Maya
SINCE THEIR INTRODUCTION, animation layers have been one of the most powerful tools yet in computer animation. they exponentially increase the ease of creative tasks like trying different approaches and variations, and they make working with curves much simpler and more compartmentalized.
However, they're still a relatively new tool in Maya. I've met many professionals who don't even know they exist, yet their benefits can't be overstated. they allow a flexibility and simplification of animation curves that is completely on another level from how many of us learned Maya. this chapter will show you how to employ this incredibly powerful feature into what will likely evolve into a new and vastly improved workflow for you.
IF YOU'VE USED GRAPHICS PROGRAMS like Photoshop, then understanding Maya's animation layers will be a short leap from there. Layers let us stack multiple versions of spline curves on top of each other, which Maya then mixes together the way we want. This default behavior is one of two available layer modes, and is called Additive mode. A simple example would be two layers for the Translate Y attribute:
You can see how the two Y curves are mixed together for the end result. While this alone can make working with curves simpler, particularly with more complex examples, the real flexibility is how we can adjust the weight of each layer, much like opacity in a graphics program.
Instead of editing the curve itself, simply turning the weight of Layer 2 down to 50% reduces its influence on the final result by half. It looks like this:
Likewise if we switched that concept, and reduced the weight of Layer 1 to 50%, we get this:
Since the weight is just a slider, we can instantly experiment with any ratio of weights, giving us exponentially more options with no extra spline editing.
When we use layers, any animation we've done before the first animation layer was created will be labeled as BaseAnimation in the editor. BaseAnimation is not actually an animation layer, so we can't adjust its weight or turn it off.
Creating animation layers stacks them on the base layer. As far as Additive mode layers go (which is the default), the order doesn't really matter and the results should look the same. Override, the other mode, does take the order into account. When we set a layer to this mode, it essentially mutes any animation on layers below it that share the same controls/attributes. Animation above an verride layer will be added into the end result.
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When working with layers, lock the BaseAnimation to keep it from getting accidentally keyed.
NOW THAT WE UNDERSTAND how animation layers work, let's see in the example that was just illustrated. The Translate Y curves are exactly the same as the previous pages' example to keep things consistent. You'll be able to experiment for yourself and see how the weighting of a layer affects the animation. Weighting can also be animated just like anything else, so curves can have different amounts of influence throughout an animation, continuing to expand the possibilities. Finally, layers offer some nice organizational colorizing, complete with different colored ticks in the timeline, which can be a lifesaver if you're using many layers.
After this cheat, we'll revisit the facial animation we did in the previous chapter and continue to improve it, as well as create some new variations.
layerExample.ma
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If you have lots of layers and the Graph Editor is getting crowded, right click in the Graph Editor's left panel and select Animation Layers Filter > Active. Now only the active layer's curves will appear.
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A layer in override mode mutes any layer below that has the same controller/ attributes, including the BaseAnimation. You can put variations on separate override layers, and mute back and forth to compare.
MAYA'S ANIMATION LAYERS HAVE COME a long way in terms of stability and ease of use since their introduction. A very exciting new use for layers is to animate the weight of the layers to create some variations in cycles. We can use a layered approach to creating animation and then isolate layers for some custom movement. In doing so, we will “break up” the repetitive look of a cycle without having to delete the cycle, bake the keys, or alter it in any way. This is a fantastic new way of working. Now is a good time to start playing with layers to see if they have earned a spot in your workflow.
In this cheat, we're going to look at how planning a scene with a walk cycle using layers can give you new flexibility to create some great results in a short amount of time. We will look at how easy it has become to split animation up on the body into layers and then how easy it is to mix and match those layers to create unique results in your scene.
If you are still on the fence about layers after this cheat, then just imagine how many of your scenes that used walk cycles could have been done, and done better, using these cheats. It may be time to rethink your Workflow…
layer_Walk_Start.ma
layer_Walk_Finish.ma
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Remember you can also click on the little button on the right of the Layer Editor to Create Layer From Selected. It looks like this:
layer_Walk_Start.ma
layer_Walk_Finish.ma
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If rethinking your scenes in a layered approach is too disruptive to your workflow, remember you can always create your animation normally and then just extract the layers like we did in this cheat.
THE ANIMATION IS LOOKING quite a bit better with our recent additions, and we can instantly go back to the original version at any time. Such is the power of layers. Yet it still needs a little something. A little shake when he raises his head and closes his eyes will add a nice bit of texture.
Creating layers to add in texture is a technique that can save you tons of work, especially if working for a picky or indecisive director. It's easy enough to add in the headshake as normal, but if you're then asked to tone it down or take it out, you have to go back in and edit the original curve quite a bit. Using a layer for the shake, you can simply turn the weight down until they're happy. And best of all, it makes your curves simpler to work with. If you were asked to start with the head rotated further in Y, you can simply adjust the original curve while the head shake stays the same in its own layer, rather than having to tweak where Rotate Y starts and all the shaking keys after it.
In short, layers have lots of uses and you'll figure out plenty more as you continue to use them and tailor them to your workflow. Happy (easier) animating!
texture_start.ma
texture_end.ma
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Layers can be parented to other layers. This isn't like parenting with props or anything though. It's simply Maya's way of organizing layers, like folders in Photoshop.
By Kenny Roy
AT THE VERY END OF WORKING ON A SHOT, we turn to the final polish stage. of course each shot is different, but many have enough in common that you should have a clear list of tasks to look for to be sure that your work is complete. I have always advocated for the practice of writing down one's workflow. If you have enough experience, you can probably get away without a written list. whatever the case, I thought that it would be helpful to you to have an extensive list of some of the things that professionals look at when they are trying to get a shot out the door.
By no means is this a complete list, and conversely there may be many items on this list that don't apply to your current scene. Take this list as much as an indication of the level of detail that feature film and high-end commercial work demands, as a complete rubric for success. The list is also basically ordered from head to toe, as every animated shot will need polish in different areas and so any other ordering might be confusing.
Without further ado, here's the list:
1. Make sure anything attached to the head that is keyable has good overlap and secondary movement. floppy hats, pony tails, and antennae come to mind.
2. Make sure that the ears, if keyable, have a little bit of life to them, perhaps perking up when the character hears something. A tiny bit of wiggle in the tips is good too.
3. If any dynamics exist on the head, turn them on and adjust the settings.
4. Add a tiny bit of micro movement to match the inflection of the dialog.
5. Check that the eyebrows and eyelids do not take on any unharmonious poses.
6. Add some overlap and overshoot to the eyebrow movement.
7. Add some micro darts to the eyes.
8. Untwin the keyframes of the eye blinks and eyebrow movements.
9. Key the cheeks and squints if they haven't been touched yet.
10. Key the sneer and nose controls if they haven't been done already.
11. Add a tiny bit of puff to the cheeks on m, b, and p syllables in the dialog.
12. Key the tongue if it has not been done already.
13. Add asymmetry to the mouth shapes in the dialog.
14. Cheat emotional face shapes like smiles and frowns towards camera.
15. If there are lip puff controls, add them to m, b, and p shapes.
16. If there are controls to keep the lips stuck together as the jaw moves downwards, add a pass of that now for words in the dialog that start with b and p, especially after a long pause.
17. If there are swallow or breathing controls for the neck, add those.
18. Check arcs are clean and smooth on all the head movements.
19. Add breathing movement to the chest.
20. Relieve a little bit of the distress in the neck and shoulder by keying the clavicles if they haven't been keyed already.
21. Check arcs on chest and upper torso.
22. Check arcs of elbows.
23. Make sure the pole vectors are animated — we don't want Maya deciding where our elbows are pointing.
24. If this is a character with wings, add the stretching of the wing membranes against the flow of air.
25. Check wing poses for good silhouette.
26. Refine and nail down overlap amount on wrists.
27. Add and refine overlap on fingers.
28. Break up finger animation timing.
29. Add contact of fingers on any props the character holds or touches.
30. Refine and nail down any IK/FK switching by matching the pose and movement perfectly.
31. Add moving holds to hand poses and finger poses.
32. Add micro movements to hands and fingers.
33. Make sure the spine controls are not counter-animated against each other and that each spine pose is explicit and meaningful.
34. If there is a stomach bulge control, use it in conjunction with the chest controls to further refine the subtle breathing movements.
35. Add secondary movement and overshoot to stomach bulges and fat.
36. Refine the hips by doing a pass where you look closely where the weight is distributed.
37. If the hips and lowest spine control both have IK movement, make sure there is no counter-animation between them.
38. Refine arcs on the hips.
39. Make sure all of the main body movements have a weight shift in the hips to allow the legs to come off the ground.
40. If you are working on a dog-legged character, make sure the femur and the foot bones stay parallel at nearly all times.
41. If there is a tail, smooth the movement on the tail by reducing keys.
42. Add overlap and some bounce on the tail.
43. If the tail is prehensile, make sure there are no penetrations with props or the set, and add contact poses if it touches objects.
44. Remove pops in the knee by refining the height of the root, or by using the stretch control on the legs very sparingly.
45. Key knee pole vectors.
46. Add micro movements on the knees to indicate when a huge amount of force is applied, especially on large creatures.
47. Make sure the knees line up with the foot in general.
48. Avoid bow-legged poses or knees pressed together.
49. Key foot roll.
50. Key toe roll, and a little bit of overlap on the foot and toes.
51. Key sliding and micro movements on the feet, even on a static character.
52. Fix any penetrations that are happening between the ground and feet.
53. Make sure all of the curves on the feet fast-in to the ground in TranslateY — we don't want the feet to slow-in to contact poses.
54. Make sure any FIK/IK switches on the legs are cleaned up nicely.
55. If you are working on a barefoot creature, key the toes splaying as the weight is applied to the foot.
56. Do an overall silhouette pass and make sure there are no unattractive slivers of light in the negative space, or messy silhouettes.
57. Take once last look at your thumbnails, and reference and compare your golden poses.
58. Watch the animation back with the lip sync moved one frame earlier to see if it improves the readability.
59. Watch the animation play backwards to see any pops or hitches in the animation that you couldn't see before.
Phew! of course on a per-shot basis, you could go on forever. hopefully this list will inspire you to create your own, and to integrate a regimented polish pass into your workflow. good luck animating!