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
HOT TIP
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 copy 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
HOT TIP
You can hold down and drag in the viewport to scrub without being on the timeline.
HOT TIP
The timeline is where you can activate sound for dialog 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 to 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 his arm. 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
HOT TIP
We used a wave deformer to get this wave action, but there are many different ways to get some 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 is as easy 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 applicable, 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 in 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
HOT TIP
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 O 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 the previous exercise and apply the curves on the character's head to his 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 on 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
HOT TIP
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.
HOT TIP
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 12 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 2014 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 2014 makes it a reality.
Editable Motion Trails give you lots of power. They work in conjunction with the other keyframe tools (Graph Editor, 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
HOT TIP
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.
HOT TIP
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.
ALMOST 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 take? 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
HOT TIP
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.
WHEN PLANNING AN ANIMATION, an important step is determining if it's best to use IK, FK, or both at differenl 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 from, say, FK to IK, keep in mind that in 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 more clear 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 lining 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
HOT TIP
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.
HOT TIP
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 and that the flesh is slightly squishing against it.
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.
Characters ets.ma
HOT TIP
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/ attributes to the set using Add to Character Set.
ONE OF THE MOST VALUABLE and long-sought updates to Maya 2014 is the Grease Pencil tool. In traditional animation, a grease pencil was simply that; a pencil that leaves a greasy or waxy mark on eels or glass. You could make marks on a drawing and rub the mark off easily. Nowadays, CG animators clamor for tools that allow us to more easily access our creativity. Tools like the Grease Pencil that allow our imagination, our off-the-cuff ideas, and our gestures to infiltrate Maya's otherwise stoic Ul.
Many Grease Pencil or Blue Pencil (as it is otherwise known) scripts have existed in Maya for years, but none have the ease of use, functionality, or the advantage of being built in.
It should be noted that you will get very little benefit from the Grease Pencil tool without the use of a pen tablet, tablet PC, tablet monitor like a Wacom Cintiq, or a touchscreen monitor. It is nearly impossible to get any useful gestural strokes from a mouse. I have been a longtime proponent of the use of a pen tablet for general mousing for ergonomics reasons. If you have not made the change yet, perhaps it is time you considered it.
We will be starting very slowly with the Grease Pencil tool by creating some simple poses for a bouncing ball animation using the Grease Pencil. You will see that it is much quicker and easier to draw the frames you want before going into a rig and posing the model or character. Your workflow will improve immensely by having a multi-discipline approach to your animation. Let's get started.
grease_Pencil_Start.ma
grease_Pencil_End.ma
HOT TIP
Use a color that contrasts with your scene when using the Grease Pencil. Light blue is default but you normally can't go wrong with yellow.
HOT TIP
When using the Grease Pencil tool to create rough posing for characters, remember that the drawings move with the camera. It is a very good idea to have near final camera animation in your scene before starting to use this tool.
As you saw in the last section, the Grease Pencil is great for coming up with pose and timing choices, but it can also be used to determine and refine the arcs in your scene. We are going to use the new Grease Pencil tool in conjunction with Maya's powerful Editable Motion Trails to really hone in on a perfect arc.
Used together, the Grease Pencil and Editable Motion Trails offer you real-time and in-panel feedback on your work. Best of all, your planning stages can seamlessly be integrated into your blocking stage. This creates a much more coherent workflow going from planning to animating.
We are always looking for ways for our planning to help us make decisions deep into the animation process. In other words, we are trying to squeeze as much information out of thumbnails, reference, etc., all in a bid to let these planning materials improve our final animation. By marrying the Grease Pencil and Editable Motion Trails, we are doing just that.
grease_Trail_Start.mb
grease_Trail_End.mb
HOT TIP
The grease pencil brush can be resized by LMB-dragging in panel with the key pressed, and the opacity is changed by holding the key down and LMB-dragging. Just like all other brushes in Maya!
HOT TIP
The Editable Motion Trail is a visual guide only in this use; the handles on the Editable Motion Trail will not adjust your head position, only rotating the head will.
Do They Always Lead the Action?
by Kenny Roy
SIMPLY PUT, YES! But there's more to this story.
This was a question asked of me by a student on my website www.kennyroy.com. When I answered the question I only succeeded in confusing the student even further. In short, I said that when you are planning a character from the very beginning, it can be fun to choose a part of the body that the character “leads” with. This obviously contradicts the edict that the hips lead all actions. I will try to dispel the confusion here.
Let's start at the very beginning with the concept of the hips leading each action. All characters will constantly find balance in their poses and their movements. That is, if they are standing still, their weight is over their hips so that they don't fall over. And if they are in motion, they are extending their legs to catch the ‘controlled fall’, again to keep from face-planting. It just so happens that the biggest weight that we can move to achieve this equilibrium is our entire torso, controlled in major part by our hips. If we are standing still, and want to lift our left leg, we automatically use the muscles in our legs, hips, back, stomach and all stabilizers to shift our weight over the right leg. As the weight comes off the left leg, we are able to lift it. Similarly, if we are starting to walk from a standstill, the muscles of the legs and torso allow the body to lean forward and build momentum. We say that the hips lead the action because, in addition to the muscles making the weight shift prior to a leg being lifted, the hips move to take on the new weight. They are our “gauge” as animators to see where the weight is distributed.
So in short, the answer is yes, the hips always lead the action because we have to change our balance to change our pose or motion; and the hips are constantly shifting to take on the new weight.
However! It is also true what I said to the student before: choosing a part of the body to “lead” the action is a fun way to come up with an interesting character. This is an exercise we would do all the time in Improv class to come up with interesting characters. In fact, why don't you try it right now:
Stand up and take a moment to breathe and relax. Now think of a really nasty villian. Take on a little bit of the physicality of this character, but now choose any part of your body that will “lead” the action. It can be anything. Your elbows, knees, chin, top of your head, even your butt. Now spend a little more time thinking about how this body part is really pulling you through space. Imagine a string is tied to this body part and you are being tugged around by the string. Start pacing around the room with this “body lead” and feel the villian's character take shape. Why does this character move this way? What is the back-story, why did this person become a vi I Ma n ? As you continue to pace around as this vi I Ma n, with a strong body lead, you may notice that you take on an even deeper physicality to your gait. If you chose the chin as the leading body part, then you might actually feel your neck craning to push the chin out further. Your back may become bent and you may take long steps and thrust your chin forward with each step. It's amazing how much physicality can come from a simple body lead. As you continue to explore this character, you will also find that the deeper physical choices are calling for some very strong character choices as well. Test out an action other than walking for this character. Maybe pick up a pencil, look around and make sure nobody is watching, and steal it. Now before we get too carried away, do the action you chose one more time, but slower and paying very close attention to where your weight is. Notice how even though you have a very strong body lead, the weight is always seeking balance. Your hips are also still telegraphing the placement of the weight on your legs.
Alright, we're getting a little carried away. Shake out your arms and legs and relax. Try this exercise with many different body leads. Better yet, try this exercise in front of a full-length mirror, and perform some actions while watching the weight shifts in your body. Watch how the hips are where the “idea” of all the movements in the body really start, but you can still have a strong body lead elsewhere. Record some reference of this new vi Mia n character you've invented. And when you are totally comfortable and sure that you've fully explored this new physicality, animate this character!