Re: animation concepts

Date : Tue, 24 Jan 2006 09:59:20 -0000
To : <XSI(at)Softimage.COM>
From : "Adrian Wyer" <adrian(at)the-mill.com>
Subject : Re: animation concepts
porl.....answered.....without....dry sarcasm.........

gasp!

a

adrian wyer
head of 3d
milltv
adrian(at)the-mill.com
www.the-mill.com
t: +44 (0)20 7287 4041
f: +44 (0)20 7915 0551

----- Original Message ----- From: "porl" <paulp(at)al.com.au>
To: <XSI(at)softimage.com>
Sent: Monday, January 23, 2006 11:05 PM
Subject: Re: animation concepts



Frank Lenhard wrote:

Hey,

i'm not sure if this is the right place, because ppl here tend to be
more technical involved ;) anyway i like this place more than
webboards so i i'll give it a try.

i would like to hear about how you folks use xsi to animate
characters. not in terms of rigging but plain animation workflow.
so far i have my first babysteps behind me and created some
animations with xsi. now i start wondering in how i can improve
the speed i work in xsi and let the proggie do more for me.

Hi Frank,

I come from a purely 3d background, never having worked with feet-per-day and timing sheets but for what it's worth here is my take on it.

I have only ever used the mixer to transfer animation, to apply a speed up or slow down to an existing animation or to blend between animations, which it's great for. Unless there's something I've missed in being able to key pose clips, adjust individual elements while sketching out the inbetween animation curves without having to go back and forth with applying this and freezing that then I wouldn't try and use it like you want to.

The "non-linear" workflow available to users of software animating packages allows a completely different work method where the application of the key poses *combined* with the sketching of in-betweens via the animation editor can be a desirable and economic method, and a replacement for the pure pose-to-pose technique. The key pose itself is no longer sacrosanct anyway due to the potential of a variable camera, ie, the camera changes and the key pose changes by definition and so that is added into the mix. But what that does give us is an incredibly flexible and open-ended workflow (but yes, with the implied complexity) only held in check by our own discipline. So while we make sure those key poses are there, and they hit their marks, beats, whatever, we are no longer beholden to them. An analogy is that that of a pencil drawing where the adjustment of animation curves and key poses is akin to the initial light and fluid touches of a sketching pencil.

My personal workflow for a general animation (there are obviously many case-specific caveats that could be included here) is to sketch out the gross movement centre (lets say the hips), holding it for the requisite key poses, keying appendages as required as I go along, just enough to get an overall idea of whether I'm hitting my marks. I've got the animation in my head already so I'm just rendering it in 3d so to speak. Once I've got the timing of the fundamentals down I know for sure everything else is going to slot in after. In some respects pose-to-pose can be seen like a safety net to prevent costly mistakes from happening in the world of linear animation. In the non-linear world I don't feel contrained to the pose-to-pose method per se; strong poses and timing can still be maintained with what is essentially a mix between straight ahead and pose-to-pose.

So while I'm not traditionally trained, maybe there's something in my ramblings that might be of some use, and apologies for treading on any sensiblities of trad animators who might be seething at my heresy.

If none of it makes any sense then my conclusion is: Don't use the mixer for that, it's crap at it.

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