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"Pixels and Lead"
by Doron Meir -
Part 1 of 2

"Acting and Animation"
by Doron Meir -
Part 1 of 2
Pose to Pose Animation
by
Keith Lango

Doron Meir -
Character Animator
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      Animation Article

Pixels and Lead - Part 2
Doron Meir, a classic animator retrained for CG, examines the relations and differences between the two types of animation, and offers some insights, tips, methods and conclusions.
The first part of this article discusses the methods of working in classic 2D animation. The second part compares that to CG.


By Doron A. Meir
06.12.03

In the first part of this article, we've explained the methods of working in classic 2D animation.
So what is the difference between this process and the method of animation in CG?
Well, the answer is: none. I work in quite the same way in both. The difference lies elsewhere: classic animators use papers.

Animating on paper
• Constantly flipping the drawings - all the time, even while drawing - with the previous drawing (checking proportions and motion), the two previous drawings (checking flow and arcs), or the three or four previous ones (not as often - a deeper checking of flow). With inbetween drawings you flip between the previous and the next drawing. All it takes to get back to the current drawing is a small movement of the fingers.
• Occasionally you change the order of the papers. It's very easy. The animator sets up a sequence of drawings he would like to examine, and flips them or turns on the light table to see them overlap. The order of the papers in the work process is entirely unrelated, of course, to their final order in the film (contrary to CG animation, in which the work is done directly on the timeline).
• You can easily get the onion skin effect (several transparent, overlapping drawings) - just turn on the light table.

Here the differences between CG and classic animation are quite evident. Some of it, like working independently of the timeline, does not exist in any of the currently available 3D software. Other features (like onion skin effect) can be found in some of the programs, but never as simply as pushing a button.

Why is this relevant to CG animation? Because the classic way of work, especially the flipping, is the very thing that develops the famous "sense of motion" - that feeling that guides the animator and tells him whether a certain motion "works". A classic animator would usually flip to previous drawings before he even starts drawing the next keyframe, in order to feel and imagine roughly how it's supposed to look.

These issues are solvable. It can be programmed. I hope someday, someone will actually program it. But these are differences that, important as they are in my view, are still superficial. The deeper differences are still ahead.

Fundamental differences between classic and CG animation
Indirect animation
Some of the basic differences, I've noticed very early in my CG experience. I felt, and I still do, that in CG animation I wasn't actually animating: I was explaining the software, through its user interface, how I want it to animate. In other words, the work is indirect - contrary to classic animation (as well as puppet animation, for instance). Every animator who ever yelled at his computer "but I asked you to do it like that!" will understand what I mean. Not to mention missing or too complicated features.

Intuition

In classic animation one can create quickly, with a few lines, a rough pose. This allows a simple, flowing, harmonic animation process, concentrating on acting and motion without being distracted by details. The drawings can then be carefully redrawn, with all the necessary details, keeping the original flow of the free, intuitive animation. This is impossible with 3D animation: each pose includes tedious picking, moving and rotating of different objects. In classic animation you think of the pose, then analyze it to its parts; in CG animation you have a multitude of parts from which you assemble a harmonic pose. A hand is perhaps the ultimate example: a few seconds of pencil time, a lot more digital time.

A hand in a few seconds. Posing a hand in 3D requires using up to 20 objects (3 bones for each finger, 4 in the palm itself and one for the wrist).
A whole pose in less than half a minute, including character design. Drawing is much more intuitive than 3D posing.

Rigging
The rigging problem accentuates the above two issues even further. Each rig has a sort of user interface, with its own features, missing features and bugs. Thus another thick layer is added to separate the animator from his animation. And on top of that, the rigging issue is very much responsible for the intuition problem.

A classic animator thinks less about bones and more about the forces working within his character. The character is trying to reach something high? The animator visualizes a power that supposedly pulls the character up, stretching it through its fingers and influencing the whole body. The character reaches to scratch its head? The animator doesn't move the arm: he moves the hand. The character hits the floor after a jump? In the mind of the classic animator there is a squashed mass, along with a sense of weight and the strength of impact. There is nothing similar in the current rig technology.

Illusion of motion
This is, I think, the most inert and fundamental difference between classic and CG animation, and it's so simple that it goes completely overlooked. I noticed it for the first time while working on this article.

Classic animation is an illusion of motion. CG animation really moves. In other words: in 10 frames of classic animation there are 10 static characters, but they are drawn and arranged in such a way that it seems to be one character who moves. In 10 frames of CG animation there is only one character.

This simple but unobvious difference has significant consequences. In classic animation I can do whatever I like. If, all of a sudden, just for a single frame, I want my character to stretch, or completely distort, or turn into a messy scribble or a tomato - anything - and I think it fits the action, I do it like that. In CG animation, by contrast, I am limited to the existing character and to the "laws" made by the rigger - that is, unless I model something entirely new, just for that single frame, and also the inbetweens (which is of course not practical, at least for regular commercial projects).

This is the reason for many advantages and disadvantages of the classic vs. CG animation, but mainly it draws us to the conclusion that compared to classic animation, CG animation is inescapably a restrained medium, simply because it's harder to distort and exaggerate when you are trapped in a web of laws such as exists in CG animation, and completely absent in classic animation.

More important differences between CG and classic animation:
• Classic animation is done from a single point of view - that of the camera. 3D animation is done simultaneously from every point of view.
• The classic inbetweener is human, and has human intelligence (usually). The computer understands nothing, and has no common sense at all.
• The result in CG animation can be viewed instantly and altered at any point, while in classic animation it's impractical to test every minor adjustment, and when the inbetween is done the animation is usually not changed. Therefore classic animation demands more imagination and planning.
• In CG animation each object has its own keys, while in classic animation the keys are generally set for the character as a whole.

Conclusions
General

• The spontaneous nature of drawing is irreplaceable. CG animators, too, will gain from a solid quick-sketching and drawing ability, which will enable them to create appealing, interesting, flowing thumbnails that can be used as reference for the actual animation.
• Animation is tough enough even without technical complications, but the 3D animator is working with double gloves - the interface and the limitations of the software, and those of the rig. Precisely because his work is less comfortable and intuitive, the 3D animator has to better understand what he's doing, whereas a classic animator can use his intuition.
• Since in CG animation you can immediately view the results, the animator has a better chance of getting exactly what he was after. Classic animators must be extremely experienced to achieve this goal, especially when it comes to timing. CG animation can shorten the learning process, and on the other hand may cause the animator to neglect the planning and visualizing stage - which is dangerous in my opinion.
• Working in 3D space -animating from all angles simultaneously - can contribute to better understanding of pose, weight and anatomy. Nevertheless, since a holographic medium is yet to be invented, the final result is two dimensional, seen from a single angle. Therefore the camera has to be set prior to the animation process, and the animator should take specific care of the pose from that point of view.

Software
• The rig technology is still not fully formed. I think the animator should be given the option to use not just his rational but also his intuition. The objective I would suggest is for the rig to enable work on forces (weight, squash, stretch, line of action), leaving the work on bones for fine tuning. Also, the entire IK scheme is problematic and should significantly improve in order to be really intuitive.
• Several features can be added to let the CG animator work similarly to the classic way of working with papers. For example: an option to set a few poses that can easily be flipped with the current frame. There should be a hotkey that toggles ghosting (onion skin effect) for these poses. Also it should be easy to rearrange the selected poses without influencing the timeline arrangement.
• There should be a simple option of setting the nature of inbetweens (slow in, slow out, smooth) for all the character's objects at once. Most of the major programs now include such a feature, but it's not simple enough, and when the character is very complicated (includes many objects) it may be time consuming and cause technical problems.

Work methods
• It is well to keep the keys grouped for the whole character as much as possible. It simplifies the animation process, gives the animator greater control over the final result, and prevents some technical complications. Once the animation generally works, you can fine tune by changing and altering the keys for specific elements.
• Sometimes it is more practical and convenient to animate more freely, i.e. to work on each object separately. When the animation is essentially done, you can group the keys by creating grouped keys (i.e. on all objects at once) in the important frames and deleting the rest of the keys. When correctly done, the animation will stay almost the same and you can refine timing and poses without getting all tangled up.
Sample: in Test A the arm as a whole has 18 keys, spread amongst the many objects, while Test B only includes 7 grouped keys.
• Occasionally I would begin the work on a scene by setting the important poses regardless of the timeline. I set pose 1 at frame 1, pose 2 at frame 2 and so on. This inhibits the temptation to make premature previews, and forces me to plan and imagine my timing in advance.
• The stepped test of classic animation, which takes a little practice to use, helps to better understand the role of keys and extremes in creating the animation. In my opinion, CG animators can also use it to their advantage. Keith Lango's excellent article presents a similar method.
• Before adding the inbetweens, the stepped test should already include arcs and timing suggestions, including ease in/out. If the stepped test works, the influence of the inbetweens (of which the animator, of course, has less control) would be minor. Further more, since the stepped test already describes the desired motion, the inbetweens can be treated in terms of slow in/out/linear (instead of tedious work with curves and beziers). It is simpler, and also creates a less mathematical and more natural movement.
• Where cartoon animation is needed, you may want to consider:
• Simple, flowing and graphic character, without too much detail in model or texture.
• Rig - as flexible as possible, thinking ahead of possible distortions (wildly open mouth, violent stretch/squash, etc.).
• Animators with classic background can draw sketches of the animation, in order to better feel the flow and the distortions needed.
• Once the animation is done, the model (mesh) itself can be animated where distortions are needed.
• Don't be afraid to hold the character. The conventional CG animation way of thinking says that a hold does not look good in 3D. I think the main reason for that is that contrary to drawn animation - which is perceived as an icon or caricature - CG animation is seen as a simulation of reality, and in reality holds don't exist. I think cartoon will be seen as caricature in CG as well, and therefore the holds will hold (so to speak).



Pointing finger: example of "classic" way of work
Since we're talking about a very simple animation, I skipped on thumbnails and went straight to the extremes. After having planned the desired timing, I set the two main poses: initial and final. Then I set the anticipation. I watched the animation and made sure that the timing I planned roughly works. In every keyframe there is a key for all objects.
"Extremes" test

Now it was time for some breakdowns. To see the arcs I worked with ghosting (onion skin effect) and trajectory options. I set two breakdowns to make sure I would get the arc I wanted (in classic animation one breakdown would be enough, with a drawn arc that the inbetweener can follow). The second breakdown pose is quite close to the anticipation extreme, but it's not as close in the timeline, which makes a slow in. Between the anticipation extreme and the final pose I added another breakdown, defining a very flat arc and adding a "drag" on the hand and index finger. After the "pointing" extreme I added a recoil pose that also serves as a moving hold. I went through the important objects, making sure the arcs work. The result, still in stepped keys, can be seen here:
Initial stepped test

As you can see the animation already works, even though there are still no inbetweens - just like in the classic test in the beginning of the article. Now I turned to some specific adjustments: stretched the bones in the pointing extreme to get some more elasticity, and added a key for one frame in which the hand is stretched, to simulate a blur (this is a 2D cartoon trick. A fine example of this can be seen in Eric Goldberg's animation for the genie in "Aladdin").
Final stepped test

It's time to add inbetweens. I selected all the objects (as you may remember, every keyframe contains keys for all objects), and changed the curves: accelerate from the first to the second key, smooth to the third, then slowing in to the forth (anticipation extreme). Slow out towards the pointing, no inbetweens between the stretched key and the pointing itself, and then slow in towards the recoil, final pose. Made a test, here and there I made some timing corrections (very easy, as the keys are grouped), and the animation is ready:
Final test

No tedious curves work has been made, and yet the animation is smooth, elastic and also somewhat cartoony. More importantly, this method does not destroy creativity and may even improve it: instead of investing a lot of time in curves and motion, most of the time was spent on the initial extremes, the important ones, those that tell the story; a little less time was put into the secondary poses, the ones that make the motion; and the shortest time was spent on the inbetweens, whose sole function is to smooth out the motion. Furthermore, since every keyframe is set for the whole character (the whole hand, in this case) and not parts of it, I was able to maintain high level of control over the final result.
I chose not to go over the animation and clean up redundant keys, or smooth the arcs in the graph editor, because I wanted to keep the more natural timing that you get when the arcs are not completely mathematical and "correct".

It is important to emphasize that there is no intention to claim that this is "the right way to work in CG animation", but merely a possible example of how classic animation methods may be put to work in the CG world.

And finally…
Finally, animation is animation. This article examined through a magnifying glass - no, through a microscope - the differences between classic and CG animation. But, when all is said and done, it's more of the same thing, and the goal is always the same: Nice motion and interesting, convincing acting. And so all animators, in all techniques, are sitting in the same boat, trying to understand where the hell we're paddling to.

I'd like to thank Kfir Ram from Asifa Israel, Tal Flint and Nir Hermoni, and also the guys at Tapuz animation forum, for their help with this article.

 


The author is a 2D/3D animator, animation teacher and a generally odd man.
For questions, comments, compliments or hate-mail, contact: doron_mei@bezeqint.net


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