Join David Andrade for an in-depth discussion in this video Begin the rebuilding process, part of Blender: Creating a Finished Character Animation.
- Sometimes feedback causes you to completely alter a section of your character animation. It almost always happens. We'll explore how to apply the feedback, and how to do it effectively. Now, in the previous video, Brittany gave me a ton of great feedback. She really enjoyed the animation and laughed a lot. But overall, she felt that some of the poses could be pushed more, like this authoritative pose. And she felt some of the animation felt a little late. Like on rocking.
So I'm going to address Brittney's final note, the authoritative pose part. Now if you look at it, she was saying it felt a little too relaxed, so as an animator, how are we going to make this feel more authoritative? Well, one thing we can do is look at the line of action, and make it as strong as possible. I'm going to start by rotating his hips in the opposite direction. I want all of the energy to lead into that hand.
By bringing out this elbow, I'm going to make him look like he's a little bit more stiff, a little bit more angry. Well, he's not pissed off, but we just want to give him a little bit more authority. The next thing we want to do, is to push this hand forward towards the screen, maybe up a little bit. Don't let things break like this. They won't look well when you render them.
Finally, his head doesn't feel authoritative enough. So let's rotate it some and make sure he's looking right at us with his eyes. And we can bring these eyelids down and bring the brows down, too. There we go, now he's starting to feel a little bit stronger. We can bring this foot back, so it looks like he pushed right off of it. And I feel like this hand could be a little bit stronger.
I'm going to close it in, so it feels a little bit more like a fist, bring up this thumb, then take these two fingers and have them point right at the camera. There we go, now he's feeling a lot stronger. Now here's the thing about feedback. Even though it was only for one pose, it often affects all the poses around it, so let's check the previous pose.
As you can see, he's pointing in the opposite direction here, more at the screen middle, whereas in this case he's pointing more to screen right. It's not a huge change, but we can still adjust it. That's better. Now don't worry about the hand flipping out over here, we can address that in a later video. All we're concentrating on right now are just the key poses in the feedback.
Now here's one more pose. It looks like he's pointing in this direction, then the middle, and then the right. So let's adjust this a little bit, too. The same with this one, just a little adjustment. That way, everything will feel like it flows all together nicely. Let's see it.
- It ain't no walk in the park, lady. - Much better, excellent. Now don't forget, hit A twice, and hit I to make sure everything is keyed, and just for good measure, don't forget to save. You're bound to get feedback that may dramatically alter your approach to animating. Knowing how to deal with these notes will allow you to continue the animation process without hitting a wall.
- Listening to the dialog clip
- Sketching out the animation framework
- Learning how character and facial rig works
- Blocking key character poses
- Getting feedback
- Adjusting appendages
- Matching dialog to the animation
- Cleaning up frames with the Graph Editor
- Lighting and rendering the animation