From the course: 2D Animation: Tips and Tricks
Head articulation
- [Voiceover] It's all too easy to fall into the trap of being timid when animating the head. Even in the days of hand drawn animation, junior animators had a tendency to avoid articulating the head. In spite of the fact that the head is an extremely flexible object. This is made worse with puppet based animation like Adobe Flash or Animate or Toon Boom Harmony. It's very common to see scenes with an up down settle pattern. In effect, the head is like a little spring. Whereas, in reality, the head's more like a ball socket and we need to be able to move past this cliche or pattern. And so let's see how. The most obvious thing to remember is that we can pivot from the base of the neck and the base of the skull. So, I've marked these two pivot points with these red crosses and here I'm overlaying the images to give you an idea of the distance and spacing I used for this animation. So about from here to there. And here's the travel for the opposite side. So how far you can push your character before the designer model if you're working with a CGI or a 2D puppet might constrain this part of your animation. But it's a good idea to have an animated character that can look good in an upshot and finally the down position be about here. Now let's look at the animation of this basic cross movement again and I've added dotted lines for the eye line and the center line to illustrate the degree of movement. And here again, without the dotted lines, so a little more natural. Next, we have the ability to rotate the head. Now this can be done from the neck or the base of the skull. In this example, when I rotated the skull, I found it easier to use the center of the skull as the axis. So you can use whatever works for you. These are cartoon characters, so you can, if you want to pivot the skull from here or from there, your design, your rig might vary. That looks pretty good. So again, to break this down, here we have the range of rotation, pivoting from the neck, the red cross from there to here. And the same rotation to the opposite side. I could have gone further but I wanted to give you a more modest example. So here's the pivot effect when using the skull as the axis of rotation. Again, note that I set the pivot point in the center of the skull but I could have used the base had I wanted to. So, whatever's most appropriate. So here's the animation with the dotted lines again to illustrate the eye lines and the center line. And again, without. Another range of motion that's very useful to consider is a kind of a clock motion. And this allows your character to both rotate and pivot around any point of the clock that works best. So again, we're thinking about the ball sockets that we have at the base of the skull of the center of the skull that allows us this range of motion. So here are the eight positions that I used to create this animation overlay. Just to give you a general idea of the spacing of these different positions. And here they are, one, two, three, four, five, six, seven, eight, back to the first one. And now repeat the clock animation again with the dotted lines and without the dotted lines. He looks pretty flexible. All that yoga came in handy. So we have these different kinds of motions from the base of the neck or the skull. We can also get great flexibility and looseness by combining them. So here, I have rotated around the neck and then pivoted the skull. The dotted line should help you see what's happening. So, we combine and we stack these different kinds of rotations, we get all kinds of different options available to us. And here it is without the dotted lines. So, maybe it looks a little more natural. Hey, come over here, this way. So, you get the idea. So when we combine these different kinds of rotations and pivots into one scene what do we get? So here, I just took a few of my poses from the preceding sections and just put them together on the timeline to see what happens. So you can imagine if this guy was talking. I don't believe that, no this isn't possible. You know, you can imagine any kind of line of dialogue that you want over this but you get the idea, there's flexibility happening here. This isn't a head on a spring by any stretch of the imagination. And actually, you'll notice too, I've pretty much locked the neck in place. He's not really moving very much from here. And even within that physical constraint, this scene feels quite loose. So you're already moving beyond the kind of, the prison, or the straight jacket of the tyranny of the puppet or the rig. So, try to apply these principles of rotations, pivots and tilts to your character's head and hopefully you can break out of that trap.
Contents
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Loosen the joints2m 30s
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Loosen the body6m 1s
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To twin or not to twin6m 6s
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Head articulation5m 14s
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Physics: Falling4m 33s
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Creating staggers6m 32s
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Cartoony male mouth shapes5m 29s
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Realistic male mouth shapes3m 32s
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Pose-to-pose wipes4m 31s
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Zipping off screen3m 58s
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Cartoony female mouth shapes6m 1s
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Realistic female mouth shapes3m 44s
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Bird beaks4m 57s
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Stylized mouth shapes2m 51s
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Elderly mouth shapes5m 17s
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Breakdown basics turns3m 8s
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Breakdown basics reactions6m 6s
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Breakdown intermediate5m 24s
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Breakdown advanced6m 56s
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Thumbnail basics4m 56s
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Thumbnail intermediate5m 20s
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Thumbnail advanced5m 27s
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Fabric creases4m 49s
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Drag basics4m 15s
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Capes: Basics4m 48s
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Capes: Intermediate4m 28s
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Capes: Advanced4m 39s
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Flags4m 18s
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Dresses8m 18s
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Flour sack4m 25s
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Pantomime4m 7s
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Pantomime advanced6m 16s
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Object design7m 46s
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Objects Moving5m 17s
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Hair Basics6m 53s
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Hair Intermediate4m 16s
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Hair Advanced9m 56s
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Ball bounce1m 15s
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Fast Bite3m 21s
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Wipes Blurs2m 30s
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Morphs2m 39s
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Change expression4m 1s
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Timing basic1m 46s
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Timing intermediate5m 2s
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Timing Advanced3m 55s
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Texture Basic2m 38s
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Texture - advanced4m 47s
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Technical9m 4s
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Traditional animation process8m 15s
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Torque2m 54s
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Realistic construction4m 18s
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Cartoony construction4m 51s
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Eyeballs - cartoony9m 42s
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Eyebrows - cartoony5m 37s
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Eyeblinks - cartoony4m 27s
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Pupils4m 35s
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Eyes - realistic4m 58s
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Center mass2m 42s
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Crowds3m 52s
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Overcoming fear4m 23s
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Overcoming mental blocks7m 51s
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Breakthroughs8m 14s
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Avoiding burnout6m 17s
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The mystery of appeal4m 3s
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The wheel of fortune6m 45s
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Relationships matter3m 41s
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Interpreting dreams6m 5s
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Animating tails4m 21s
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Cheating transforms4m 7s
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Model sheets5m 8s
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Moving Hold3m 31s
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Moving Hold Advanced4m 28s
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Jumping with a push4m 34s
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Push objects2m 26s
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Coughing3m 8s
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Snoring5m 56s
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Reaching2m 18s
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Old styles: 1920s rubber hose intro8m 17s
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Old styles: 1920s rubber hose scene7m 51s
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Old styles: 1920s rubber hose post6m 6s
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Loosen with a reversal4m 16s
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Opposing actions4m 16s
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Overlap4m 39s
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Follow through5m 52s
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Leading actions6m 6s
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Overlapping large characters5m 20s
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Drawings, frames, and exposures3m 20s
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From rough drawings to cleanup5m 54s
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Cell painting to DIP6m 41s
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Color model3m 48s
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Tremor4m 44s
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Shaky walk2m 54s
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Camera shots5m 24s
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Strobing3m 38s
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Aspect ratios9m 34s
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Looney Toons: Intro10m 48s
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Looney Toons: Technical8m 8s
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Looney Toons: Animation style8m 20s
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Looney Toons: Walks and runs5m 59s
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Looney Toons: Scene7m 8s
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Looney Toons: FX explosion5m 5s
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Bouncing ball6m 3s
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Opposing action: Basic3m 13s
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Opposing action: Intermediate3m 56s
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Opposing action: Advanced3m 17s
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Counterpose: Basic4m 11s
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Counterpose: Advanced5m 37s
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Overlap: Introduction2m 9s
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Overlap: Advanced3m 15s
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Perspective: Introduction4m 30s
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Perspective: Intermediate1m 54s
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Plotting arcs3m 3s
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Figure 8s5m 7s
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Types of shots4m 44s
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Camera moves4m 2s
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Shot transitions3m 54s
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Staging: Introduction5m 25s
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Staging: Advanced6m 35s
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Line of action3m 16s
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Breaking a single joint1m 58s
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Breaking joints in a walk cycle3m 13s
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Plotting arcs and timing in a walk3m 29s
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Exaggerating the face2m 19s
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Exaggerating the body1m 44s
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Exaggerating acting5m 19s
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Anticipate and overshoot the head3m 13s
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Primary, secondary, and tertiary actions4m 10s
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Create personality with leading actions3m 14s
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Squashing the face for chewiness3m 8s
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Squashing bodies for animal runs2m 56s
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Reversing the line of action2m 15s
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A stretchy jump4m 33s
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Introduction to anticipation2m 46s
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Plotting character arcs3m 57s
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Leading actions on walks1m 29s
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Fast transitions2m 42s
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Breaking down a turn2m 47s
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Introduction to accents1m 30s
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Advanced stagger2m 59s
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Squash and stretch3m 36s
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Examples of counterpose1m 37s
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Straight-ahead animation3m 38s
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Pose-to-pose animation3m 53s
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Different accents3m 5s
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Correcting arcs and spacing6m 23s
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Frame rates and logistics6m 22s
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Wheeled robot3m 48s
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Animating walks on beats4m 12s
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Animating candles7m 53s
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Giant robot6m 41s
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Tails and reversed curves6m 2s
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Animating hair and clothing11m 9s
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Fixing hair and clothing5m 47s
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Plussing hair and clothing5m 3s
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Tripod walk6m 36s
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Dividing in thirds and fifths5m 39s
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Lighting a scene4m 10s
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The mushroom cloud6m 37s
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Ocean waves4m 32s
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Ocean waves: Advanced6m 3s
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Drawing budget3m 39s
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Sweatbox notes3m 11s
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Layout poses2m 20s
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Concise naming conventions7m 7s
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Cheating camera orbits2m 3s
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When to start a pan1m 39s
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Sixties TV intro and style3m 37s
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Sixties TV Structure7m 24s
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Sixties TV assembly8m 26s
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Sixties TV post-production3m 38s
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Cheating depth with color and tone8m 18s
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Cheating depth of field with blurs4m 53s
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Cheating depth with motion3m 11s
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Extreme walks3m 47s
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Acting with clothing and hair1m 11s
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Basic smoke poof3m 58s
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Advanced smoke poof4m 35s
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Animating a splash3m 58s
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Constructing animal snouts1m 16s
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Animating a dress3m 16s
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Fixing a dress animation2m 43s
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Animating puppet dialog2m 2s
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Planning side-scroller game animation9m 38s
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Creating the artwork and designs9m 28s
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Zero poses and idle animations5m 39s
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Walks and hookups3m 49s
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Jogs, runs, and hookups4m 44s
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Picking up objects2m 34s
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Jumping and crouching3m 20s
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Firing a weapon2m 32s
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Breaking an animation into pieces2m 49s
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Hit reacts1m 47s
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Dies3m 24s
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Flipping horizontally2m 42s
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Wins and levels up4m 15s
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Construction4m 41s
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Hands6m 34s
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Advanced hands4m 49s
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Texture in design3m 53s
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Straights and curves4m 3s
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Designing feet6m 50s
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Dimensional forms3m 25s
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Using color for story4m 13s
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Styles5m 28s
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Simple run4m 26s
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Weight and mass1m 55s
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Weight and mass in motion6m 55s
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The foundations of animation10m 51s
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Easy vs. hard scenes2m 11s
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ABC scenes4m 10s
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Puppets and gestures3m 57s
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Puppets and arcs3m 33s
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Boiling a line3m 16s
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Odd timing on twos5m 25s
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AA cycles4m 38s
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ABA cycles5m 1s
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Don't pop 1: Line and color2m 41s
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Don't pop 2: Lighting4m 40s
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Don't pop 3: Camera angle2m 43s
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Don't pop 4: Composition3m 38s
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Dos and don'ts11m 3s
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Making poses read3m 59s
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Making expressions read3m 31s
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Timing charts vs. tweening5m 36s
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Capes basic6m 15s
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Capes intermediate5m 56s
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Capes advanced2m 29s
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Hair basic2m 42s
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Hair intermediate2m 8s
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Hair advanced4m 5s
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Flags6m 8s
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Fine-tuning flags7m 4s
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Punchy dialog2m 8s
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1980s TV animation history3m 12s
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1980s TV animation techniques5m 10s
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1980s TV animation scene11m 57s
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1980s TV animation post production5m 53s
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Color vs. pencil test1m 42s
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Popping on and off screen2m 2s
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Foreshortening scene5m 43s
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Isometric game intro6m 45s
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Isometric game acting and dialog3m 46s
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Isometric game turning around2m 58s
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Isometric game walking5m 19s
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Bluth-style intro4m 59s
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Bluth-style design8m 15s
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