REPOST: The Fear of moving past blocking..
Wednesday, 30 August 2006
Hey folks!

a number have people have suggested that I repost something I wrote way back in november of 2005..

so here it is..

The fear of moving past blocking..

November 16th, 2005

The more you know, the more fear you have.

Seems to be a rule true of many things.. tree climbing for example. Before you know about gravity and how much breaking an arm can hurt, you really don’t worry that much about falling out of the tree, you just sorta climb on up there and monkey around. It isn’t until you see your friend slip and fall and break her arm when you think “ohh.. wait.. this can be painful…” and you start to worry.

The same is true about animation.

When many animators first start animating they just move things around willy nilly, making things go this way.. that way.. etc. They have no fears, they just move things.

Granted, their animations may looks like ass squished up against a large pile of roadkill, but at least they have no fear.

Once an animator learns about the various stages that professional animators use to work through their shots.. i.e. blocking, first pass, second pass, and polishing.. that’s when fear starts to set in.

It’s a pretty frightening prospect to spend a lot of time getting a blocked animation to look right.. make it feel perfect, get the timing all snappy, the poses to sing, and the intention to come across.. and then convert everything to spline and suddenly it feels like total poop.

So many animators have a really hard time making the transition from clean blocking to clean first pass animation.. it’s easy to become overwhelmed and just start throwing keys in randomly to try and make things look good, but they have no plan.. no process.. they know the stages, but they don’t know how to use the stages to their best advantage.

What I like to do is think about animating like painting a room. You want to be creative, but it’s important to be creative within the confines of what the client wants.. and give them the right information at the right time.

For example, if the client says they want a warm room with an accent wall that really brings out some dramatic intensity, a painter wouldn’t run to the room, grab a few buckets of paint, and start mixing them on the wall right away to try and get the right look. If they did that, they wouldn’t be able to guarantee the right color, the right walls that the colors would be on, they’d get paint all over the fixtures in the room, and the client might be pissed off.

No, they’d block things out first.. they’d find the right colors for the walls and show color swatches to the client in the environment they’re looking at. Then once the colors were approved, they’d tape off the fixtures and floors so they don’t have to worry about getting paint on them. Then they’d prep the walls, then paint one coat, then a second coat, then remove all the taping.

They would work in stages, so at the stage they’re currently at.. say painting the first coat of paint.. they’re not worrying about things they should have focused on earlier.. whether or not the paint is the right color, or if they’re getting paint on the floor, or if the walls were prepped. They work systematically.

Animation works the same way.

When we block our shots, what we’re doing is telling the director “This is my intention. I want the character to be here.. thinking this idea.. at around this time. Then they’re going to be over here.” Some shots require more blocking and explanation than others.. but in the end, the whole idea is to let the director know what’s in your head, and make sure that what’s in your head matches what’s in the director’s head.

When you move from blocking to the first pass of animation.. this is where a real systematic approach comes in handy. It’s what allows you to animate quickly and with consistent results that will help the director trust you.

What I like to do is first break my shot up into distinct beats. This doesn’t mean that the shot will stay in this pose-to-pose style.. what it means is that I’m simply breaking my shot down in to easily discernable chunks. All I want to do at this point is move from a step-curved blocking method to a clean, easy-to read first pass. So my shot is of a character sitting who then reaches over to pick up a glass & takes a drink, I’d break up the shot into three sections. Maybe frames 1 to 20 are of the character sitting. Frames 21 to 28 are of him reaching forward to get the glass. 29 to 35 are the character bringing the glass back up to his lips, and 36-45 of the character taking a sip. Now in the final animation, a lot of this motion will be blended together to feel like one solid action, but at this point my desire is to make these general sections feel right.. I want the change in direction to work, and the arcs to work, and I don’t want to be distracted by trying to animate the whole shot the whole time.

So I’ll shorten my timeline from 1 to 45, down to 1 to 20. Then I’ll look at what’s driving the motion. Usually this will be the torso… so my first step is to clean up the torso’s motion and make sure it’s nice and clean.

So I hide the arms and legs. I know that in the end I’ll need them to work correctly, but because what the body is doing affects them, it’s really easy to become distracted by their motion when I really should just be focusing on what the body itself is doing and making that clean.

Then I’ll convert the body curves to “clamped” or “spline”, whatever I feel is going to work best for this motion. I’ll analyze what it is I want the body to do & make notes before starting to move keys around. This way I have a plan. Then I’ll go through curve by curve, adjusting them as necessary to get the feel of the body moving forward to work correctly just for the lean forward. I can’t stress this enough. While I know the whole animation consists of a lot more than just moving forward, that’s all I’m focusing on at the moment.

I’m breaking down the motion into easily digestible chunks.

Once the body is working correctly for that section, then I’ll show the arm which is reaching forward and work with the animation of just that arm for those first 20 frames.

Now this may or may not be the final animation that I’ll be keeping.. all I’m doing is making sure that this section is clean and easy to work with.

Next I would move on to the next section of animation.. say frames 21 through 28 when the character leans back with the glass. So I’d change my frame range to start at 20 and end at 28. Then again, I’d hide the arms and legs and just get the body moving correctly. Then I’d show that main arm and get that working correctly just for the section.

Once those sections are working, I’d move onto the next one.. and continue until I have the animation clean for each individual section. Then I’d playblast the entire thing and watch the whole animation, making notes of what changes I’d need to make for the transitions between sections to clean them up. Maybe it involves delaying the arm, or adding more overlap into the body, or changing a pose, or adding or removing some time.. but at this point it’s easy to make these changes because we’ve gone about the whole thing systematically.

So if you can learn a technique like this.. or come up with something that works for you.. you can start to reduce the fear of going from blocking to first pass animation.. and begin thinking more about acting and the art of animating, instead of sweating the technical details.


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Comments (43)Add Comment
great advice!
written by ian, August 30, 2006
it\'s great to hear all the practical stuff put to use... if i remember correctly, richard williams said the same thing in \"animator\'s toolkit\" nice to see that it all translates easily from 2d to 3d. thanks for the tips!
brilliant write-up on breakdown
written by quinn, August 30, 2006
Clean concise write up. Might I also add, that for a busy man and a new dad, you\'re cranking out the posts at a good rate. Keep up the awsome job.
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written by fed, August 31, 2006
very cool post, this months VTS 18 from Keith Lango covers the transition from blocking into the next section very nicely with some great tips.
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written by Yung, August 31, 2006
Solid advice. It makes animation so much fun, just like it used to be when you first started. Sadly, my college\'s finals, my teammates all are straight aheads... smilies/undecided.gif\
Great!
written by David Martinez, August 31, 2006
Hey Jason!

It\'s fun because lately I was sending some of my friends to the last post and I linked to it from one of my posts. Great to have it now in the new blog!! I love this article/post
Thanks for sharing
written by Brandon Beckstead, August 31, 2006
This is such a helpful post Jason. Thanks for reposting that. It will take a bit for it to sink in but I really like what you said. Thanks
great!
written by olivier ladeuix, August 31, 2006
Yes thanks a lot Jason ;-) It would be a shame that such a good post would get lost. It was actually a year old!!!

Olive
Jason you are the man!!
written by Sternio, August 31, 2006
Great timing with re-posting this. A bunch of us in the AM program are facing this problem as we speak. Having spent the last 8 weeks in blocking, it\'s that much more of a jump.

It is a big concern to break apart that shot that took so long to block and hope to get it polished in time for the deadline.

This definitely refreshes the memory. OK.... must take the leap.
...
written by K, August 31, 2006
Good post! You\'re my favourite exhausted internet celebrity!

: P
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written by K, September 01, 2006
I took your advice to turn the arms off. I don\'t normally do that for I like to be able to see the whole pose, but for the thing I\'m doing now it\'s helped me to see some small details in the body. Woo!
Thanks
written by Brad Regier, September 06, 2006
Thanks for posting this helpful post!
bRaD
A Question!
written by Michael Herold, September 19, 2006
Oh boy oh boy, I went back to this article AGAIN. Itīs probably time to print it out and bind it.

One question: when you have those separate chunks into which you go

\"...all I’m doing is making sure that this section is clean and easy to work with\"

How does such a section look like when itīs done? How far do you work on it? Is this section totally polished and final (apart from missing the fluid transition into the next section)? Or are the keys still on the same frame and stuff like that ?

I hope you go back one day and find that question smilies/smiley.gif

Micha
...
written by jason, September 19, 2006
when I start working on those individual sections, i\'ll try and keep them as clean as possible.. so I do my best to keep the keys on the same frame, but to me that\'s less important than making the animation look right. So if necessary, I will break it up, especially if it\'s going to make animating it easier.. then I\'ll go ahead and break apart the keys and go nuts. For example, on a walk, breaking apart the tz, tx, and ty is necessary, otherwise you end up having a hell of a time getting the walk to look right.. it gets too messy! So I don\'t even try and keep the keys on the same frames there.. just do what\'s easiest.

However, on the arms, I\'ll try and keep the keys on the same frames unless I need to work on some overlap issues.. then I\'ll break them up. Again, it all depends on the type of motion.

As for how far I take it.. I get it to a first-pass level, definitely not polished.. usually not much hand animation or facial animation at that point.. I\'m just getting the body weight to work and the overlap and making sure that the timing is right.

smilies/smiley.gif
...
written by kv, September 04, 2007
awesome insights into your workflow..thanks for sharing
kishore
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