Module 10 - Personalizing An Animation
Module 10 - Personalizing An Animation
Module 10 - Personalizing An Animation
Personalizing an animation
Introduction
Importance of Personalizing an Animation
o There are some animations that have existing templates, but those tend to be standard.
Using the standard templates, if any, is usually the bare minimum in an action.
It is also important to note that most actions do not have a set template, so there should
be an innate need to create the action from scratch.
o Standard templates tend to be more robotic.
Most animations (both character and effects) are organic in nature.
It is simplified to make it easier for beginners to understand, but it removes a lot of nuances
that make an animation more organic.
Modifying them can make them look more natural, even with some exaggerations.
o Modifying the animation makes your animation unique.
Sticking to the standard is good for beginners, but after quite some time, you would find
yourself some things in the animation that would be better.
Adding modifications (or quirks) on the animation can make it more interesting to the
viewer, and can set your animation from the rest.
The modifications depend from person to person, as the difference are usually determined
by their own preferences.
o It gives more character to your works.
Adding character to a work makes it more personal, which to viewers, can translate as a
powerful theme or emotion.
- Actors try to get a hold of a character by figuring out how he/she/it/they walks and
allowing the character to tell the whole story with a walk.
The animations created tend to have your own characteristics, quirks, and preferences.
Usually, in an animation studio, the animators can tell their own works even with similar
modeling, clean-up, and other standards. This is because the character’s actions tend to
mimic that of the animator’s.
This is further reflected as a lot of animators use themselves as reference when animating.
Animators tend to have a mirror on their workstation to recreate facial expressions needed.
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It might be mistaken that the head is a circle – which is a 2D object; when it should be a
sphere – a 3D object.
When that interpretation is used, then the eyes on both sides will be considered as only one
unit. It can also be seen that the mouth might be considered as just one line.
o Telephone lines
This is an example is usually seen in backgrounds, or in objects that might require some
extreme point perspective.
The basic understanding is to find the middlemost distance of the two extreme poles, and
then draw it in the middle with its size the middle-point of the two poles.
When tackling one-point perspective, it is recommended to rather create a cross using the
bottom and top of the objects, and using the middle of it to determine the ‘middle’
distance.
Pre-Emptive Distortion
o Generally, one has to draw the shape of the in-between according to the shape of the two
keyframes, finding its middle shape.
o However, distortions in the object’s shape are based on the forces acting upon it. When the
object is in the air, then no distortions should be made.
o Mallet
The reason why the nail is bent is because of the force from the mallet.
The nail should not bend in the in-between since there is no contact with the mallet.
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o Water droplet
The water droplet ripples because of the contact with the ground.
As such, the water droplet in the in-between must not see any distortion.
In terms of the speed, raindrops (and water droplets) tend to maintain a terminal velocity,
so any squash or stretch is not usually seen.
o Falling ball
For a falling ball, the distortion can come from the force of the contact with the ground or
the speed.
- If the ball is more rubber like in material or harder, there is no distortion done in the air
since the weight brought upon by the acceleration is not enough to distort it. Only the
immense force when in contact with the ground can give some squash to the object.
- If the ball is softer like a water balloon, the weight brought upon by the acceleration
can distort it. The distortion is more vertical than horizontal. This also works with how
before a squash happens, a stretch usually occurs.
As such, no horizontal distortion is seen because there are no forced acting upon the sides
of the ball.
Disregard of Joints
o Foot – walk cycle
Basic in-betweening tells that the foot is placed at the middle point where the foot is from
the air and the foot is planted on the ground. The resulting in-between will have the foot
near the ground (toes almost in contact with the ground) and with the foot angle between
the two keyframes.
This is improper since in a walk cycle (or lifting the foot in general), it is quite uncomfortable
for the foot to be off the ground for a longer amount of time than necessary.
To compromise, it would be better to somewhat go a bit forwards and have the foot in
contact with the ground, but only the toes.
This way, the foot has a bit more stability since it is in contact with the ground.
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o Pointing finger
In this case, the path of action (arc) is followed at the tip of the finger.
However, the unraveling of fingers is not like a springboard, but rather joint-by-joint.
As such, it would be better for the pointing finger to slowly unravel, one at a time, to create
the in-between.
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o When modifying, make sure that any decision should enhance the animation and what it can
offer to the audience.
Plan the walk cycle first and decide what modifications you plan to do beforehand.
Take into consideration some factors that might affect the character’s walk cycle.
Add only a few modifications out of all of the recommendations listed below. It is better to
edit out rather than adding more.
- If we take a normal clichéd action and alter one tiny part, we get something different.
Prevent having too many modifications at once.
- It distracts from the main action.
- There might be some modifications that would counter each other.
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Body Composition
o How their body is created and composed can mostly affect the posture and counteraction of
the character’s walk cycle
Thin body composition
- Tends to follow the standard walk cycle
- Might walk more sprightly than a fatter character since there might not be a lot of
weight holding them down
Fat body composition
- Looser body fat like the stomach might bounce off during poses of the walk cycle
- Tends to have their steps wider from each other since the fat in the thighs prevents
them from having a tighter line to walk on
Female characters
- The breasts might bounce off during poses of the walk cycle
Elderly
- Cannot move their shoulders and arms much due to a hunched spine
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Emotion
o This is considered as one of the biggest factors in creating a walk
cycle.
Most walk cycles are usually driven by the emotion of the
character.
o A person will have drastic changes in their walk when they are
overwhelmed by a certain emotion.
o Certain emotions can alter the way a character walks:
Happy – bouncier and lighter movements, almost bouncing
Sad – slumped back and shoulders, little spacing on the
movement of the feet
Angry – stomping feet, arms are angular, torso and head is not
moving due to focus
Scared – limbs are close towards the body, fewer movements
Situation
o Situation is mostly an extension of an emotion.
The situation allows them to feel a certain emotion
that they evoke as the situation is happening.
o These are brought about by circumstances
happening towards a character.
Drunk – walk mainly focuses on keeping balance;
body movements are very erratic
Injured – tends to move very little; has apparent pain
on the face
Walking on stage – the character is mostly likely
nervous, so the movements are slightly jittery, with
apparent caution on the face.
Style
o Style is the overall way on how a character walks, unaffected by
emotion.
o It can be influenced with a number of factors such as personality
or lifestyle, amongst others.
o It can give off certain aspects to the character, such as their
personality or status.
Sailor – body tends to rock side to side, mostly influenced by the
rocking of the ship during naval travels
Rich – sometimes called a ‘snooty’ walk; head is usually held up
high, shoulders are steady but the arms are almost flailing
Swagger – an extension of a masculine walk, but with more
confidence as the head is always held up
Introverted – usually keeps to themselves; little swaying is done
on the arms, legs are closer together; head is bent downwards
Note: Each consideration has some examples to demonstrate how it can affect the walk cycle
animation in a more practical way. Some of the examples here are somewhat stereotypical in
nature and may change due to more progressive beliefs. Overall, it is not a reflection of the
beliefs of the author and the department. You are also free to change them as you see fit.
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Foot Action
o A foot usually picks up slowly, then travels quickly through the middle, and puts down fast.
o Add more differences in how the foot moves to add more vitality.
It is possible for the foot position to not move for the entire walk cycle, but that would make
it look robotic.
For the back foot at the contact point, bend it towards the toe to make it so that the toe is
delayed to the rest of the foot movement.
For the height point, lift the front foot (same foot as before) with a different feet angle.
o Take note of how the foot moves.
There are three main sections to a foot (side view): heel, toe, and arch.
Make sure to divide the foot in this way to make it more believable.
Maintain the arch of the foot as much as possible.
Weight Shift
o Essentially, the weight shifts from one foot to another.
When a foot is raised, it thrusts the weight of the body forward and to the side of the other
foot.
Shoulder mostly opposes the hips.
o Modifying this can affect the weight and/or emotion of a character.
Having a more diagonal line for the shoulders and hips can imply that a character is
heavier. It can also mean that the character is stomping.
Having a more diagonal line for the shoulders and hips can also mean that the character is
dragging themselves.
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Having a more horizontal line for the shoulders and hips can imply that a character walks
lighter and bouncier.
Belt Line
o This is located at the top-most part of the hip.
One of the first things to consider when animating.
To be placed first or after placing the foot.
o Used to determine:
The placement of the knees and then the length of the legs;
The torso and head are placed on top of it; and/or
The placement of the shoulder.
o It helps determine the center of gravity, especially when the torso is leaning forwards.
o Can also affect when the character is twisting, turning, or there is a need to apply some
foreshortening.
o The placement of it as well can affect the intensity of the weight shift, and how much the legs
would be bending.
Arm Movement
o The arm should have a consistent arc.
Use the wrist as the basis for the path of action.
The arm movement is somewhat like a pendulum.
o The arm swing is used to balance the thrust of the walk.
o The arm swing can also be used to imply mood according to how much it moves.
More movement – infants / toddlers / children, happier mood, more erratic situations
Lesser movement – elderly, sad mood, low-energy walks
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o Twisting, turning, and application of foreshortening may also be applied here to make it more
dynamic.
Counteraction
o These refer to any other secondary movement that can affect the movement of the body in a
walk cycle.
o When the character goes up, the drapery or hair or soft bits go down.
It usually applies the concept of follow through and overlapping action.
Some of them would also apply the idea of drag – following the movement of the main
action.
o Take note of the material of the secondary actions.
o Simply give them movement, add some restraint.
Exaggerating the movement of the counteraction diverts the attention from the main walk
and instead places it on the counteraction.
o Here are some examples of counteraction that may be found in the walk cycle:
Soft muscles
- Examples of these are breasts and stomachs. For animals, these can be ears and jow
Hair movement
- The movement would come from the crown of the head, bellowing when going down.
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Hat movement
- In this case, a lot of restraint is seen – only the brim of the hat acting as a counteraction
with a simple up and down motion.
- Also, when the character’s head moves up, the brim’s movement goes down – an
example of drag or delay of a secondary action.
Cartoony walk – foot on the ground is bent down a bit; makes the walk bouncier
Lazy walk – has the legs bent; back is also bent (torso is shaped like a kidney)
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Zombie-esque walk – head and torso is tilting from side to side, almost robotically; can also
be used when the character is a bit more wary
Loosening It Up
o Focuses on the shoulder movement.
o Exaggerating the movement of the shoulders exaggerates the movement of the arms even
further.
This is done by moving it slightly more forwards / backwards
This can also be done with the hip movement
o This is used to make a character sprightlier or more ecstatic when doing the walk cycle.
Head Movement
o This can be done at any pose, but usually is determined by one only.
Either use the passing pose only, or the contact pose only.
Choose one pose to focus on the head movement
Then the other poses will serve as in-betweens.
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Others
o Double bounce
Usually shows energetic optimism, seen in a lot of animations in the early 1930s
Image reference:
https://64.media.tumblr.com/61425f6a18fd4f98265849ec1da5ce9b/tumblr_n5tlq4AfHj1s2wio8o1_400.gif
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Usually used for a moving walk cycle, or when it is possible to do multiple cycles of the walk
cycle (instead of 8 drawings, the entire walk cycle is 16 or 24 drawings)
Done in the passing pose, by bending the foot in contact with the ground
References:
Blair, P. (1994). Animation. Walter Foster Publishing: California.
Technical Education and Skills Development Authority (2018 February 27). Training Regulations
for Animation NCII – Version 02. Quezon City
Williams, R. (2001). Animator’s Survival Kit. Faber and Faber: United States.
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ANIMATION NCII – Animation 12a
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ANIMATION NCII – Animation 12a
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Rubric:
Score
20 16 12 8 4
Criteria Description Excel- Above Satis- Fair Needs
lent ave- factory impro-
rage vement
Walk Cycle Output has at least 8 drawings with
the identified poses necessary for
the walk cycle; final output looks
like a character walking despite
the modifications
Modifications Output has been modified from the
standard walk cycle; decisions on
the modifications allows a tasteful
interpretation of the given emotion,
style, or situation
Timing and Time charts properly reflect the
In- frames and the timing; all frame
betweening labels are written down; any
concepts and principles of in-
betweening necessary were
applied
Clean-Up Prescribed line quality is consistent
amongst all frames; do’s and
don’ts in clean-up were followed
Record Character modeling and
Keeping proportions are consistent; all
Procedures production information necessary
and Quality are present; showcases
Control competency on the use of line-
testing software
How to Submit:
It must be a moving image (GIF extension file only) with at least a 500 px width.
File name: LastName, FirstName – ICT Ani 12_ - Module 10 Activity
Submission Channels:
Canvas K-12 LMS (Assignments)
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