SOONER OR LATER every animator must have a character interact with a prop, and that means we need to work with constraints. They can seem a tad complicated at first, but once you understand how they work, you can design a constraint system that is simple and flexible. The next few cheats will tell you what you need to know about constraints as an animator. Then we'll look at some tools that will make constraining a breeze.
NOVICE ANIMATORS SOMETIMES confuse parenting and constraining. These two processes behave somewhat similarly, but are quite different under the hood. First let's look at how parenting works.
Parenting is essentially indicating the center of an object's universe. By default, an object created in Maya exists in 3D space, and the infinite area inside the viewport is its central universe.
When we parent an object to another object (referred to as the parent), we are making the child object's central universe the parent object, instead of the 3D space. The child can still be moved independently, but its location is defined by where it is in relation to its parent, not where it is in space.
Think of it like this: you are currently parented to the earth. If you are sitting at your computer reading this book, as far as you're concerned, you're not moving. If you get up to get a soda from the fridge, you would say you've moved to a new location. Now think beyond earth and consider your position in the galaxy. When you're at your computer thinking you're not moving, you actually are moving through space (at 65,000 mph!) because the earth is moving through space and you are on it. It's your own perspective that you're not moving, but in relation to the entire universe, you are. This relationship of you to the earth to the galaxy is the same as a child parented to its object in Maya's 3D space. Let's observe this in Maya.
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When parenting, the order you select the objects in determines what is parented to what. Think “child runs to the parent” to help you remember to select the child first. To unparent, use + with the child selected.
CONSTRAINED OBJECTS are fundamentally different from parented ones in that they still ultimately reference their position from the origin. They simply get their translate, rotate, and/or scale information told to them by their master object. Think of it as a direct line from the master object's attributes to whichever attributes are constrained (which can be any or all of them) in the target object. When we have constrained a prop to a character's hand, it isn't actually “stuck” there; it just receives the same location information which makes it follow along.
Because of this direct line, we can't move constrained objects, because they're “hardwired” to the master object. We can turn the constraint off (using what's called the weight), but if it's on, the constrained attributes cannot be altered independently of the master object.
We can see that there is sort of a yin-yang balance with parenting and constraints. Parenting cannot be turned off or on over the course of an animation, but you can move the child object independently. Constraints can be turned on or off yet are locked to their master object while on. In setting up effective constraint systems, we can use the strengths of each to get the results we need.
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Constraint weights are used when we need to have an object constrained to different objects at different times in an animation. For instance, if we had a character throw a ball to another character who catches it, the ball would need to be constrained to their hands at separate times. We set keys on the weights to tell Maya which constraint to use at a given time. It's also possible (but not common) to have multiple weights on. Two objects at 100% influence would keep the object halfway between both of them. We'll look at weights in the cheat on pages 126–7.
WE'RE GOING TO USE both parenting and constraining to get the most flexibility in animating our props. Instead of just constraining the prop itself, we're going to constrain a locator that has the pencil parented to it. A locator is simply a blank object that you can translate, rotate, and scale. Not only does this create insulation between the rig and prop, but it also gives us the flexibility to reposition the prop and animate it. We're using the benefits of parenting and constraining in conjunction to make animating flexible and easier.
This approach can be very handy if you want to make some adjustments to a prop after you've already constrained and animated with it. We'll see how this can allow us to animate the writing movement of the pencil while keeping it in sync with the moving hand.
In a nutshell, the pencil is parented to the locator, which is constrained to the hand. Parenting the pencil lets it follow the locator, but still allows us to keyframe it. Since the locator is constrained to the hand, it follows how we want it to, while still giving us control to animate the pencil movement, keeping it isolated from the rig.
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When creating any constraint system, it helps to diagram it on paper first. Just diving into Maya and parenting and constraining with reckless abandon can make things very confusing very quickly. Think about what you need to accomplish, where you need control, diagram it, and name your props and locators appropriately. Remember, disorganized constraining will make animating more difficult and ultimately affect your work negatively.
WHEN WE'RE USING PROPS and objects in our animations, there will be times when things need to be constrained to multiple characters. If a prop is passed between two or more things, it will have to be constrained to all of them at some point in the animation.
To tell Maya which constraint we want active at a specific time, we need to use the constraint's weight attribute.
It may be helpful to think of the weight as an on/off switch. Every time we constrain an object to something else, a weight attribute for that particular object is automatically created in the constraint's node in the channel box. Then we simply need to key it at 1 (on) and 0 (off) at the appropriate times.
In this simple animation of one hand giving another a pencil, we're going to see how to switch the constraint weights over one frame to get a seamless transition.
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Constraint weights don't have to be switched over one frame. They can blend over however many frames you want by simply setting the weight keys further apart. Then the constraint will gradually drift into the next one. You can even edit the blend's curve in the Graph Editor. For animations like this one, that obviously wouldn't work, but for situations without obvious contact changes it can be handy.
THERE WILL INEVITABLY be situations where the easiest way to animate something is to keyframe it at certain places, and constrain it in others. Maya makes this simple with an attribute called “Blend Parent,” which we can key on and off depending on what we need at a given moment. When Blend Parent is set to off (0), Maya will ignore any constraints on an object and follow the keyframe data. When Blend Parent is on (1), it will ignore keyframes and conform to any constraints currently active. The best part about Blend Parent is it's created automatically whenever you set a key on a constrained object, or constrain something that already has keyframes set on it. When either of these situations happens, Maya creates a pairBlend node that allows us to switch between the two modes (or even blend somewhere in between, hence the name…).
Many times, I find animations that need this approach are simplest when done in a rather straight-ahead fashion. That isn't to say the animation isn't planned out, it most certainly is, but I've always found keeping track of things easiest if the constraints are done during the blocking process. We're going to take that approach here, where we'll start by animating an object (a bouncing ball: the cornerstone of animation education), constrain it to a platform, then keyframe it again, constrain it to a claw, and finally keyframe it through the end. Sounds complicated in theory, but this exercise with a living ball as our character will show you how simple it really is.
ballCourse_constraints1.ma
An “all or nothing” approach is usually best when working with constraints. If it's a more complex character animation, it's often easier to ignore any constraints until the animaton is in its polish phase. Then you can constrain props without worrying about having to shift frames around or make big changes to the movement.
ballCourse_constraints2.ma
The reason we use 0 and 1 for turning constraints on or off is that it's like binary: 0 = off, 1 = on. Or you can think of 1 being 100% and 0 being 0%, whatever is clearer to you.
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You can set the options for a parent constraint in Constrain > Parent > options. Here you can tell Maya to only constrain specific axes, if you only need certain ones for your animation.
ASSEMBLING SHOTS FOR YOUR DEMO REEL CAN BE TRICKY, particularly if you're trying to get your first animation gig. When thinking about what goes on a reel, every animator asks themselves, “What does the person judging my reel want to see?” But rather than give you an arbitrary checklist of types of shots to do, let me impart some ideas that I've come to see as much more important. While there are no surefire ways to make a reel that will guarantee you the job you apply for, here are some elements that will help you stand out from the crowd. If you work hard to incorporate these elements successfully in everything on your reel, getting a job will likely be much easier.
Entertainment The reason for doing any type of character animation at all is, in the end, to entertain. The word entertainment doesn't just mean “funny.” Anything that engages us, makes us interested, makes us feel something, and that we want to keep watching is entertainment. A tragic, sorrowful acting scene is just as entertaining as a slapstick pantomime bit if it's successful. Look at every piece you've created and ask yourself “if this wasn't my own work and it came on TV or the movie screen, would I want to watch it or have it be part of something I paid to see?” Be honest with yourself, and if you decide (or others you trust tell you) it's not, rework it or create a new shot that is entertaining.
Physicality The physics and body mechanics of what you've animated have to be working in a believable way. If you're applying for professional animation work, the people evaluating your reel will see poor physicality instantly. If you struggle with physical animation (and many of us do, including myself), get lots of feedback from others! Even non-animators will often be able to say something doesn't feel right, even if they can't say why. Don't skimp here by any means, as I've seen plenty of acting tests that had really nice acting choices, but the unpolished physicality was distracting and ultimately hurt the work. Study live reference of the physical movement in your shot, and seek lots of feedback until everyone tells you it feels good. Correct physicality is the one aspect of animation that isn't subjective.
Believable Characters As a character animator, your job is to give things their personalities and souls! Even if you're doing a simple physical test, it should be done by a character you've created for yourself—one who has a past, a unique personality, likes and dislikes, different experiences that shaped who they currently are, and more. It may seem like overkill at first, but working a character's backstory out before you do a test will surprise you with the choices that it opens up to you. Creating a character will give you limits; things that this particular being would never do and approaches which they will gravitate towards. Limits are where creativity truly thrives.
Sincere Acting The acting of your characters should be carefully considered and worked out with much diligence. Every action should have a reason for being in there, from the broadest gesture to the smallest eye dart. Avoid theatrical, “animationy” cliche acting and use lots of reference to come up with fresh yet appropriate choices for your characters. Analyze the gestures you're using and ask yourself “Are these motions I see people doing in real life or in live action movies and not just in animation?” If not, work to find something better—it will set you apart more than you probably realize. Also, study subtext in life and film and make use of it whenever possible. Bland characters are doing and saying exactly what they are thinking inside, interesting characters are often contrasting their internal thought with their external action.
Story As much as possible, you should try to tell a little story with your shots. Have a twist or something that surprises, like an unexpected result of the character's actions or an interesting take on a line of dialogue you're animating to. Dialogue tests should imply a larger picture and story beyond what you've animated. Showing command over story crafting, even in simple terms, will get you very far indeed. Something with a good story to it and an interesting acting performance, even if it's not the most polished work, will be better received than amazingly polished animation that is boring to watch.
Those are the core elements I think every animator should work to have in their tests, and do your best to have all of them to some degree. So even if you're doing a shot to work on something very standard, like lifting a heavy object, you can easily incorporate character, story, entertainment, and physicality to create something that not only demonstrates your animation craft, but also your skill as a storyteller and filmmaker. Stop thinking only as an animator, and instead also as a storyteller and entertainer, and you'll soon create a reel that gets you in the door.