Thursday, September 25, 2008

Forget About Animating the Legs

In your ebook you wrote something on “forget about animating the legs.” Can you elaborate?

Gosh, that's a tough one to fit into a blog post, but maybe I can be clearer than I was in the ebook.

Basically, the idea is to hide the legs of your character. (I create a layer for them in Maya and make that layer invisible). Then you just forget about the legs completely.

So at this point, you have a character with hips, a torso, arms, and a head. The idea is to just animate that, according to the way you've planned out the scene ahead of time, and keeping in mind what you basically will want the legs and feet to be doing once you put them in.

If you follow your planning, and get the body moving around at the correct speed, with the correct ups and downs, etc., and you just work on that until it looks right, THEN you unhide the legs.

Now the legs are super easy to animate. You just set up your first pose the way you had planned out, and then as the character moves forward, you just save a key on the planted foot one frame before the leg would have hyperextended (creating an IK pop, which you want to avoid at all costs!), and then animate it taking the step or whatever.

In other words, if the body is moving at the speed you want, it's going to dictate when you HAVE to pick up the feet and move them, right? So it's kind of removing one layer of complexity from your initial animation pass by saving the feet and legs for a second pass, and on that second pass, the feet/legs are almost a no-brainer because their timing and possibly posing is being dictated by what you've chosen to do with the body.

You'll probably have to make some small edits to the body timing here and there, but if done properly, it should work.

I know it's a weird way to approach, and as I said in the ebook, I thought it was completely insane when Glen McIntosh suggested it to me, but considering he's probably the best animator I've ever worked with, I eventually figured that I should try it, and the Yoda shot I did that way (in Episode 3, where he fights some clone troopers and throws a lightsaber into a trooper's chest) really came together quickly and it ended up being a really cool way to work.

I still only would use that method in an action-heavy scene (lots of running around, jumping, etc) or else for a many-legged character (spider-shaped characters with 4 or more legs work even better for this method!), but in those instances it's a technique that comes in really handy...

Shawn :)

5 comments:

mattanimation said...

Awesome! Thanks for elaborating!

Grejotte said...

Awesome! At school our teacher taught us to place the feet at first, that was a little weird... I will try to begin with the upper body at my next action shot.

I have a question:
I learned to keep my curves as clean as possible. Like, putting keys only on poses frames and then play with the curves to get the follow through. But then, someone else told me that it's not true, you can put keys everywhere to adjust the animation to get exactly what you want, but then it all gets messy but, you have what you really want. What do you think is the best? Keeping the curves as clean as possible on the main frames? Or take more freedom by adding keys everywhere?

Demilliac said...

Hello Shawn. Congratulation for this blog, it's an amazing source of knowledge, thank you so much.

I have a question about this particular post. The idea of keeping the leg for a second pass seems really brilliant. So I would like to try it. Soon, I have to manage a dog fight action between two dogs, and it's still hard for me to imagine animating a dog with no leg. Do you consider this method for this kind of shot too ?

robsomers@mac.com said...

This might sound silly, but how do you keep from posing the body too low or too high on the Y-translation when you're not "seeing" what the legs are doing in each pose? I'd be afraid that I would have my main body arcs and curves looking great but end up with legs stretched or squashed in all the wrong places!

Thanks for the great articles, this is a regular stop for me everyday :)

- Rob

shawn said...

I may elaborate on these in a future post, but my quick answers to some of the follow-up questions posted here would be:

1) save keys anywhere you need to in order to make the motion right, but keeping nice curves should be possible as well...

2) I've seen someone animate a dog using the "hide the legs" method, but you're right, that it does seem complicated... I think you'd be fine as long as you did some serious planning, and knew where those legs were going to eventually end up. Try it out for 50 frames or something, and if you hate it, then just forget it. :)

3) as for knowing how high/low to translate the body without seeing the legs - yes, this is something you'll have to kind of "guess" at and probably edit a bit once you show the legs. This is one of the areas I was referring to when I said you'd probably have to edit it a little bit, but you should be pretty close and it shouldn't affect your timing, most likely...

Good luck, everyone! Thanks again for reading!

shawn :)