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Pose-to-pose animation: Finalizing

From: 2D Character Animation

Video: Pose-to-pose animation: Finalizing

So now we have a change of weight in the body as well as a head turn and let's go ahead and finish up the rest of this characters animation. Let me show you where we are at, at this point. We've got the character turning, we've got a little bit of squash and stretch on the head and we've got a proper head turn. But we also need to work a little bit with the arms as well as give some squash and stretch to the body. So let's go ahead and do that. Now, the first thing is let's go ahead and focus on this right hand, which goes from palm up to palm down on the hip.

Pose-to-pose animation: Finalizing

So now we have a change of weight in the body as well as a head turn and let's go ahead and finish up the rest of this characters animation. Let me show you where we are at, at this point. We've got the character turning, we've got a little bit of squash and stretch on the head and we've got a proper head turn. But we also need to work a little bit with the arms as well as give some squash and stretch to the body. So let's go ahead and do that. Now, the first thing is let's go ahead and focus on this right hand, which goes from palm up to palm down on the hip.

So as he moves from one to the other, we've got a couple of things. First of all, we need to do some drag. So as this hand moves down, we want to drag this hand back. So I am just going to go ahead and rotate that back just a little bit. So now, we're getting a much better sense of drag on that hand, but we also need to flip the hand over, we need to go from palm up to palm facing the audience, to palm down.

So, I am going to at this point go ahead and turn off this hand and turn on another hand, which has the palm facing the audience, and then just go ahead and dial that into place. So now as you can see the palm turns hand up and then as he comes into putting it on his hips, somewhere here around frame 10, I'm going to go ahead and give myself a palm down position. Something like this.

So now I need to flip it over and then just position it. Here we go, much better. Now just go ahead and rotate that just a little bit. So now I've got this hand working just fine. So it goes and drags a little bit, flips over and then comes resting on the hips. Now the other hand, the left hand, and the left arm is really isn't in between in quite as well as I want, because here where he is kind of facing the audience, all of his weight is going to his right.

So in other words, in order to counter balance this, it would be nice to have his left arm out. So I'm going to go ahead and grab his left arm and just rotate it out at this particular point. So now we've got his hand coming out and then back down. So this gives a much better sense of balance. Now, right here, you'll notice here is a little bit of an incongruity here, because really the shoulders are little bit off. I've got this shoulder here for the left arm is up pretty high, but the one for the right arm is actually a little bit lower.

So, I'm going to go ahead and take that right arm and then just move it up just a little bit, so that I've got a nice strong line between here. So now we've got the hand motion, but I also want to get a little bit of squash and stretch on the body. So I'm going to go ahead and select the body. As he comes down, right about here, I'm going to go ahead and stretch him vertically, and then go ahead and scale him down just a little bit on the horizontal side, make sure he is positioned. So, now he is stretching down and then as he pushes up, I want to squash him.

So again, we're going to do the opposite. So I'm going to make him little bit wider this way, a little bit shorter that way and now we've got stretch, stretch, squash, and then he overshoots and settles in. So again, when he overshoots, we're going to go ahead and stretch him up. So he stretches down, squashes and then comes back up. Again, it just gives a little bit more life to the animation. Now the last thing I want to play with is the hat on the character's head.

This can actually add a lot more life to the animation and I want to do some squash and stretch on that as well. As the head stretches down, I want that hat to start stretching. So I'm going to stretch it up and then as he pushes up, it's going to squash. So we're going to make it wide and short and maybe even squash it down on his head just a little bit. Stretch, squash and then as he settles in, I want that hat to almost come off of his head.

I'm just kind of take that hat off of his head, so now bounces up, and you can see how the hat actually comes off of his head and then settles in. So let's go ahead and take a look at the final version of this animation. As you can see we've got a much stronger animation than we had at the beginning. We've got a good sense of transfer of weight, we've got some squash and stretch in the character and we also have some proper motion in the arms. Now, all of this is really just the basic principles of animation applied to a simple situation, which is going from one pose to the other, and as you can see, all of the principles of animation really do apply.

Now, lot of your animation is going to be from pose-to-pose. So use these techniques to go from pose -to-pose and give your animation a lot more realism and a lot more life.

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This video is part of

Image for 2D Character Animation
2D Character Animation

73 video lessons · 21951 viewers

George Maestri
Author

 
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  1. 2m 18s
    1. Introduction
      1m 2s
    2. Using the exercise files
      1m 16s
  2. 48m 21s
    1. Designing characters
      3m 22s
    2. Tracing characters
      4m 32s
    3. Creating joints that work
      3m 53s
    4. Working with outlines
      4m 0s
    5. Accessorizing your characters
      2m 21s
    6. Creating parts for replacement animation
      1m 41s
    7. Rigging hierarchies in After Effects
      5m 33s
    8. Rigging replacement animation in After Effects
      5m 52s
    9. Rigging with the Puppet tool in After Effects
      3m 16s
    10. Rigging Flash characters
      5m 50s
    11. Rigging replacement animation in Flash
      4m 25s
    12. Rigging with the Bone tool in Flash
      3m 36s
  3. 55m 29s
    1. The first law of motion
      3m 3s
    2. The second law of motion
      3m 45s
    3. The third law of motion
      3m 19s
    4. Using slow in and slow out
      5m 34s
    5. Arcs and smooth motion
      5m 4s
    6. Understanding overlap and follow-through
      5m 16s
    7. Animating overlap and follow-through
      5m 46s
    8. Understanding squash and stretch
      3m 10s
    9. Animating squash and stretch
      4m 40s
    10. Squashing and stretching characters
      5m 16s
    11. Understanding weight
      3m 27s
    12. Understanding anticipation
      4m 54s
    13. Animating anticipation and weight
      2m 15s
  4. 45m 50s
    1. Internal vs. external forces
      4m 45s
    2. Bringing characters to life
      4m 57s
    3. Animating blinks
      4m 37s
    4. Animating changes in eye direction
      2m 43s
    5. Animating head turns
      8m 1s
    6. Creating a strong line of action
      4m 16s
    7. Creating strong silhouettes
      2m 19s
    8. Pose-to-pose animation: Blocking
      4m 32s
    9. Pose-to-pose animation: Animating
      4m 21s
    10. Pose-to-pose animation: Finalizing
      5m 19s
  5. 46m 53s
    1. A walk in four poses
      2m 27s
    2. Motion of the head and body
      1m 32s
    3. Walk cycles and backgrounds
      1m 40s
    4. Skeleton motion and walking
      4m 2s
    5. Animating a walk: Contact position
      3m 0s
    6. Animating a walk: The feet
      9m 10s
    7. Animating a walk: The body
      5m 19s
    8. Animating a walk: The legs
      8m 21s
    9. Animating a walk: The upper body and arms
      3m 46s
    10. Animating a walk: The head
      2m 50s
    11. Animating a walk: Squash and stretch
      4m 46s
  6. 26m 52s
    1. A run in four poses
      4m 10s
    2. Animating a run: First pose
      4m 39s
    3. Animating a run: Second pose
      3m 45s
    4. Animating a run: Third pose
      3m 27s
    5. Animating a run: Fourth pose
      5m 1s
    6. Animating a run: Upper body
      5m 50s
  7. 37m 6s
    1. The basics of dialogue animation
      4m 35s
    2. Reading tracks and assigning mouth shapes
      5m 33s
    3. Phonemes and lip-syncing
      8m 36s
    4. Animating dialogue: Animating the body
      6m 27s
    5. Animating dialogue: Assigning mouth shapes
      4m 10s
    6. Animating dialogue: Finalizing
      7m 45s
  8. 1h 27m
    1. Animating a scene
      2m 0s
    2. Setting up the scene in After Effects
      3m 2s
    3. Animating the feet in After Effects
      10m 40s
    4. Animating the legs in After Effects
      4m 21s
    5. Animating the upper body in After Effects
      9m 44s
    6. Animating the mouth and blinks in After Effects
      7m 5s
    7. Setting up the scene in Flash
      4m 6s
    8. Animating the feet in Flash
      9m 0s
    9. Animating the body in Flash
      5m 23s
    10. Animating the legs in Flash
      7m 24s
    11. Animating the hands in Flash
      11m 54s
    12. Animating the mouth in Flash
      12m 26s
  9. 33s
    1. Goodbye
      33s

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