Tuesday, November 5, 2013

The thinking character

Animation is motion and emotion. As an animator you're constantly working on motion, so it seems very important, but motion is secondary. Motion is driven by the character.

I've done my fair share of research on the topic of body language, I recommend it to any animator, I really believe that improving your observations of others will make you a better animator. But none of that matters unless you realize that in order for your animated character to appear real, the motions need to come from a (seemingly) real place.

I used to be in a game art course in uni. There I was taught how to make a character move, but I was never satisfied with just creating movement. It wasn't until I was in my graduation phase though that I found out about "the thinking character". In order for us to believe in the characters we see, whatever they do must have motivation.

The below is what I found while researching, it doesn't only talk about the theory, but also gives examples. More than worth the read, I'd say!
Published in 1994 by Siggraph under the name "Animation tricks" by John Lasseter (executive producer and director at Pixar).


When animating characters, every movement, every action must exist for a reason. If a character were to move about in a series of unrelated actions, it would seem obvious that the animator was moving it, not the character itself. All the movements and actions of a character are the result of its thought process. In creating a "thinking character," the animator gives life to the character by connecting its actions with a thought process. Walt Disney said, "In most instances, the driving forces behind the action is the mood, the personality, the attitude of the character—or all three. Therefore, the mind is the pilot. We think of things before the body does them."

To convey the idea that the thoughts of a character are driving its actions, a simple trick is in the anticipation; always lead with the eyes or the head. If the character has eyes, the eyes should move first, locking the focus of its action a few frames before the head. The head should move next, followed a few frames later by his body and the main action. The eyes of a character are the windows to its thoughts; the character’s thoughts are conveyed through the actions of its eyes.


If the character has no eyes, such as an inanimate object like a Luxo lamp, it is even more important to lead with the head. The number of frames to lead the eyes and head depends on how much thought precedes the main action. The animator must first understand a character’s thought process for any given action. Consider a character wanting to snatch some cheese from a mouse trap; the eyes will lead the snatch by quite a bit because this is a big decision. The character needs time to think, "...Hmm...This looks tricky, is this cheese really worth it or is it just processed American cheese food?...Oh what the heck...," he decides, and snatches the cheese.


Conversely, if the action is a character ducking to miss a low flying sheep, the anticipation of the eyes leading the action should be just a couple of frames. "What the...," and the next thing, he is spitting wool out of his mouth.


The only time that the eyes or head would not lead the action would be when an external force is driving the character’s movements, as opposed to his thought process. For example, if that character was hit in the back by the low flying sheep, the force of the impact would cause the body to move first, snapping the head back and dragging it behind the main action of the body.


Source: http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/lasseter_s94.htm#thinking character



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