FOR EVERY ANIMATOR there are a variety of techniques that are used throughout the animation process. As you develop your skills, a portfolio of mantras that you call upon regularly will also develop: your kung fu, so to speak.
This chapter contains a wide selection of very useful tools and techniques for animating. While creating a piece of animation, you may call upon some of these techniques dozens of times, others only once, but all of them will make a regular appearance in any animator's workflow. Prepare, grasshopper, for efficiency lies within…
HAVING TO PRESS THE KEY incessantly while animating does two things: gets tedious, and wears out your key. So in the interest of preventing tedium and extending your keyboard's life, let's look at the different ways we can use Maya's Auto Key. This feature eliminates most of your manual keying, and while it's pretty straightforward, it works great with the Hold Current Keys option, which is easy to overlook.
AutoKey.ma
You can manually key just the Translate, Rotate, or Scale attributes by pressing +, +, or +, respectively.
THE TIMELINE is the interface element you will use more than any other when animating in Maya. It has a lot of functionality beyond scrubbing, but its simple appearance can hide how powerful it is. There are lots of edits you can do without ever leaving it, from copying and pasting keys, to reordering them or setting tangent types. Even playblasting is readily available. After working through this cheat, you'll have some timeline chops that will serve you as long as you animate.
We're going to use a simple animation of the Goon doing a take. We have three basic poses and right now that's all they are: poses that interpolate to each other. Let's use some fancy timeline editing to make it less poses and more animation.
Timeline.ma
Timeline_end.ma
You can hold down and drag in the viewport to scrub without being on the timeline.
The timeline is where you can activate sound for dialogue animations. Import the sound file through the File menu, then right-click on the timeline and select the sound to activate it during scrubbing and playback.
CARTOONY STYLE IS A VERY DIFFICULT style to attain. Most novices make the mistake of trying to push all of the fundamentals. By exaggerating EVERYTHING, they feel like the animation will automatically become cartoony. This could not be further from the case.
To create cartoony movement, we need to create the IMPRESSION of an exaggerated movement by picking a visual simile. What does that mean? Choose a motion that is realistic, and can be observed in everyday life, and put that motion into your character.
You've seen it all before – a character's head rings LIKE A BELL after he gets punched. A character falls the ground LIKE A SHEET OF PAPER after he gets flattened. A character's arm wobbles LIKE SPAGHETTI after he gets a shot of Novocain in it. All of these examples reference REALISTIC motions that, when we put them into the body of our character, become cartoony. You will notice none of these examples mention anything about exaggerating. We're going to be creating the last example of the numb arm in this cheat, using some reference geometry. Using reference geometry we do not have to guess the motion we're trying to get out of the wobbly arm, it's right there in front of us to copy. Use this cheat whenever you need to closely reference any motion for cartoony-styled animation.
cartoony_Start.ma
cartoony_End.ma
We used a wave deformer to get this wave action, but there are many different ways to get awesome cartoony movements, including deformers, dynamics, and even hair and cloth. Think about the IMPRESSION you want to give, and then create some reference geometry that it's as easy to reproduce as copying into your character's body.
THE TRAX EDITOR, apart from being the best place to import and manipulate audio, was actually built to load animation “clips” onto character sets. This can be very fun and intuitive.
Manipulating clips is kind of like “mixing” animation. You can create a library of clips and mix and match the animation to create entire performances, or, perhaps more usually, multiple permutations of background animation. Imagine how easy it would be to animate a small crowd if you can just drag and drop animation clips onto the characters, mixing movement into cycles and blending between clips. The Trax Editor does just that.
Some things to know about using clips is that the character sets normally have to be identical, so working with a finished rig is highly recommended. Also, you want to make sure your animation is created to be mixed and matched. Meaning you should be thinking about creating actions that are modular and/or layered to be used in a non-linear fashion.
trax_Start.ma
trax_End.ma
These clips were exported with the animation taking place in ‘relative’ space. This setting means that the position of the controls will start from the end position of the last clip. So, you can have a clip where a character starting at 0 walks forward 5 units, and then in the next clip he'll automatically walk from 5 to 10.
COPYING DATA GOES BACK to the earliest functionality of computers, and it is alive and well in computer animation. Maya's curve-copying abilities are rather extensive, and it offers many options for shuffling animation data around to save time and effort. We're going to build on a laughter animation in which the character is yet a bit too static, by copying curves onto his head, neck, and body to make him much more, well, animated.
As we'll see in this cheat, copying isn't only for putting the same curve on another control. Any attribute's curve can be copied to any other attribute. This is great for taking a curve that is similar in shape to what we want onto another control (even if it's a rotate going to a translate, for example) and using it as a starting point. Tweaking a curve can be much faster than positioning the control and setting keys. Faster = good.
CopyingCurves_start.ma
CopyingCurves_end.ma
This is a perfectly valid method for blocking in simple animations, but works best with things that are short, or loop, such as a dance or other cycle.
Copying curves is a great technique, but it's almost always best for quickly giving you a curve to start refining, rather than a finished result. It can also work well for starting overlapping action on things like tails and floppy ears.
IN ORDER TO GET APPEALING, polished animation, it's a good idea for the motion to travel in pleasing arcs. After all, it is one of the twelve animation principles! There have been plenty of tools made for Maya to track arcs, but what about fixing them directly in the viewport? Wouldn't that be nice? Or even adjusting your spacing without having to go into the Graph Editor? If only there was a way…
There is. One of the best features in Maya 2013 for tracking and editing arcs (and other things) is the Editable Motion Trail. Not only does it show you the path an object is taking through 3D space, but it also allows you to edit that path directly in the viewport. Needless to say, this has been a feature animators have desired for quite some time, and Maya 2013 makes it a reality.
Editable Motion Trails give you lots of power. They work in conjunction with the other keyframe tools (the Graph Editor, and the Dope Sheet) so anything you edit on them will be reflected everywhere else. You can adjust the path of action, timing, and spacing, as well as add, delete, and move keyframes right on the path. This cheat will give you all the ins and outs of this most welcome addition to Maya's animation toolset.
EditableMotionTrail.ma
The Trail Color slider is very handy for when you have multiple motion trails happening. Keeping the colors different makes it easier to remember what is what.
The Pinned option means that the trail will stay present all the time. If you turn it off, it will only appear when the object with the trail is selected.
A LMOST ANY RIG that is intended for character animation will have the arms and legs available in two modes, IK (inverse kinematics) and FK (forward kinematics). Many animators have a mode they prefer to use when either is viable, but there will often be times when you have to use a specific mode, at least for part of the animation. If your character is going to plant his hand on something to support his weight or push or pull it, you will have no choice but to use IK arms if you want acceptable results. Switching between the modes can seem tedious at first, but when you understand how switching works, it's really quite simple.
For a quick refresher, FK (forward kinematics) means that the position of the hand (or foot) is dependent upon the joints leading up to it. This is how our bodies work in the real world. To reach up and grab something with your hand, your shoulder must rotate, taking your upper arm with it, which takes your forearm with that, which takes your hand up to the object. You can't raise your hand without at least raising your elbow, and so on. With FK, if you move the character's body, it will move the arm as well. This works well for things like walks and gesturing, but not for pulling or pushing things.
IK (inverse kinematics) is the opposite. The hand is positioned on its own, and Maya figures out where the rest of the arm would be angled based on that. You can think of the hand almost as a separate object that's tethered to the body. If you move the body the hand will stay where it is, making it ideal for pushing or pulling. This way we can work on the body animation without losing the positioning of the hand.
IK_FK.ma
Some rigs have advanced options for IK arms. These hands are in world space, but it's possible to switch that if it's built into the rig. For example, it can have a root space option, which means the IK will move if the root does, but nothing else.
W HEN PLANNING AN ANIMATION, an important step is determining if it's best to use IK, FK, or both at different times. When we need to use both, switching between them in a way that's smooth and seamless is the key to quality work. While some animators may dread this element of animating, when you keep in mind how switching works under the hood, it's very straightforward.
The thing to realize is that there are actually two different arms as far as the joints underneath the geometry are concerned. One arm isn't switching between IK and FK modes, we're actually moving the geometry to another joint skeleton. So when you switch to from, say, FK to IK, keep in mind that the frame where IK takes over, the FK arm is still in its last position, following along (albeit invisibly). Remembering that there are two arms at work will make switching clearer in your mind.
While it's possible to blend into the other arm over several frames, I believe it's almost always best to do the switch over a single frame. When you blend, there are frames where the geometry is partially attached to both arms, so both controls affect the geometry to varying degrees. This makes it difficult to be precise in both posing and timing. It can work, of course, but I always prefer complete control at every frame.
Some rigs do have IK/FK snapping, which makes life much easier by automatically aligning either arm to the other. Many rigs don't, however, and you just have to pose the switching frame manually, which is how we'll do it here.
IKFKswitching_start.ma
IKFKswitching_end.ma
For any kind of IK/FK switching, don't sweat the small stuff until the transition is working. Focus on just the hands and hide or ignore the fingers until the foundation is set.
In most FK to IK switches where the hand is planting on something, take care that it just doesn't stick and remain frozen on the object. The hand should feel organic, the flesh slightly squishing against the object.
DURING PART OR ALL of their animation process, some animators like to use character sets, which are basically selection sets you don't need to select to key. They're kind of a legacy feature, as they've been around since the earlier versions of Maya, but a number of animators still find them useful. Personally, I think they work best in situations where you have to do a lot of keyframing on specific channels of a control, such as the fingers, and for that they can be handy. In this cheat we'll look at how to create and edit character sets.
CharacterSets.ma
It's best to create character sets before you start animating. If you need to create a set with controls that are already animated, create a new set with nothing selected. Then add the controls or attributes to the set using Add to Character Set.
ONE ISSUE THAT CAN ARISE when animating props is needing different pivot points at different frames. Being able to rotate an object from other pivot points when you need to makes animating much easier. While it is possible to key the pivot point of an object to different spots during the animation, this method is difficult to make changes to and keep track of. It also does not give a clear indicator, such as a Channel Box attribute, that the pivot point is being animated. Instead, then, we're going to use grouping to achieve the control we need and make animating multiple pivots more straightforward.
Grouping is basically parenting your object to an invisible object that can be moved, rotated, and translated just like any other object. You might think of it as a container for an object or objects. We can define the pivot point of the group wherever we like, and we can nest groups as many times as we need to get the number of pivots we require.
The important thing to remember is, once the groups are created, always animate from the top group down. In other words, the last group we create (the highest in the hierarchy, group 2 in the above diagram) is the first one we animate. Also, once you “leave” one group and move to the next one down for the next pivot point, you cannot go back to the previous one at a later frame. You must plan ahead beforehand so you don't animate yourself into a corner.
It may sound a bit precarious, but this cheat will give you all the info you need to have as many pivots as your heart desires. Always be sure to plan your animation first, determine how many pivots you need, where you need them, and the order in which they happen. For this animation, the shuriken will be flying through the air, so we will need to first animate it from its center, meaning that's the last group we will create for it. It will then stick into a wall with one of the tips. The shaking from hitting the wall will resonate from that tip, so that's where the other pivot will be, within the first group.
So in a nutshell, create the groups working backwards from the end of the animation. Animate them starting at the top group (the last one you create).
MultiplePivots_start.ma
MultiplePivots_end.ma
Never use grouping on a rig, as adding a parent-child relationship can break it. Only use it on props and simple objects. If you need this type of pivot control in a character, it must be built into the rig.
You can use grouping to scale sets and scenery, provided they are just models and not rigged. Simply select everything, group it, and use the scale controls on the group to make it fit your character.
IT IS INEVITABLE, IT IS YOUR DESTINY… as an animator the time will come (and regularly at that) where you'll need to make changes to work you already started refining. It can be frustrating when it happens, but it's one of the tiny cons to the major pro of doing the coolest thing in the universe. Doing a reblock in the middle of an animation is just a fact of life for an animator. The key to making changes smoothly is knowing how to save what you can, when to shuffle around poses that can be salvaged for other spots, and not allowing the new stuff to derail what's already working.
We're going to look at a sort of test case where we take something that's already in the refining stages of animation, and insert another acting beat into it. We'll start with a simple take animation, and imagine we've been given the direction to have him see a spider first, which then makes him do the take.
MakingChanges_start.ma
MakingChanges_end.ma
When doing this reblocking, I say things like ‘we'll hold this pose for 30 frames.’ This animation will be augmented in other cheats with keep alive things, such as blinks, moving holds, etc. Since this is a reblocking, we still want to think in the broad strokes of overall poses, but there will be animation within those poses when we're finished.
Here's a good trick when you need to insert new material into an already refined animation: isolate the sections that won't change by inserting keys (hold and middle click) in the Graph Editor on all curves before and after where the change happens. Then delete all keys in between the sections to give yourself some working space. Inserting the keys makes sure any new poses you'll add won't affect the animation you don't want to change.
IF YOUR GOAL IS TO WORK in a production setting there are some things you should know about the studio environment that may help you avoid problems in the workplace. The guidelines below will ensure a copacetic working environment for all.
It is always a good idea to sit silently in a few dailies sessions to observe the culture before offering any feedback to another animator. This not only differs from studio to studio, but from project to project; different clients, different supervisors, budget and schedule constraints all have an effect on how ‘town hall’ the dailies are going to be. See if the supervisor or director gets all his or her comments out before opening up the floor for discussion. If you are encouraged to give feedback, ALWAYS phrase your feedback positively. In fact, I'd only offer ideas when a supervisor asks for it, at least until I get to know my coworkers very well.
Always listen to your music or your dialogue tracks through headphones. Always use headphones that have good sound insulation. Heavy metal has a way of being even more annoying when you can hear the sound escaping someone else's headphones. The rule of thumb is that your ideal working conditions cannot disturb other artists.
I feel this should go without saying, but you have to bathe regularly and manage your body odors. Animators' desks are commonly placed end-to-end and you will be working in close proximity to others for at least eight hours a day. It is unfair to put others in the uncomfortable position of having to ask you to remedy rogue aromas. Animation is hard enough to create without an awkward air in the room (pun intended). I am not above sending an animator home to shower if it is necessary.
Pipeline is more than just a suggestion; it's a rule. And in relation to office politics, adhering to pipeline will keep you out of a lot of trouble. For instance, it is common that your animation will be handled by a few different departments before it finally goes on screen. However, if for some reason your work goes against the studio pipeline, you may have created more work for someone else down the line. You can quickly alienate other artists if you are constantly straying from the established pipeline.
Equipment can be a point of contention. Hopefully the studio has a bit of standardization; everyone gets dual monitors and the same speed workstation, etc. It's not always best to be the squeaky wheel when it comes to equipment, including desks and chairs. The more senior artists may become upset if you get the brand-new chair, widescreen LED monitors and a screaming fast workstation on your first day after complaining. Until you have established yourself, Wait to bring up your equipment woes to your supervisor, or worst-case scenario you cannot get your work done with the equipment you've been given. And never steal someone else's chair!
Another thing that should go without saying, wash your hands every single time you use the restroom. Colds and the flu can travel around studios at light speed because of the close proximity. If you are sick, always cover your mouth (preferably with your sleeve and not your hands) when you cough or sneeze.
Never go over anybody's head. If you have a lead, bring your questions and concerns to him or her. If the problem is big enough, it will be elevated to the supervisor or director. The established hierarchy is set up to make it so that the amount of work that needs to be completed is done in an orderly fashion. Breaking the pecking order not only hurts your relationship with your higher-ups, it's bad pipeline.
Finally, make an effort to be courteous and generous to your coworkers. The animation industry is an exciting business, but that doesn't mean every day is a picnic. There's overtime, challenging work, computer crashes, schedule delays, and nightmare clients. You're all on the same team, so always be cheerful and helpful and the whole team will brave the difficulties together.