
372
Chapter 17: Finding the Character
This is the magic. This is why you and I have found such a pull
toward animation that we have been drawn to becoming animators.
This is why we must give this gift of experiencing a beautifully
woven, powerfully moving story, with characters alive with arche-
typal ideals of mythic storytelling to others.
Acting, storytelling, animation — they are something more than
“real life.” Real-life gestures, actions, and thoughts don’t have the
power, the ability to stir us to our cores. They don’t have the arche-
typal essences to move us into elemental states of being. “Real-life”
gestures are too insubstantial, too weak, too splayed, or too specific.
They do not fill our body and soul; our focus is elsewhere while we
go through the motions of daily life. Archetypes and psychological
gestures fill you entirely with their focus, body and soul.
The best acting is a subtle blending of archetype and everyday.
Just as in every good drawing there is an element of caricature,
within even the most “realistic” animation, there is archetype, there
is mythic nature and structure, to move the audience, carry them
along into “learning states,” where they are receptive to the story
you have to tell. Just as a mythic character would seem drastically
out of place in the corner diner, a character who is only “real-life”
gestures and motions would be hopelessly lost within good acting,
within good animation, and within good storytelling.
Back to creating and working with psychological gestures.
Though the feeling from the psychological gesture should be strong,
full of power, stirring the soul, and honing the will, it should not
encompass unnecessary tension. The crooked hands of a hag are
clawlike from flexers and extensers battling with each other; a
mother’s embrace of her newborn is no less powerful, but done with
the delicacy of a summer breeze. Power and strength come from
focus, letting your focus radiate from within you, not from exertion
of your muscles.
Just as in Exercise 6, the Angel’s Egg girl’s gesture and silhou-
ette are not weak; they radiate with power and emotion. Concepts
of softness, gentleness, laziness, or tiredness do nothing to reduce
the strength of the psychological gesture; it is an aspect of it, but its
power is still without question.
And just as the silhouettes we evaluate in animation are
critiqued, so are the psychological gestures! They must be simple,
as understandable as possible, able to be grasped in a split second,
and without the need of the analytical mind kicking in for even a
373
Chapter 17: Finding the Character
374
Chapter 17: Finding the Character
Note:
When you finish with an experience such as combining radiating focus
and psychological gesture, remember to take a moment to let the focus
dissipate, to “take the energy back into you,” or to reconnect with the
centers of your own essence. This is as important as the gesture itself. It
helps to outline a path to return to the gesture, and to yourself. C.S.
Lewis remarked that the writing of The Screwtape Letters was one of the
most unnerving things he had ever done; he had to become this crea-
ture jockeying to tip one man’s soul toward evil. You have to give
yourself a path back to yourself, as it were. (Archetypal symbols will cre-
ate changes within you, just as they do within your audience. Some of
these you may be thankful for; others you may wish to shed.) Method
acting is a potent tool for creating the most powerful of performances;
used properly, it can also help you to know yourself, and it can help with
your own personal, emotional, and spiritual evolution. We can experi-
ence “challenging” lives as if they were our own, and then come back to
the “safety” of our own, quiet existences. And by learning to appreciate
who you are, with respect to another spirit you’ve known as well as your
own, you not only know the character more deeply, but yourself as well.
375
Chapter 17: Finding the Character
Exercise 9
Subtle changes within the form of a psychological gesture can com-
pletely alter its emotional keys within you, even inverting them
entirely.
Take on the pose in Figure 17.7. As you go from your “rest”
position to the gesture, say, “I wish to be left alone.” Allow the sen-
sations of calmness, of a
certainty that you know
what you want and that it
is within your rights to
ask for it to permeate
your essence. Allow this
to radiate through both
your voice and your ges-
ture. Repeat this until
you feel a union with the
essence you are working
toward, your voice and
your body. Everything
should be an extension of
the primary core of calm-
ness, a gentle but firm
strength of will to close
one’s self off from one’s
current environment.
376
Chapter 17: Finding the Character
Now, repeat the gesture, but this time, resolve it with your head
tilted downward. What effect does this small change have on your
feelings? Did it make you feel more stubborn, more insisting?
These feelings should be added to the base you’ve already achieved.
Repeat the gesture a few more times until these new colorings fill
your psyche, your voice, and your body.
Now to alter the feeling entirely. Resolve the gesture with your
palms turned to face outward and your head thrown back, tilting it
to one side, your eyes closed. Now the pose radiates pleading, vul-
nerability; the trauma of an attack. Tears may well up, your voice
may falter as you beg your perpetrator to leave you alone.
Explore different, small changes to this gesture (any we have
gone through already or one of your own creation). What we are
doing is building a sensitivity to the subtlety minute change can
evoke. The more subtle the changes you explore, the greater depth
of sensitivity you will find within yourself.
Subtlety and sensitivity are tools that will help you attain mas-
tery. What you are working toward is to have a unity between your
psyche, body, and speech. As you work with these and similar tech-
niques, the definition between these elements will begin to blur. You
will eventually be able to say with confidence that your body and
speech, the poses that come through you are tangible representa-
tions of your soul.
The psychological gesture is a tool for yourself and your direc-
tor only. It is not something to be shared with the “uninitiated”
public. Like unfinished animation or rough thumbnail drawings, the
psychological gesture requires a complete understanding in order to
comprehend and appreciate it.
The psychological gesture is something that you “hold” with
you as you draw, as you manipulate controls, as you examine your
work for purity and truth to what you know to be the character. Your
character will (most likely) never assume the psychological gesture
on screen. The psychological gesture is an archetypal symbol, kin-
esthetically, empathically, and visually; and it is for you and you
alone. It retains holographically all the information you know about
the character. You can go to it mentally, emotionally, physically, ver-
bally, any time you need to create, review, or revise. It is your tool
through which you will do great works; keep it safe, and use it well.
377
Chapter 17: Finding the Character
17.3 Characterization
Character and characterizations are not the same thing. A character-
ization is a little thing you develop to personalize the character and
help define him. This may be fumbling with his clothing, folding or
hiding his hands, scratching an ear. These are little symbols that the
audience comes to identify with your character.
Characterizations are “finishing touches,” and can endear an
audience to the character. The viewers can begin to expect, antici-
pate, and look for these personal features whenever your character
is on-screen. They are symbols in and of themselves that serve to
reinforce the character as a whole.
Someone being officious and trying to exert his presence within
his surroundings could habitually rearrange the items around him,
aligning them to right angles to the desks and shelves on which
they sit. You could even build in a gag with this as the person with
whom he must interact purposefully sets something askew again to
assert his own dominance (especially if it is his space). If the pedan-
tic character is subordinate, you can run a gag showing his resolve
weakening as he fights with the desire to set the newly askew
knickknack straight.
Someone who doesn’t like to be around others could push items
within their reach away from them. A dominant, intimidating person
may have developed an unconscious habit of shaking his head “No”
as if to interrupt the speaker. Someone who is shy may continuously
glance away from someone interacting with him, at the ceiling or
floor or at objects just beyond the other character.
Imagine and play! Rewatch old favorite films and try to catch
the characterizations the great actors and animators bestowed upon
their characters. But as you watch, build within yourself the intu-
ition of what you yourself would do as that character.
Note:
“The ability to observe becomes more acute when
you know exactly what you are looking for.”
— Michael Chekhov
378
Chapter 17: Finding the Character
17.4 Character
One of the most enjoyable and creative techniques for developing
your character is something I was taught long ago in a college
course on directing. It is a technique that blends everything in this
chapter into a single powerful tool.
What is this tool? It is a technique Chekhov calls “the Imagi-
nary Body.”
The wonderful thing about learning this tool in a collegiate set-
ting was that it lent validity to “flights of fancy” I had enjoyed since
I was very young! No longer was I guilty of “daydreaming,” “wast-
ing time,” “lollygagging,” or being generally irresponsible. No, this
was work! This was dedication to my craft, to my Art (with a capital
“A”). This was my responsibility, what I needed to do in order to
become the best animator/actor/director/writer I could be!
What using the technique of the Imaginary Body does for an
actor is that it alters what you perceive through your body, and what
others perceive of your body. Your physical body radiates with the
essence of another, and its senses are filtered through this Imagi-
nary Body. It can alter the way a thin actor carries himself to
convince the audience beyond all doubt that he is indeed corpulent,
and without the addition of prosthetic make-up! It is how a young
actor can convincingly play someone aged, a male can convincingly
play someone female, and how someone wise can play an imbecile,
or vice versa!
What this means for an animator is that we begin to know and
understand the character to a degree not possible any other way. We
have lived as the character. We understand the intricacies of his
being, his littlest habits and his grandest dreams, because we have
become them, walked miles not just in their shoes but with their
entire body! With this technique, there is no grasping as to what a
character will do when you’re handed a sequence to work on; you
know, because you have been them, and when the need arises, you
are them again.
Allow your mind and body to relax. Then, letting the creative
powers of your mind radiate outward from your body, using the
techniques of the radiating focus, and helped by an understanding of
the psychological gesture, “clothe” yourself in an Imaginary Body
that is the character. (You know what this character looks like; you
379
Chapter 17: Finding the Character
Note:
Some people have suggested venturing into public with this
Imaginary Body as a means of exploring the character. I would
caution against this. You have to look out for your own physical
safety (say, if you’re riding a public bus as a loud and boisterous
character, and you are not naturally loud or boisterous), and
the safety of the character himself. Any “emotional wounds” he
may receive that aren’t congruent with the story he must live
may leave “emotional scar tissue” that could make it difficult for
you to effectively play certain scenes.
380
Chapter 17: Finding the Character
In addition to the Imaginary Body, you can use the tools of radi-
ating focus to help hone the character.
You can place (and maintain) your glowing, radiating focus in
any of the archetypal centers (Chakras) to heighten the aspect of
your character that they represent.
As your character evolves from one archetypal level to another,
visualizing the radiating focus moving from one archetypal center to
another will help lead you to experiencing that change yourself! And
in experiencing it, you are more capable of portraying it through
your art!
Moving your radiating focus from your heart to your head
moves you from emotional to cognitive centers. Moving it to your
crown enhances the connection with the Divine.
You can also play with foci outside the body as well. If you were
to be animating a meddlesome, prying character, you could envision
a tiny, hard focus just beyond the tip of your nose. Moving a focus to
a few feet out in front of your eyes can enhance a sense of a keen,
penetrating character.
If you have to play an absent-minded character, moving the
focus quickly, just beyond his “mental reach,” can effect a feeling of
dishevelment. If you are asked to animate someone who is drunk,
letting the focus wander aimlessly through his body will give you a
convincing performance.
As the focus works through your own bodies (physical and
imaginary), so it should work through your character’s model as you
animate. No one else need ever know where his focus is or of what
kind, but you should know. You should know and feel this, beyond
any doubt, as you watch your poses take shape before you, and as
you watch the final scene play before you. You should feel your own
memories of how the focus felt within you resonating in sympa-
thetic vibration with what you see in your character’s performance.
381
Chapter 17: Finding the Character
382
Chapter 18
Advanced Animation
Tools
Back when I was in art school, one assignment had us doing an 18" x
24" rendering entirely by stippling (making tiny dots) with a
fine-point technical pen. It took most people about two weeks, and
the only reason most of us actually completed this assignment was
that our final grade depended on our having done so.
What a pedantic pain in the posterior!
But I tell you what, after that exercise, when we could again
reach for that blessedly wide piece of charcoal or conté crayon to
quickly lay in our shading, we had a newfound respect for the clarity
and precision we were seeking in our renderings.
Let me be blunt. These new animation tools are fantastic time-
savers, and they reduce the precision of mental focus required to pro-
duce quality results.
Basically, they allow/encourage you to be sloppy.
So, there you go. You’ve been forewarned.
Using these tools, you’ll be able to double, triple, even quadruple
your output for the same amount of effort you expend in creating
your animations. And, I strongly suggest, that like all the top anima-
tors in the field, you make a commitment to yourself and your skills
to continually revisit the basics of animation every year or so.
Revisit the basics without any of these timesaving tools to hone
your focus of mind.
The quality of your mental focus will allow you to know your tar-
get, and then hit your target without the “hunt-and-peck” method
that these powerful, effective advanced animation tools can allow.
383
Chapter 18: Advanced Animation Tools
Note:
Going in-depth on all the ins and outs of these advanced ani-
mation tools could be a book itself! I’m going to give you a taste
of how these tools can be used here (how I’ve used these tools
in a production environment). If you like what you see, use the
problem-solving skills you’ve developed. Dive into LightWave’s
searchable, HTML help documentation to find all the gory
details of these “super-mega-ultra-” powerful tools!
Figure 18.1. Laid out horizontally (as opposed to the vertical layout of a
traditional animator’s X-sheet) we’ll only be exploring the combination of
the Items and Dope Sheet tabs. There’s an incredible amount of power
within this seemingly simple interface. (Check out the LW documentation to
find out how you can modify nearly every aspect of your scenes, objects,
lights, cameras, and even surfaces through this powerful tool.)
384
Chapter 18: Advanced Animation Tools
Note:
The beauty of working with the Dope Sheet is that you can
quickly and easily lay in poses, and then slide those poses
around until you get the timing you want. (Animation consists of
posing and timing; this means that one aspect of animation can
practically take care of itself.)
The danger of working with the Dope Sheet is that it doesn’t
require you to have as clear a pre-vision before actually starting
your animation. While it is the end results that really matter, I
strongly feel that developing and maintaining the skills to know
your mark and then hit your mark is vital to being a good
animator.
Figure 18.2. Let’s say that I wanted to make a quick adjustment to the FlyBall.lws
“Life-Drawing in Motion” scene you worked with earlier, that I wanted to make the
point where the bat connects with the ball more “snappy.”
385
Chapter 18: Advanced Animation Tools
Figure 18.3. The first thing I’d do (after loading the scene, of course) would be to
open the new version of the Scene Editor (new as of 8.0) using Scene Editor |
Open… ^F1, then right-click on the model with the animation I wanted to modify
and choose Expand child items (recursive) to make all its bits and pieces visible in
the Dope Sheet and accessible for manipulation.
386
Chapter 18: Advanced Animation Tools
Figure 18.4. Keyframes are represented for the items you can see on the left-hand
side of the Scene Editor as little blocks, color-coded to whatever color you have set
for that particular item. You can zoom your view by clicking and dragging on either
end of the pan-handle at the bottom of the screen (just above the VCR-like play-
control buttons) the width of the keys, and timeline rule marks (top) will smoothly
update to reflect your zoom/pan settings.
387
Chapter 18: Advanced Animation Tools
Figure 18.5. By (left) clicking and dragging in the Dope Sheet, you define a selection
box. Frames that have been selected (including keyframes) lighten in comparison to
the unselected frames. You can add to this selection by Shift-clicking elsewhere in
the Dope Sheet…
388
Chapter 18: Advanced Animation Tools
Figure 18.6. …And you can add discontinuous frames to your selection by
Ctrl-clicking (and dragging) anywhere outside the dotted-line rectangle that
represents the extents of the current selection(s).
389
Chapter 18: Advanced Animation Tools
Figure 18.7. You can select keyframes for all the items visible on the left-hand side
of the Scene Editor for a specific time range by clicking ( and dragging) on the little
rule marks on the timeline.
Figure 18.8. Once you have a Figure 18.9. Alt-dragging drags a copy
selection defined, you can right-click of your selected keyframes.
and drag within the selected area and
slide the selected keys left or right
along the timeline.
390
Chapter 18: Advanced Animation Tools
Warning:
Stretching/squishing keyframes in time (as mentioned in Figure
18.10) will often result in those keys being on a fractional frame
(i.e., frame 3.1415769…).
If a keyframe falls on a fractional frame, the only way to get
at that frame is to activate General Options | Fractional
Frames, and Shift-Left Arrow to Snap to Previous Keyframe (or
Shift-Right Arrow to Snap to Next Keyframe).
If you’re just putting the final adjustments on an animation,
this doesn’t matter since LightWave’s renderer deals just fine
with fractional frames.
However, if you’re still planning on tweaking your work, this
can be a pain in the posterior.
A fix to this fractional frame issue is to select the fractional
frames in a Scene Editor (or leave them selected if you’ve just
performed a stretch/squish action) and, from the right-click
menu, choose Quantize. (More on Quantize below!)
391
Chapter 18: Advanced Animation Tools
4 Insert gap “pushes” the keys that follow the selection for-
ward in time by the number of keys selected.
4 Cut
ory.
erases the selected frames, holding their values in mem-
4 Paste insert puts the values from memory into the selected
track(s), “pushing” the keys that follow forward in time by the
number of frames in the current selection.
392
Chapter 18: Advanced Animation Tools
4 Undo will revert your selection to the way it was before you
started noodling with it.
393
Chapter 18: Advanced Animation Tools
Figure 18.13. I’d Ctrl-click and drag to create a discontinuous selection for the keys
of LeftHand*, Spine2, and Spine3 that encompass that part of the motion. I’d drag
the “far” end of the selection to squish the keys forward in time, accelerating their
motion.
Figure 18.14. Then, I’d select and drag the keys of Spine2 and Spine3 that cause the
upper torso to swing, leading the action of the arms closer toward each other. This
increases the perception of the whip-like motion that “snaps” the action of the bat
through the frame of contact with the imaginary ball.
394
Chapter 18: Advanced Animation Tools
Note:
It’s so easy to get lost in “Tweaksville.” Always use your head,
and be honest with yourself as to whether you’re making things
better or just making things different.
Figure 18.15. You access the Dope Track by clicking on the little grip-textured
doohickey right above the Time Slider. (You close the Dope Track by clicking on it
again.)
Figure 18.16. The Dope Track is very much like the Time Slider, yet it shows “ticks”
representing keyframes from all selected items (whereas the Time Slider only shows
keys from the currently selected item).
395
Chapter 18: Advanced Animation Tools
396
Chapter 18: Advanced Animation Tools
Figure 18.20. The Dope Track also sports a Baking function to create keys
on every frame of the selected range (established by right-clicking and
dragging within the Dope Track) for all selected items. (This comes in handy
when you have an item controlled by some function or tool you
must remove before sending your scene to a render farm.)
397
Chapter 18: Advanced Animation Tools
398
Chapter 18: Advanced Animation Tools
Figure 18.22. The first thing you’ve got to have when you’re wanting to work with
Motion Mixer is a rigged character in motion. (The run cycle for the ninja in Sq04 of
Kaze, Ghost Warrior is 24 fps, on twos.)
399
Chapter 18: Advanced Animation Tools
Note:
Cycles to be used with Motion Mixer need to start and end on
the same pose. (Motion Mixer will deal with making sure there
is no “catch” as the cycle repeats itself.)
Once you’ve created a motion for your character, you open the
Motion Mixer window: Window|Motion Mixer F2.
Figure 18.23. With the control bones of your character selected (all the bones that
drive your character’s motion — in the case of my riggings, these are Star through
LeftThumb_Tip), click Create Actor and a window opens, requesting a name to
identify your new Motion Mixer actor that will control all the items you have selected.
Note:
The Motion Mixer window doesn’t have Pan/Zoom bars. To pan
the view, you need to Alt-click in the view, and drag left or right.
To zoom the view, Ctrl-Alt-click in the view, dragging left to
zoom out and right to zoom in (just like getting around in any
other viewport in Layout or Modeler).
400
Chapter 18: Advanced Animation Tools
Figure 18.24. When you have an actor assigned, Motion Mixer gives you some
timelines to work with. Just as in a nonlinear video editing system, you can layer and
join motion clips.
Note:
You can add and remove tracks by right-clicking on the timeline.
Under the Actor menu, you’ll find that you can add any items
you may find yourself needing to control in the future, remove items
you realize you’re not using, and scan XChannels of the actor items
or external items for additional animation data (like Morph Mixer
animation data). You can also completely free an actor from memory,
and you can fine-tune your control over which specific channels of
your character are driven with Motion Mixer by editing the actor
map.
401
Chapter 18: Advanced Animation Tools
Figure 18.25. Within the Edit Actor Map window, you are
presented with a list of all the items and respective
channels that Motion Mixer will be taking care of. A check
next to an item or channel name means that Motion
Mixer will override that item/channel’s data with its own,
and will look to those channels for storing data for its
motions. An [L] next to an item or channel means that the
item/channel will not be driven by Motion Mixer.
Figure 18.26. With the run cycle ready that I want Motion Mixer to use as a motion, I
click on Create Motion to open the Motion Mixer|Create Motion window. I choose
to create this motion from all the actor items (by selecting specific items, I could
create motions for just the hands, head, or feet by choosing Selected Items) and
enter the frame range of 0-24 for my cycle. I also tell Motion Mixer to clear
channels, which will leave me with a blank slate in Layout from which to create my
next motion.
402
Chapter 18: Advanced Animation Tools
Note:
Motion Mixer enters your scene’s start and end frames by
default. Motion Mixer stores all the keys you have created for
your animation, using only the entered frames for its motion so
you can easily make adjustments later.
Figure 18.27. Selecting the appropriate motion from the Motion List (if necessary),
click Add Motion, then click on one of the tracks to add the motion to the scene.
You’ll see that scrubbing the Time Slider in Layout moves your character through the
motion and resets the character to his “blank slate” pose at the end of the motion.
Figure 18.28. You can drag the motion clip around on the timeline. You can also
stretch/squish it by dragging on the end handles, making the motion play faster or
slower than the original animation.
403
Chapter 18: Advanced Animation Tools
Figure 18.29. Right-clicking on the motion clip brings up a menu where you can add
weight curves (for letting the underlying animation in Layout show through the
Motion Mixer animation), TimeWarp curves (for controlling the change over time of
the motion’s playback speed), and Pre- and Post-Behaviours, which tell Motion Mixer
what to do before the beginning and after the end of your motion clip.
Note:
A motion clip or Pre-/Post-Behaviour is removed from the
timeline by clicking Remove from their respective right-click
menus.
404
Chapter 18: Advanced Animation Tools
Note:
Pre- and Post-Behaviours can be stretched as long as you need
them to be.
Note:
TimeWarp curves are fantastic — they let you control the playing
of a clip as it moves from 0% to 100% of its animation with a
curve you edit in the Graph Editor just like any other curve! It’s
the perfect way to add variety to motions within crowds to keep
the crowd characters from looking like carbon copies of one
another. A TimeWarp curve is also the perfect way to easily,
precisely control the ease-in and ease-out of a motion.
Figure 18.30. You can add a transition between two motion clips by selecting one,
clicking on Add Transition, and then selecting the other. A bar appears between
the two clips that automatically stretches to reach each clip’s closest end.
Figure 18.31. By right-clicking on the transition, you can remove it, or edit the
transition (function curve) in the Graph Editor, controlling how quickly and/or how
smoothly the transition takes place.
405
Chapter 18: Advanced Animation Tools
Figure 18.32. You can also abut animations that are linked by a common pose
(shown overlaid onto the Motion Mixer window). Here you’ve got the actor stepping
forward, moving into a “ready animation,” and stepping backward.
Figure 18.33. Selecting the ready animation, I can click on the Offset Editor and
specify from which motion currently in the timeline it should be offset and how. The
Offset Type of Relative makes it so wherever the previous motion clip ends up, the
current one begins.
406
Chapter 18: Advanced Animation Tools
Figure 18.34. What happens when you use Relative Offset on two animations that,
while the first may end on the same pose that begins the second, are facing in
different directions? You get some serious funk.
Figure 18.35. Motion Mixer offers a kind of offset it calls Character Offset that
understands how to link up animations that were made facing different directions —
so long as the end pose for one is the starting pose for the other. (You can even
manually adjust the alignment of the character offset, just in case you find the
need.)
407
Chapter 18: Advanced Animation Tools
Figure 18.36. Using the different tracks/timelines in Motion Mixer, you can quickly
layer/blend bits and pieces of animations into actions that look completely original.
Here, separate animations of the head and hands are overlaid onto my standard
Run_With_Naginata cycle.
What happens when you want to make a slight (or great) change
to an animation you stored as a motion clip?
Figure 18.37. Selecting the motion clip you wish to edit, clicking on Edit Motion
“drops” that motion back into Layout where you can edit and make changes to your
heart’s content. When you’re done tweaking, just click Edit Motion again and you
are presented with options to accept or discard the changes to the motion you just
made, to restore the animation in Layout to the state it was in before you began to
edit your motion, to keep what you’ve done in Layout, or to completely clear
Layout’s animation, restoring your actor to his “blank slate” pose.
408
Chapter 18: Advanced Animation Tools
Motions in Motion Mixer are stored with the scene file itself.
(Which means that if you have a lot of complex motions, that scene
file can get pretty large.)
You may find yourself wanting to “offload” some motions you
don’t use that often, choosing to bring them into a scene only when
you need them.
Figure 18.39. Through the Motion Menu, you can save, load, copy,
rename, and free (remove from memory) motions.
You can save and load motions between different actors, even if
the actors have different names for their controls! (Though the actors
should have similar proportions.)
409
Chapter 18: Advanced Animation Tools
So, as you can see, there’s a lot of power in these advanced anima-
tion tools. And I’ve just barely scratched their surfaces.
There is so much to dive into and explore with these tools.
Their creators have really covered nearly every possible need and
want a user might have.
The things I’ve shown you here in this chapter have been
beyond value in the creation of my own film, Kaze, Ghost Warrior.
The Dope Sheet allowed me to quickly lay in the poses of complex
fight sequences and quickly adjust the timings for individual charac-
ters and their controls in a matter of hours rather than days. Motion
Mixer let me animate an action once, stretching, blending, and
applying it to other characters when there simply wasn’t enough
time to animate the entire scene from scratch.
I encourage you to explore these tools. Find out what they can
do that is exactly what you need for your own projects. And share
what you find — you’ll be amazed at how far you can go when your
focus is to simply enjoy the process of discovery!
410
Chapter 19
Facial Animation
The principles of facial animation are the same as the principles of
animation we’ve gone over for the rest of the character. All the rules
still apply, all the skills still stand.
And this is why I’m going over facial animation now, here, at the
end of the book….
You must be good at animation if you wish to be good at facial
animation.
At Disney, the characters’ bodies were animated first, approved
by the director before any facial animation was even begun. Why?
The character must be able to sell his performance with panto-
mime alone if it is to be truly believable. Facial performance is just
“icing on the cake.”
I can’t stress this enough.
Watching your character perform, evaluating silhouette, timing,
the illusion of weight, following the arcs of motion, understanding
squash and stretch, your character must deliver on his ability to con-
vince the audience of the emotions he feels, the thoughts he thinks,
his “past,” his “future,” and his opinions on both. And all this must be
done successfully first, before any facial animation is even thought
about.
Note:
By knowing and understanding the principles of animation, you
already know how to do facial animation; you just need to have
someone show you how to use the tools designed for creating
facial animation.
411
Chapter 19: Facial Animation
Facial Riggings
A facial rigging is, for most intents and purposes, the same as a
character rigging. It is a system of bones and weight maps, IK, and
FK that pull the points of the face, just as the character rigging pulls
the points of the body.
I’ve never used a facial rigging in production.
From what I’ve seen of them, they appear to be powerful within
the parameters they were designed to fulfill. But to my way of
working, I’ve never been able to fully wrap my mind around them.
I much prefer the precision definition achieved by using
predesigned shapes, sculpted in Modeler and then blended in Lay-
out, to give me what I’m looking for.
Morph Targets
Modifying your character’s face in Modeler, sculpting the precise
definition you wish to see in an expression or phoneme, and then
telling Layout to move the vertices of your character’s face into that
shape is by far the most common way of doing facial animation,
regardless of software package. (Which is not to say it is the best
way … it’s just more common.)
Using Morph Mixer, you can layer morphs onto each other, con-
trolling their mixture with sliders that affect a percentage (negative
or positive) of that morph’s influence. The cumulative effect of this
is that (as with layering motions in Motion Mixer) you can quickly
and easily sculpt shapes that appear to be completely unique, yet
still retain the precision of “pre-sculpted” definition.
There are two main approaches to working with morph targets:
“tiny bits” and “big bites.”
The “tiny bits” method is common at large studios with lots of
people and lots of time to do the work. With this method, each sec-
tion of the face has its own morph target. The outer, middle, and
inner part of each eyebrow would have its own targets for up, down,
in, and out.
412
Chapter 19: Facial Animation
Using the “tiny bits” method, animators get a lot more controls
to more precisely craft their facial expressions in Layout. It makes
for a lot of flexibility and a lot more work (a.k.a. time).
The “big bites” method sculpts specific shapes for common
applications (like the phonemes that make up dialogue) and also
“modifiers” to be layered/blended onto/with those common shapes
to create diversity.
Note:
To tell the truth, I always favored the “tiny bits” method of
morph target facial animation as being able to produce beauti-
ful, lifelike, asymmetrical facial performances … until Kaze,
Ghost Warrior.
I didn’t have the time to go all out and do the tiny bits
method, and so I had a new software package made to my
specifications that would push the big bites method into a whole
new valence shell.
Mac Reiter, the programmer for Timothy Albee’s Facial Ani-
mation, succeeded well beyond my hopes and expectations.
When you look at the scenes of KGW done using TAFA, it’s hard
to imagine those as simply modified phonetic poses.
19.2 Endomorphs
LightWave has the ability to store modifications to a model’s geom-
etry for application in Layout (morph targets) within the model’s file
itself: endomorphs.
Endomorphs are vertex maps (just like the eight maps we use
to assign points to move along with their respective bones) that
store data based on how much a vertex has changed from its base
position.
413
Chapter 19: Facial Animation
Note:
Since it takes a little practice to know how to model facial
geometry to retain the “landmarks” we’ve come to identify as
the human face, I’ve included a new model on the CD for this
book — Mr. Cool. (Mr. Cool has two base versions, both with
and without facial modeling, so you can animate the body with-
out being distracted with thinking about facial animation, and
then when you’re done, you can swap out the standard model
with the facial model.)
Objects\BaseChar\MrCool\MrCool_Facial_Blank.lwo is the
“raw” Mr. Cool model that has all the geometry modeled and
weighted but none of the facial morph targets modeled.
Objects\Final\MrCool_Facial_F.lwo is Mr. Cool weighted and
with all the facial morph targets I’ll be talking about in this
chapter already created for you.
(Objects\Final\MrCool_Facial_F_FA.lwo is the Timothy
Albee’s Facial Animation version of Mr. Cool. We’ll explore this
model in the next chapter.)
Figure 19.1. Mr. Cool has the same proportion, scale, and weight maps as
ThinGuy. He can be swapped onto the riggings we’ve been using with ThinGuy in
Layout, following the steps in Section 7.3.
414
Chapter 19: Facial Animation
Note:
For the purposes of facial animation, we’ll be using relative
morph maps — storing morph data as the amount of change
with respect to the base object.
Note:
Just as with weight maps, a morph map without any data held
within it is “forgotten” by Modeler when you select another
map. If you were to change back to (base) right now, the new
morph map you’ve just created would disappear.
415
Chapter 19: Facial Animation
Important Note:
When working with facial morph targets, it’s important to pre-
serve your model’s symmetry. Unless you have a darn good
reason not to, always make sure you’ve got Symmetry mode
active while you’re “pulling points.”
Figure 19.4. On the left is our unaffected base model. Test_Morph, on the right,
retains changed positions of the points we’ve moved in Mr. Cool’s nose.
416
Chapter 19: Facial Animation
Figure 19.5. If we then changed the shape of the nose in our base model, we’ll find
that the points we moved in Test_Morph still move the same amount relative to their
new starting positions.
So, in creating the different facial shapes we’ll be using for our
morph targets, it’s really just a matter of carefully selecting the
geometry we’re wanting to affect, and then using the Rotate, Move,
and Magnet tools. Using these three tools, you can create the entire
range of facial expressions you’ll need.
Figure 19.6. LightWave lets you group and select both polys and points in a variety
of ways.
417
Chapter 19: Facial Animation
4 Surfaces
4 Parts (View|Selection Sets|Create Part)
4 Sketch Color (Detail|Polygons|Sketch Color)
4 Point Selection Sets (View|Selection Sets|Selection Sets)
In Figure 19.6, you can see that I’ve got nearly every area of Mr.
Cool’s head and face accounted for with some sort of selection set.
The different surfaces themselves serve as a great place to start in
isolating different areas of the model. When I need more refine-
ment, I can add or remove the geometry I’ve assigned as parts —
Ears, BottomLipBulge, Tongue, etc. I’ve got one sketch color,
brown, assigned to the whole head so I can quickly select it and hide
the rest of the body.
Between the fact that LightWave’s toolsets restrict themselves
to only working on selected geometry (when you have geometry
selected) and that you can show/hide parts of your model at a
moment’s notice, you can quickly get at even the most challenging
bits of your model, if you’ve planned ahead in his/her modeling.
Newbie Note:
Just as with animation, it’s probably best to count on starting
over after you’ve done your first pass — you’ll be much better in
your second pass at this for having done so.
418
Chapter 19: Facial Animation
Note:
Morph Mixer parses the names you assign to your morphs,
meaning that it will go through your names and try to make
sense of them, and sort them accordingly. Morph Mixer uses a
period (“.”) within the endomorph names to sort them into dif-
ferent groups. The part of the name before the period is
handled as the group name, and the part that comes after is
handled as the morph name. So, Cheeks.Puffed in Morph Mixer
would simply be called Puffed, but would be grouped within the
Cheeks group.
Any endomorph without a period to define its group mem-
bership is collected in Morph Mixer under a group named
General.
419
Chapter 19: Facial Animation
Important Note:
Making facial morph targets isn’t like doing life drawing in 3D. There
is no right or wrong! Don’t fixate on trying to get things “exactly right”
because there is no such thing. Just play and have fun! Find out what
works for you!
The great thing about the way LightWave works with its endomorphs
is that you can completely finish facial animation on an entire sequence
of scenes, realize you don’t really like a particular endomorph, then go
into Modeler and make the needed changes to that morph. When
LightWave reloads the scenes you’ve already done, loading the new
version of the model, Morph Mixer references the new morph shape(s)
based on endomorph name(s)! So just by “fixing” the model, you’ve
also “fixed” all the animations that use that model!
So don’t tie yourself in knots trying to figure out exactly what I did to
get Mr. Cool’s face into a specific morph shape.
Go play! Explore! Experiment! Have fun!
The important thing in everything you do is that if you are able to
have fun doing what you’re doing, you’re learning without even trying!
Note:
LightWave [8]’s update to
Morph Mixer now lets you
easily do morphs with a neg-
ative percentage. So,
morphs like Cheeks.Sucked
aren’t really necessary any-
more — all you need to do is
Cheeks.Puffed and run that
morph into the negative per-
centages and you’ll get
pretty much the same result.
Though sometimes, like with
Brows Scowl and Surprise,
you’ll want specific shapes
for each, in which case you’ll
want to model both morph
targets.
420
Chapter 19: Facial Animation
421
Chapter 19: Facial Animation
You get the idea. You can browse the different endomorphs in
the Facial_F version of Mr. Cool to see how I chose to do things
with him.
The list of expression morphs I’ve included with Mr. Cool are:
Cheeks.Puffed Mouth.Lip_BOTTOM_Dn
Cheeks.Sucked Mouth.Lip_BOTTOM_In
Eye.Brow_Scowl Mouth.Lip_BOTTOM_Out
Eye.Brow_Surprise Mouth.Lip_BOTTOM_Up
Eye.Closed Mouth.Lip_TOP_Dn
Eye.Lid_Lower_Dn Mouth.Lip_TOP_In
Eye.Lid_Lower_Up Mouth.Lip_TOP_Out
Eye.Lid_Upper_Dn Mouth.Lip_TOP_Snarl
Eye.Lid_Upper_Up Mouth.Lip_TOP_Up
Mouth.Corner_Back Mouth.OpenWide
Mouth.Corner_Front Mouth.Smile_Closed
Mouth.Frown Mouth.Smile_LipsOpen
Mouth.Smile_MouthOpen
422
Chapter 19: Facial Animation
19.4 Asymmetry
Organic systems are rarely perfectly symmetrical. The facial
expressions we go through on a moment-to-moment basis are a per-
fect example of this. From lopsided smiles to “speaking out of the
corner of one’s mouth” to doing a “Spock” eyebrow thing, we’ve
come to associate asymmetry with life.
Note:
Just as with the body’s animation, you want to avoid twinning in
facial animation at all costs.
Note:
I’ve done the creation of these point selection sets for you with
the Mr. Cool models in the Final directory, but not with the
model in the BaseChar directory in case you want to follow
along.
423
Chapter 19: Facial Animation
424
Chapter 19: Facial Animation
Figure 19.14. Focusing my attention on a Top view, with nothing selected in Point
Selection mode, I press “ (quotation mark), which inverts my selection (inverting a
selection of “nothing” is a quick way to select all geometry of your current selection
mode), and press = to show only the points of Mr. Cool’s head.
425
Chapter 19: Facial Animation
426
Chapter 19: Facial Animation
427
Chapter 19: Facial Animation
Figure 19.20. Using the Point Statistics window, I select the points associated with
the Head_Left point selection set. And in a Windows|Vertex Maps Panel window, I
scroll down through the list of my morph maps until I come to Mouth.Smile_Lips-
Open. Right-clicking on the morph’s name, I choose Copy Vertex Map. In the
window that opens, I name the copy Mouth.Smile_LipsOpen_L.
428
Chapter 19: Facial Animation
So, now that we’ve got the left and right sides of Mouth.Smile_
LipsOpen assigned, you may be wondering about the points along
the center of the model. You may have noticed that for the left side
of the head, those points remain as they are in the base pose, yet for
the right side of the head, those points still reflect 100% of the posi-
tion data we “sculpted” for that morph.
We can’t simply copy the centerline point data along with the
rest of the points of the left side of the head; Morph Mixer’s effect
is additive. If the centerline points for left and right morphs both
held 100% of their “sculpted” data, the points along the centerline
would move twice the amount we originally sculpted when both left
and right morphs were active at one time in Morph Mixer.
What we need to do is to apply 50% of the position data we
sculpted for this morph map to the centerline points of both the left
and right morph maps.
429
Chapter 19: Facial Animation
Figure 19.23. Using the point selection set Head_Centerline to select the
points along X=0 of the head and setting Mouth.Smile_LipsOpen_L as
the active morph map, I click on Map|Morph|Apply Morph. From the
selection list, I choose Mouth.Smile_LipsOpen_R (which has the cen-
terline points at their full “intensity”) and set the Strength to 50%. After
clicking OK, 50% of the positioning data from Mouth.Smile_LipsOpen_R
is applied to our selected points. (See Figure 19.25 to compare the
results.)
430
Chapter 19: Facial Animation
431
Chapter 19: Facial Animation
This process of splitting the morphs into left and right versions
needs to be repeated for every facial expression, except those in
which the lower jaw moves. (In the case of Mr. Cool, these excep-
tions are Mouth.Smile_MouthOpen and Mouth.OpenWide.)
Note:
If you’re thinking that this morph “splitting” business is pedantic,
manual labor, I completely agree with you. But it’s one of the
things that’s just the way things have been done. The good
thing is, you don’t have to like it, and if you use Timothy Albee’s
Facial Animation, you don’t need to do it — TAFA does this for
you!
19.5 Re-Symmetry
Okay, so now you’ve got all your expression morphs all asymmetri-
cal. What happens when you want to make adjustments to that
matched pair of morphs and you want exactly the same adjustment
to be applied to both halves?
432
Chapter 19: Facial Animation
433
Chapter 19: Facial Animation
434
Chapter 19: Facial Animation
Note:
I prefix my dialogue morphs with Dial. so they all fall under a
Dial. group within Morph Mixer (and so the default settings
within TAFA recognizes them as dialogue morphs).
I was able to do all the dialogue for Kaze, Ghost Warrior with a
grand total of fifteen dialogue morphs. These are shown in Figures
19.29 through 19.43.
Note:
Bear in mind that these are American English pronunciations.
435
Chapter 19: Facial Animation
436
Chapter 19: Facial Animation
437
Chapter 19: Facial Animation
438
Chapter 19: Facial Animation
439
Chapter 19: Facial Animation
440
Chapter 19: Facial Animation
441
Chapter 19: Facial Animation
442
Chapter 19: Facial Animation
As you can see, we’re not concerned with the sound of each
phoneme, but rather the shape of our mouths as we make the
sounds. You’ll notice there is no shape in the above list for the “H”
sound in the word “Hat.” This is because we can use percentages of
the shapes A, ah, E, or eh to provide any number of visual interpre-
tations of that sound.
Important Note:
Remember that animation isn’t about recreating how it looks to
do something, it is giving a visual impression of how it feels to do
something. This holds equally true for character and facial ani-
mation alike.
Figure 19.44. In the center is the base morph for the th phoneme. On the left is the result
of applying the morph to itself with a strength of –30%, effectively reducing its intensity by
30%. On the right is the result of applying the morph to itself with a strength of 100%,
effectively doubling its influence on the model.
443
Chapter 19: Facial Animation
444
Chapter 19: Facial Animation
Figure 19.46. With Mr. Cool selected, I open an Object Properties window and, from
the Deform tab, Add Displacement|Morph Mixer.
445
Chapter 19: Facial Animation
Figure 19.47. Double-clicking on the plug-in’s name in the displacement list opens
the Morph Mixer window. (You can also open a plug-in’s window by selecting it and
then choosing Edit|Properties.)
446
Chapter 19: Facial Animation
Figure 19.48. The Morph Mixer window itself. You expand and collapse your groups
of morphs by clicking on the little triangles to the left of each group name. The cur-
rently selected group has its morphs displayed in the “action area,” where you see
sliders you can quickly move between –100% and +100%. In the Readout/Input box
you can see the value of the slider and enter values by hand. When you have more
morphs than the window can display, a scroll bar appears in the upper-right corner
of the window. You can edit the envelope for any morph by clicking on the “E” but-
ton to its right. And using the left and right triangles, you can quickly jump to the
next and previous keyframes for that morph. The Keyframe indicator shows when
your current frame holds a key for a morph.
447
Chapter 19: Facial Animation
Note:
Morph Mixer has some helpful keyboard/mouse combinations
for working with keyframes within a group of morphs that I use
frequently:
448
Chapter 19: Facial Animation
Figure 19.49. After you get the hang of understanding how each morph affects the
face and how they interact with each other, it’s just a matter of applying the same
knowledge of silhouette, anticipation, timing, and all the other principles of anima-
tion you’ve already learned to this new set of controls.
449
Chapter 19: Facial Animation
Advanced Note:
In the Mr. Cool facial setup scene, you’ll notice a black null named Eye_Mover.
This is used by the surfaces of the eyes as a reference object to control the posi-
tion of the painted texture map of the eyes’ coloring.
Figure 19.50. Under the Texture Editor for the Eye_Left surface, you see where
I have set Eye_Mover as the reference object. Since this is surfacing informa-
tion, it is saved with the object (not the scene). And in order for it to work
properly, the scene must already have an object named Eye_Mover loaded
This isn’t the greatest way to do eyes that are neither spherical nor ovoid, but
it works passably, and it’s free.
Newbie Note:
Surfacing is something beyond the scope of this book on anima-
tion, but if you’d like to add that skill to your growing list,
Essential LightWave 3D 8 (1-55622-082-0) covers surfacing in
great detail. (The book is designed to give you the same level of
LightWave aptitude that I had after working on Babylon 5.)
450
Chapter 19: Facial Animation
Note:
Even when I’m rendering to NTSC (the U.S./Japan television
standard), which runs at 30 frames per second, I always do my
work at 24 fps. This is in part because I started off working as a
traditional animator working at the frame rate for theatrical
films. There are two other reasons why I like working at 24 fps:
Though most laypeople couldn’t tell you why, 24 fps looks like
“movies” and 30 fps looks like “video.” And when you’re work-
ing at 24 fps, you’re saving your render farm from having to
render six more frames per second — and that time saved adds
up quickly.
Figure 19.51. Here, I’ve loaded the file Audio\ManyYearsAgo.wav into a work-scene
created from Scenes\CharacterSetups\MrCool_Facial_Setup.lws. Looking very closely
at the representation of the audio wave that appears in the timeline, I see that it
ends right around frame 36. (So I’ll be setting my scene length to 36.)
451
Chapter 19: Facial Animation
Figure 19.52. Printing out the X-sheet (located in the Extras folder in the
Content Directory), I use the arrow keys to step-frame through the scene in
LightWave, making note of the mouth shapes that I feel are creating the
sounds I hear.
452
Chapter 19: Facial Animation
Figure 19.53. Moving to frame 4 (where I’ve indicated on the X-sheet that the “M”
sound should be), I move the slider for the “M” morph to 100% (a key is automati-
cally created for that morph). To create keys on all the other channels (so they stay at
0% until I tell them to move), I Shift-click on one of the other morphs that doesn’t
have a key on frame 4.
453
Chapter 19: Facial Animation
I repeat this process for the rest of the line of dialogue, using
my X-sheet as my guide.
Setting my scene length to 36 and centering the head nicely in
the upper-left viewport set to Perspective Textured Solid, I create a
preview.
Note:
Sometimes LightWave needs to play through your preview a few
times before audio and video sync up properly.
If you’ve been following along with Mr. Cool on your own, using
my X-sheet notations to guide your own placement of dialogue
morphs, you’ll notice that things look a little funky at the beginning
of the scene: There’s too much action going on for me to believe
that Mr. Cool is actually saying those words.
454
Chapter 19: Facial Animation
Note:
The best way to do facial expressions is to follow the time-
honored way that’s been used in animation for a hundred years
— use a mirror. Hang an inexpensive mirror (safely) in your
work area so you can see both you in the mirror and your char-
acter on the screen without moving your head. Watch what your
own face does as you deliver the lines convincingly and recreate
that performance for the character.
After you get used to the controls, you’ll see that doing facial
animation in this manner isn’t difficult, it’s just moderately time-
consuming. I find that if it takes me x amount of time to do the ani-
mation of the character’s body, I can expect that it will take me the
same amount of time to do the facial as well.
455
Chapter 19: Facial Animation
19.10 Recycling
One of the greatest things about the way LightWave stores its endo-
morphs “inside” the model itself as deviations from a base pose is
that if you use a finished head as a base from which to sculpt
another head, the new head will retain all the morph targets of the
first!
After Itsua was moving well on his rigging and speaking and
acting well with his facial morphs, I took him into Modeler and (sav-
ing him as a new model first) started dragging his points around
until I had a new character. And because this new character’s morph
data was based on the distance each vertex was from its “base”
position, nearly all of the morphs created for Itsua were fine for this
new character as well!
456
Chapter 19: Facial Animation
This ability to recycle both the body’s weight maps and the dia-
logue morphs is just one more reason to like LightWave!
457
This page intentionally left blank.
Chapter 20
Timothy Albee’s
Facial Animation
Note:
This section was written while Timothy Albee’s Facial Animation was still
in pre-alpha. Many workflow improvements have already been imple-
mented, not the least of which is a streamlining of the internal code to
allow for frame rates of over 110 frames per second while working on
the film resolution version of Kaze’s head at a level of Sub-D smoothing
equal to LightWave’s level-2 SubPatch setting. Check out http://Kaze-
GhostWarrior.com for current information.
So, what you saw in the previous chapter is the way facial animation
has been done in 3D for quite a while now. It’s a good technique —
it’s precise, but it’s slow. (And because it is slow, there’s less of an
impetus to explore, play, and try new things with a performance.)
With the production of Kaze, Ghost Warrior, I needed something
that would give me the rich, lifelike, asymmetrical performances I
want out of my characters, and give me access to all the best tools
from both traditional animation and CGI animation. (After all, tradi-
tional tools have been honed over the course of over a hundred years.
It’d be foolish to ignore their advances!)
With the disappearance of my old favorite tool for facial anima-
tion, I took that as a sign that it was time to stop wishing and start
doing. Teaming up with programmer Mac Reiter, together we created
a facial animation package that does everything that I, as an animator,
ever wanted a facial animation package to do (and what Mac has
planned for v2.0 makes even my head spin).
Using the core of this tool on Kaze, Ghost Warrior (even though
the tool was in pre-pre-alpha), I was able to do in twenty minutes
what would have taken me about a day and a half the old-fashioned
way.
459
Chapter 20: Timothy Albee’s Facial Animation
460
Chapter 20: Timothy Albee’s Facial Animation
461
Chapter 20: Timothy Albee’s Facial Animation
Figure 20.1. Timothy Albee’s Facial Animation consists of several floating windows
you can position and resize to suit your needs and your desktop space.
462
Chapter 20: Timothy Albee’s Facial Animation
Figure 20.2. Main window. The Main window of FA shows your model in
real time, subpatched (Sub-D surfacing), textured, and lit with up to eight
lights you can position and change in color/intensity. You have complete
rotational control over the main head and “icon heads” (that show your
current facial palette) at all times, even during playback.
Note:
The geometric white lines over the image in the above illustra-
tion are visual guides that may be turned on and off to help you
in knowing the extents of the capture plane, and give you a
visual representation of the currently selected blending mode.
(FA supports several different kinds of blending modes for
recording its puppeteering data — certain kinds of facial
morphs work best with specific blending modes.)
463
Chapter 20: Timothy Albee’s Facial Animation
464
Chapter 20: Timothy Albee’s Facial Animation
Note:
You should plan on having your model on the first layer for
Facial Animation, but if you absolutely, positively must have
your model on some other layer, you can specify which layer(s)
FA should use for saving animation and which it should show
under the Options menu.
465
Chapter 20: Timothy Albee’s Facial Animation
Note:
In FA, endomorph prefixes are stripped (the morph name before
the first period) and are grouped on scollable pages similar to
Morph Mixer’s groups. Morphs with the prefix “Dial.” are
grouped on page 1, the “Dialogue” page. Other morphs are
grouped alphabetically on their respective pages labeled with
their group prefix. (Endomorphs without a prefix are grouped
last, under the heading “General.”)
Note:
By default, Facial Animation parses your endomorph list, group-
ing pairs and quads together based on the naming convention
described in a moment in Section 20.4, “Morph Targets and
FA.”
Through the drop-down list box, you can select a facial palette
from among those FA has created via parsing your endomorph
names and from among those you’ve created and modified. You can
also use the arrow keys on either side of the list box to scroll visu-
ally through your facial palettes.
New palettes can be created by clicking on the “new” icon in
the upper-left corner of the window, and a palette can be deleted by
clicking on the “x” box in the upper right. Palettes can be renamed
by click-dragging over the current palette’s name.
466
Chapter 20: Timothy Albee’s Facial Animation
Note:
You can also load and clear dialogue and set scene length by
right-clicking on the X-sheet’s Audio track.
467
Chapter 20: Timothy Albee’s Facial Animation
Note:
You adjust both “halves” of a dialogue morph by simultaneously
holding both the left and right mouse buttons while Ctrl-drag-
ging on a dialogue morph on your X-sheet.
The cut, copy, and paste functions of the X-sheet work much the
same way as in a spreadsheet program. Drag to select a group of
cells, then Ctrl-x, c, and v to cut, copy, and paste, respectively. You
can quickly move a selected group of cells by dragging up or down
on the selected cells.
Note:
Double-clicking on the track’s name selects the entire track, let-
ting you easily copy all your work to another track for trying out
new ideas.
468
Chapter 20: Timothy Albee’s Facial Animation
Note:
By default, Puppeteer tracks are assigned the name of the active
facial palette they have recorded. However, this can be changed
by right-clicking on the name of the Facial track.
469
Chapter 20: Timothy Albee’s Facial Animation
Important Note:
All this manipulation of the X-sheet can be done while the
animation is playing! You can instantly see the results of your
adjustments as you make them.
Note:
Selecting a group of cells of a Puppeteer track sets a “Punch-
In/Punch-Out” range for re-recording that section of
puppeteering. (By default, you get a three-second Pre-/Post-
Roll, heralded by audio beeps to get you set to record, and to
let you know when recording has started and ended.) Once the
“Punch-In/Punch-Out” range has been set, you still need to click
on the Punch In/Out button in the Control window to activate
the “Punch-In/Punch-Out” recording mode.
Note:
Clicking on a cell in a Dialogue or Puppeteer track sets that
track as the active track for recording or manipulation.
Figure 20.10. Function Curve Editor: Dialogue view. The Function Curve/Graph
Editor reflects the data of the currently active track in a way that may be more
familiar to 3D animators who didn’t start out as traditional animators.
470
Chapter 20: Timothy Albee’s Facial Animation
Figure 20.11. Function Curve/Graph Editor: Puppeteer view. The quad-keys that
comprise the stored performances for the Puppeteer tracks are “split” to represent
percentages along the Y axis of the capture plane for the left and right halves of the
model. Keys and curves in green represent data for the left half of the model, and
keys and curves in red represent data for the right half. And as with dialogue, keys
are paired and remain together when being moved, deleted, copied, cut, or pasted.
471
Chapter 20: Timothy Albee’s Facial Animation
472
Chapter 20: Timothy Albee’s Facial Animation
473
Chapter 20: Timothy Albee’s Facial Animation
Note:
The rules of applying a Motion Designer .mdd file to a model is
that the model must be set to Subdivide After Motion or Last.
And after adding the MD_Plug Displacement handler, within the
MD_Plug interface you’ll need to make sure you have Key-Move
set to ON so your keyframed movement in Layout still affects
the mesh.
474
Chapter 21
In Conclusion
So how do you feel?
You’ve learned how to set up a character and how you can modify
that setup to create anything you desire. You’ve learned the controls,
and probably surprised yourself with how easily you took to life draw-
ing in 3D. You’ve followed me in animation, and you’ve begun to
create your own. And now you realize that this dream of yours, this
dream that you might never have told anyone about, this dream of
becoming an animator may indeed be possible!
I’ll let you in on a little secret … You are an animator! You’ve fol-
lowed me through the exercises, you’ve made your own artistic
decisions, you’ve learned all the tools you will need to become a fea-
ture-quality animator. The rest is up to you. If you don’t believe me,
go take a look at one of your old scenes. I imagine it looks like it was
done by a completely different person. You’ve got confidence in your
abilities now. Even though the road to mastery stretches out over the
farthest horizon, you know you can get there under your own power!
You’ve seen the logical steps that have brought you this far, and you
can look down the path and see where the next ones are. And you
know that whatever the path brings, the sights you’ll see will make
the journey worthwhile!
Congratulations! I’m really proud of you! You’ve proved to your-
self that you can do this; you can fulfill this dream that you’ve had
perhaps for as long as you can remember! It is a wonderful path that
lay open before you; where you go now is entirely up to you.
475
Chapter 21: In Conclusion
Note:
Realize though that with power comes responsibility. “We are
such stuff as dreams are made on.” (Prospero, The Tempest)
And although you may see all the ways in which you can (and
must) improve, others will begin to hang their dreams from the
high points of your craft. Make your dreams that others see be
the best and brightest they can be! And when those who have
shaped their lives to your work ask for your help, be kind. Lend
them a hand, for they are the ones who allow you to be who
you are.
Timothy Albee
476
Index
101 Dalmatians, 347, 370 Bolles, Richard Nelson, 345
bone hierarchy, 99-101
A bone rest position, recording, 105-106
acting, 290-291 Bone Weight Map, 152
action, overlapping, 286-287 Bone Weights, 82
actions (practice scenes), 323 bones,
actor, creating (Motion Mixer), 400 converting from skelegons, 85-88
actor map, editing (Motion Mixer), 402 joint compensation/muscle flexing,
Add Motion (Motion Mixer), 403 23-26
Add Transition (Motion Mixer), 405 boning, 53-55
advanced animation
mechanics, 265-295 C
tools, 383 Calvin and Hobbes, 347
Aleksandrov, Grigori, 343 Cameron, Julia, 345
Angel’s Egg, 360 Campbell, Joseph, 369
animatic, 451 CGI Filmmaking, 451
animation, 305 chains,
advanced mechanics, 265-295 long (IK Booster), 31
advanced tools, 383 terminating, 107-108
basics, 239-264 character, 379-381
snappy (modified timings), 281-283 and weight, 225-227
animator’s trust, 382 evolution of, 314, 374
animé, 343 finding, 347-349
anticipation, 248-252, 312 Character Offset (Motion Mixer), 407
Antz, 374 characterization, 313, 347, 378
appeal, 311 Chekhov, Michael, 344, 349, 356
archetypal circular animation, 283-285
imagery, 343 Classic Scene Editor, 89
levels, 371 color, item (Layout), 89
symbols, 372 commitment, 382
arcs, 283 compensation, joint (bones), 23-26
Artist’s Way, The, 345 composition, 270-271, 309-311
asymmetry (facial animation morphs), control order (for posing characters),
423-432 199-210
Audition, 344 Controller Edit mode (IK Booster),
Auto Key Create, 14, 103 130-131
controller size (IK Booster), 129-130
B controllers, activating (IK), 114-122
Balloo, 361 Controllers and Limits tab, 15
bank, 16 controls
bank rotation handle, skelegons, 58 elbow, 179
Battleship Potemkin, 343 finger, 183-185
Beauty and the Beast, 374 foot, 180
477
Index
478
Index
479
Index
480
Index
481
Index
482
Looking for more?
Check out Wordware’s market-leading Graphics and
Game Programming Libraries featuring the following
new releases, backlist, and upcoming titles.
Essential LightWave 3D 7.5 LightWave 3D 7.5 Lighting LightWave 3D 8 Lighting LightWave 3D 8 Texturing
1-55622-226-2 • $44.95 1-55622-354-4 • $69.95 1-55622-094-4 • $54.95 1-55622-285-8 • $49.95
6 x 9 • 424 pp. 6 x 9 • 496 pp. 6 x 9 • 536 pp. 6 x 9 • 504 pp.
Modeling a Character in 3DS Max Modeling a Character in 3DS Max Game Design: Theory and Practice,
1-55622-815-5 • $44.95 (2nd Edition) Second Edition
7½ x 9¼ • 544 pp. 1-55622-088-X • $44.95 1-55622-912-7 • $49.95
6 x 9 • 550 pp. 6 x 9 • 728 pp.
Game Development and Production Game Design Foundations 3D Math Primer for Graphics and
1-55622-951-8 • $49.95 1-55622-973-9 • $39.95 Game Development
6 x 9 • 432 pp. 6 x 9 • 400 pp. 1-55622-911-9 • $49.95
7½ x 9¼ • 448 pp.
Vector Game Math Processors Memory Management Algorithms Learn FileMaker Pro 7
1-55622-921-6 • $59.95 and Implementation in C/C++ 1-55622-098-7 • $36.95
6 x 9 • 528 pp. 1-55622-347-1 • $59.95 6 x 9 • 544 pp.
6 x 9 • 392 pp.
Warning:
By opening the CD package, you accept the terms and condi-
tions of the CD/Source Code Usage License Agreement on the
following page.
Additionally, opening the CD package makes this book
non-returnable.
CD/Source Code Usage License Agreement
Please read the following CD/Source Code usage license agreement before open-
ing the CD and using the contents therein:
1. By opening the accompanying software package, you are indicating that you have read
and agree to be bound by all terms and conditions of this CD/Source Code usage
license agreement.
2. The compilation of code and utilities contained on the CD and in the book are
copyrighted and protected by both U.S. copyright law and international copyright
treaties, and is owned by Wordware Publishing, Inc. Individual source code, example
programs, help files, freeware, shareware, utilities, and evaluation packages, including
their copyrights, are owned by the respective authors.
3. No part of the enclosed CD or this book, including all source code, help files,
shareware, freeware, utilities, example programs, or evaluation programs, may be
made available on a public forum (such as a World Wide Web page, FTP site, bulletin
board, or Internet news group) without the express written permission of Wordware
Publishing, Inc. or the author of the respective source code, help files, shareware,
freeware, utilities, example programs, or evaluation programs.
4. You may not decompile, reverse engineer, disassemble, create a derivative work, or
otherwise use the enclosed programs, help files, freeware, shareware, utilities, or
evaluation programs except as stated in this agreement.
5. The software, contained on the CD and/or as source code in this book, is sold without
warranty of any kind. Wordware Publishing, Inc. and the authors specifically disclaim
all other warranties, express or implied, including but not limited to implied warranties
of merchantability and fitness for a particular purpose with respect to defects in the
disk, the program, source code, sample files, help files, freeware, shareware, utilities,
and evaluation programs contained therein, and/or the techniques described in the
book and implemented in the example programs. In no event shall Wordware
Publishing, Inc., its dealers, its distributors, or the authors be liable or held
responsible for any loss of profit or any other alleged or actual private or commercial
damage, including but not limited to special, incidental, consequential, or other
damages.
6. One (1) copy of the CD or any source code therein may be created for backup
purposes. The CD and all accompanying source code, sample files, help files, freeware,
shareware, utilities, and evaluation programs may be copied to your hard drive. With
the exception of freeware and shareware programs, at no time can any part of the
contents of this CD reside on more than one computer at one time. The contents of
the CD can be copied to another computer, as long as the contents of the CD contained
on the original computer are deleted.
7. You may not include any part of the CD contents, including all source code, example
programs, shareware, freeware, help files, utilities, or evaluation programs in any
compilation of source code, utilities, help files, example programs, freeware,
shareware, or evaluation programs on any media, including but not limited to CD, disk,
or Internet distribution, without the express written permission of Wordware
Publishing, Inc. or the owner of the individual source code, utilities, help files, example
programs, freeware, shareware, or evaluation programs.
8. You may use the source code, techniques, and example programs in your own
commercial or private applications unless otherwise noted by additional usage
agreements as found on the CD.
Warning:
By opening the CD package, you accept the terms and conditions of the
CD/Source Code Usage License Agreement.
Additionally, opening the CD package makes this book non-returnable.